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Sanguine Debauchery (SD+) (January 2025)


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Posted
34 minutes ago, tamai said:

 

okay perfect thanks!~

 

I added that link and explanations to the first page description as well in case anyone needs it later.

Posted
9 minutes ago, RoxDox said:

So is this the update with those strange creatures featured in the blog post?

 

yes... but the creatures are only available in the Moonshadow Garden, which is a small part of the main quest with Sanguine (for now).

I may extend that later.

Posted

@DeepBlueFrog  I was working in CK this morning a bit and it was working fine (well as okay as CK ever does)  Around lunchtime I downloaded your update to SD+ and installed that.  This evening I went to work in CK some more and discovered that anytime I tried to load any cell in the Render view, CK would crash.  I got an error message about a C;\projects

sbailey_farm.... something or other... it was an hst file IIRC.  Caused some sort of overflow.  I don't have any such folder on my C drive (mine is just operating system, all my game files are on my D drive so this had to be from some other mod).  Anyway, after some trial an error and process of elimination (and completely reinstalling CK) after removing the new version of SD+ CK is now working again.  If I reinstall SD+, it goes back to crashing.

 

The game itself will load and run, and I didn't see any errors in TES V, so I'm not sure exacty what the problem is.  But figured I should let you know.

Posted (edited)
1 hour ago, EinarrTheRed said:

@DeepBlueFrog  I was working in CK this morning a bit and it was working fine (well as okay as CK ever does)  Around lunchtime I downloaded your update to SD+ and installed that.  This evening I went to work in CK some more and discovered that anytime I tried to load any cell in the Render view, CK would crash.  I got an error message about a C;\projects

sbailey_farm.... something or other... it was an hst file IIRC.  Caused some sort of overflow.  I don't have any such folder on my C drive (mine is just operating system, all my game files are on my D drive so this had to be from some other mod).  Anyway, after some trial an error and process of elimination (and completely reinstalling CK) after removing the new version of SD+ CK is now working again.  If I reinstall SD+, it goes back to crashing.

 

The game itself will load and run, and I didn't see any errors in TES V, so I'm not sure exacty what the problem is.  But figured I should let you know.

 

Can you take a screenshot of that error?

 

I checked SD+ and I did not add a master file by accident, which is the only explanation I have.

 

Are you using SE or LE?

 

Are you using Devious Devices 5.1?

 

Are you using Zaz Animation Pack 8 or above?

 

 

Edited by DeepBlueFrog
Posted (edited)
14 minutes ago, DeepBlueFrog said:

Can you take a screenshot of that error?

I'll have to replicate it, might be tomorrow.  I'm not sure if it had anything to do with the crash or not, I don't know what it referred to and it wasn't anything I recognized.  It was just the last error message before it would crash every time.  When that error displayed I had the options to ignore, retry or abort, no matter what I picked CK did a CTD.

 

14 minutes ago, DeepBlueFrog said:

 

I checked SD+ and I did not add a master file by accident, which is the only explanation I have.

Nope, no extra master, one of the first things I checked.  I also checked it in TES Edit and I couldn't spot any errors in your mod, so I'm not sure what exactly about it is triggering this.  I also tried uninstalling just the SD Resources and that did not cure the problem.  Also after removing the new SD+ and reinstalling the SD+ from 6/30 things worked fine and I could re-install the new SD Resources without it causing a problem.   I don't think is a incorrectly sized texture or anything from SD Resources.

14 minutes ago, DeepBlueFrog said:

 

Are you using SE or LE?

LE

14 minutes ago, DeepBlueFrog said:

 

Are you using Devious Devices 5.1?

Correct

14 minutes ago, DeepBlueFrog said:

 

Are you using Zaz Animation Pack 8 or above?

8+

 

What was odd was that I wasn't editing your mod when the crashes started.  I was actually trying to work on my Whiterun mod which has no connection to yours.  I found that if I tried to load a cell into the render window of any mod, it crashed.  Even if all I loaded was just the Skyrim.esm and then tried to load the testJeremy cell, crashed.  Removed the new version of SD+ and I could once again load any cell from any mod.  Re-installed the previous 6/30 version of SD+ and I can load mods and cells without crashes.  Not sure why