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Sanguine Debauchery (SD+) (January 2025)


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Posted
1 hour ago, Lazulitus said:

Not sure if this has to do with SL Dialogues or SD+, but I've been encountering something of an oddity. I'm currently enslaved to a Troll, but every time he or a creature tries initiate sex with my character and I submit or resist, nothing happens with either. Even communicating with the Troll and choosing the "Roll Over" option doesn't work (every other option does though). The debug messages say something like they try to hump me or something equivalent, then "nevermind" shows up like it was cancelled and I'm not entirely sure why. I've got all the creatures' animations working perfectly fine otherwise, because they happened before I was enslaved. Is it some setting I have ticked that's preventing it, or is it just something that's not handled anymore (the FAQ says SD+ doesn't include creature sex anymore, so does that have something to do with it)?

The "nevermind" message is an attempt at imposing a cooldown on sexual activity when you get back to back to back assaults. 

If an assault is too close to the last one, it will abort.

 

Maybe something else is messing with it but try waiting a little and see if they can hump you again.

Posted
7 hours ago, DeepBlueFrog said:

The "nevermind" message is an attempt at imposing a cooldown on sexual activity when you get back to back to back assaults. 

If an assault is too close to the last one, it will abort.

 

Maybe something else is messing with it but try waiting a little and see if they can hump you again.

Hmm interesting, that's helpful insight. Since I was enslaved, there hasn't been any actual assault, not at the beginning of it nor after sleeping or waiting. It's been persistent for 2 ingame days. I infer that either something must think I'm still being assaulted even though I'm not, or I've managed to bork something up that's making it run that way. I'll take a look at what I'm using to see if reconfiguring something might work (I'm using Defeat and SL Levelling through Death Alternative). I'll get back on if I manage to figure it out.

Edit: If it's also helpful to know my slaver is a troll in Graywinter Watch (where I currently am), and is I don't give him gifts with fetch, he's constantly "frowning" and decreasing my slave allowance. In fact a bunch of stats are negative when the slave day updates like "overall" was -7/5, submissiveness was -10, etc.

Posted

Love this mod!  I'm using the SSE version and I'm getting the "RND Not Found" notification on load even though I did not select RND on installation.  I though I saw a fix for this somewhere in Support but I can't find it now.  Can anyone direct me to it?

 

Thanks in advance for your help.

Posted
7 hours ago, Dez65 said:

Love this mod!  I'm using the SSE version and I'm getting the "RND Not Found" notification on load even though I did not select RND on installation.  I though I saw a fix for this somewhere in Support but I can't find it now.  Can anyone direct me to it?

 

Thanks in advance for your help.

I can't remember this being a message from SD+. I don't have any link to Realistic Needs and Diseases.

Posted

Bug report:

I don't get it. During my second visit to Dreamworld the Sanguine is trying to equip Boots|restrictive to the Player Chrakter. It is failing. The scriptfragment called is named _sdtif_dream_scene2outfit.

I can change the second outfit to whatever I want, but I don't find a clue, why the bloody hell ...sorry... searching more than 3 hours already in the scripts...it is not possible to have boots equipped. It doesn't matter how often I reload the game: Leaving the scriptfragment in default settings I'm always equipped with an Iron Collar, Black Leather Restrictive Gloves and a Black Leather corset. No change here. Why?

 

Second Question: Why is there the Tag "Restrictive" for the Corset? There is no restrictive Corset in Devious Devices and never was.

 

I changed the fragment to equip LegCuffs and it gave me Iron Leg Cuffs. All the time... Every single reload.

Still I cannot find the reason here. What am I missing?

 

Wanna have a log? Sure thing. Short explanation: The Game has 233 active mods. Please don't ask how many contain scripts. Many :) Still I have an average of 59ms. The errors in the log are from DCL 9.0 beta running alongside your mod.

Devious assets is in postion 13 and your mod SD+ in E0.

Imho your scripts are just looking in DeviousAssests.esm and SanguinesDebauchery.esp for items. Assests does not have boots and your mod, too, resulting in a none. Still I can't find the culprit here.

Maybe I should just have a nice glass of my single malt and give up for today...

 

Thank you for your work on various mods. Without your work my Skyrim experience would be rather pale. Currently I'm enyoing SD+ alongside with the recommendations, Dialouges and Hormones.

 

Papyrus.0.log

Posted
3 minutes ago, Rogwar002 said:

Bug report:

I don't get it. During my second visit to Dreamworld the Sanguine is trying to equip Boots|restrictive to the Player Chrakter. It is failing. The scriptfragment called is named _sdtif_dream_scene2outfit.

I can change the second outfit to whatever I want, but I don't find a clue, why the bloody hell ...sorry... searching more than 3 hours already in the scripts...it is not possible to have boots equipped. It doesn't matter how often I reload the game: Leaving the scriptfragment in default settings I'm always equipped with an Iron Collar, Black Leather Restrictive Gloves and a Black Leather corset. No change here. Why?

 

Second Question: Why is there the Tag "Restrictive" for the Corset? There is no restrictive Corset in Devious Devices and never was.

 

I changed the fragment to equip LegCuffs and it gave me Iron Leg Cuffs. All the time... Every single reload.

Still I cannot find the reason here. What am I missing?

 

Wanna have a log? Sure thing. Short explanation: The Game has 233 active mods. Please don't ask how many contain scripts. Many :) Still I have an average of 59ms. The errors in the log are from DCL 9.0 beta running alongside your mod.

Devious assets is in postion 13 and your mod SD+ in E0.

Imho your scripts are just looking in DeviousAssests.esm and SanguinesDebauchery.esp for items. Assests does not have boots and your mod, too, resulting in a none. Still I can't find the culprit here.

Maybe I should just have a nice glass of my single malt and give up for today...

 

Thank you for your work on various mods. Without your work my Skyrim experience would be rather pale. Currently I'm enyoing SD+ alongside with the recommendations, Dialouges and Hormones.

 

Papyrus.0.log 200.98 kB · 0 downloads

Thanks for the details.

 

I will have to study this because I don't have that issue.

The boots appear normally on my setup... actually, I was thinking about removing the boots in that part of the game because of the side effect of Heel training from YPS Fashion and how it slows down the walking speed :)

Posted
12 hours ago, DeepBlueFrog said:

The boots appear normally on my setup... actually, I was thinking about removing the boots in that part of the game because of the side effect of Heel training from YPS Fashion and how it slows down the walking speed

Few years ago I played the 3.62 beta3 and if I remember correctly, there was no issue with boots. I can´t remember the versions of Devious devices. I don´t think it was already version 4 and it sure was not version 5 I'm playing right now with. Maybe they change to the equipment scripts are the root cause here? Till today didn't think of that, because of the backwards compatibilty Kimy has mentioned.

 

As a solution I will change the script a little, to use the equipment system provided by the devious framework, if generic items are used.

Posted

I am going to report this with the assumption that the cage (the one on the path before you get to Sanguine's throne area) was not added by another mod.

 

I have been spending much more time in dreamworld in the last few playthroughs and noticed that there may be some pathing issues around the cage.  Sanguine often gets stuck inside the cage trying to get around it.

 

I always thought dreamworld could use a proper rework anyway :).

 

 

Posted
1 hour ago, slvsaris said:

I am going to report this with the assumption that the cage (the one on the path before you get to Sanguine's throne area) was not added by another mod.

 

I have been spending much more time in dreamworld in the last few playthroughs and noticed that there may be some pathing issues around the cage.  Sanguine often gets stuck inside the cage trying to get around it.

 

I always thought dreamworld could use a proper rework anyway :).

 

Thanks.. I added it to the list of issues to check for SD+

(That cage was not added by another mod :) )

Posted
22 hours ago, DeepBlueFrog said:

Thanks for the details.

Worked on the problem once again, because an unsolved mystery is nagging on my sanity ;)

I tested once again and found the problem. That´s all the good news.

 

The problem to call generic boots is as following:

[Zad]: Generic devices found: 0

I made several trys to find the root cause. The root cause is simple as terrifying: There are no generic boots unless you trigger the registergenericdevice event in the MCM from DDi. This function is depracted and it is possible to loose this function in future updates from DD. You should switch your equip calls to the new function provided within the DD framework.

After triggering the event and therefore cripple my script engine I got back the flavor of SD+.

As you can imagine now: Your mod is the only one using this function in my loadorder and I didn´t have to use it for the new playthrough I have started.

 

Sanity saved :D

 

Happy new year.

Posted
4 hours ago, Rogwar002 said:

Worked on the problem once again, because an unsolved mystery is nagging on my sanity ;)

I tested once again and found the problem. That´s all the good news.

 

The problem to call generic boots is as following:

[Zad]: Generic devices found: 0

I made several trys to find the root cause. The root cause is simple as terrifying: There are no generic boots unless you trigger the registergenericdevice event in the MCM from DDi. This function is depracted and it is possible to loose this function in future updates from DD. You should switch your equip calls to the new function provided within the DD framework.

After triggering the event and therefore cripple my script engine I got back the flavor of SD+.

As you can imagine now: Your mod is the only one using this function in my loadorder and I didn´t have to use it for the new playthrough I have started.

 

Sanity saved :D

 

Happy new year.

Is there a webpage where I can find more details about that new function provided by DD?

Is it provided by DD4 already or is it new to DD5?

 

I am looking for devices using tags if that can help.

Posted
7 hours ago, DeepBlueFrog said:

 

I am looking for devices using tags if that can help.

Afraid DD5 has deprecated registering generic devices so the old method of searching registered devices by tags is more or less gone.

 

The good news is that DD5 now only needs to be passed the inventory device to equip an item so you can simply create a "devious boots" formlist (or if you want to allow external edits a JSON file) with the inventory device forms of the boots you want to equip and call a random set of boots from there when needed. Also you could save a custom matching item set in a formlist and equip the set from the list in the same way.

 

Equipping a device in this way in DD5 simply uses

 

Bool Function LockDevice(actor akActor, armor deviceInventory, bool force = false)

The force parameter will replace any already equipped generic device with yours. The new function is also considerably faster than the old equip device functions.

 

Posted
13 hours ago, Bane Master said:

Afraid DD5 has deprecated registering generic devices so the old method of searching registered devices by tags is more or less gone.

 

The good news is that DD5 now only needs to be passed the inventory device to equip an item so you can simply create a "devious boots" formlist (or if you want to allow external edits a JSON file) with the inventory device forms of the boots you want to equip and call a random set of boots from there when needed. Also you could save a custom matching item set in a formlist and equip the set from the list in the same way.

 

Equipping a device in this way in DD5 simply uses

 


Bool Function LockDevice(actor akActor, armor deviceInventory, bool force = false)

The force parameter will replace any already equipped generic device with yours. The new function is also considerably faster than the old equip device functions.

 

That sucks... I mean, that's unfortunate.

Selecting devices by tag was a great way to pick from a diverse set without having to hardcode form lists or similar structures.

 

It will take me some time to get to rewrite chunks of SD+ that rely on tags. I am trying to finish my stories/quests first right now.

Until then, I am afraid my mods will not be fully compatible with DD5.

Posted

If anyone feels up to the challenge, I am looking for a mesh I can use to portray either Almalexia's Crown or Almalexia's Face Mask.

 

And by "reuse" I mean meshes that can be shared in other mod by attribution to the original author.

 

I know there is a great religious resource mod on Nexus with the right assets, except the author is not allowing any reuse (which is kind of sad for a resource mod).

 

image.png

image.png

Posted

Is anyone else getting FNIS errors with the 20201225 version? It's the only thing throwing errors and my character just T-poses as a result.

 

Spoiler

>>Warning: \character\behaviors\FNIS_sanguinesDebauchery_Behavior.hkx not Skyrim SE compatible<<
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Posted
5 hours ago, mextexic said:

Is anyone else getting FNIS errors with the 20201225 version?

you should note that this thread is for the LE version of Skyrim. SE version thread is here

Posted
1 hour ago, mikkelito said:

you should note that this thread is for the LE version of Skyrim. SE version thread is here

Ah I got my tabs mixed up, sorry about that.

Posted

I've been playing the mod for several days (and many in-game days) but I have yet to be taken to Dreamworld. Is there something that needs to be done to get there?

 

Also the default "\" key doesn't seem to do anything. I'm not using DAYMOYL - just SL Parasites.

 

MCM setting are untouched and still on defaults.

Posted
16 minutes ago, Grey Cloud said:

I've been playing the mod for several days (and many in-game days) but I have yet to be taken to Dreamworld. Is there something that needs to be done to get there?

 

Also the default "\" key doesn't seem to do anything. I'm not using DAYMOYL - just SL Parasites.

 

MCM setting are untouched and still on defaults.

The "\" key should at least bring up a menu.

 

it is possible the mod is not properly initialized. You need to activate the mod, load the game, save, exit and load the game again to fully activate it.

 

Going to Dreamworld depends on several factors. See this page for details: https://github.com/SkyrimLL/SDPlus/wiki/SANGUINE_S-DREAMWORLD#getting-there

Posted

Thanks.

6 minutes ago, DeepBlueFrog said:

You need to activate the mod, load the game, save, exit and load the game again to fully activate it.

Pretty sure I did all that as the rest of the mod seems to be doing its thing. Maybe because I loaded it into an ongoing test game rather than a new game. 

 

I'll try some of the tips for getting to Dreamworld. Sangers wont know what's hit him. ?

Posted

Hi, i have installed SD and all of it's requirements and everything works just fine for SSE. The only problem i have after i surrender i get [SD] equipDeviceByString FAILED: LegCuffs the others like hands,collar etc. are working just fine. Anyone know a way to fix this problem ?

Posted

Love the mod. Great work.

When my master puts me in a device (like a cage, or hanging by the wrists, etc.), they always proceed to whip me. This causes the whole apparatus to scoot backwards with every hit, and often causes my character to stagger and the apparatus completely disappears. I'll often end up scooting backwards into a corner while they whip me. It's a real bummer because I love the device bondage punishments but can't enjoy them. Is there a way to just disable whipping?

Posted
23 minutes ago, 2generic said:

Love the mod. Great work.

When my master puts me in a device (like a cage, or hanging by the wrists, etc.), they always proceed to whip me. This causes the whole apparatus to scoot backwards with every hit, and often causes my character to stagger and the apparatus completely disappears. I'll often end up scooting backwards into a corner while they whip me. It's a real bummer because I love the device bondage punishments but can't enjoy them. Is there a way to just disable whipping?

 

I have two things on my to-do list on that point.

 

One is adding an option to disable whipping, and one is to find a solution that force the player in place and disable staggering effects during whipping to begin with.

Posted
6 hours ago, DeepBlueFrog said:

 

I have two things on my to-do list on that point.

 

One is adding an option to disable whipping, and one is to find a solution that force the player in place and disable staggering effects during whipping to begin with.


Awesome! Would love either of those, but especially the first one. Also, just noticed you have a blog, gotta check that out!

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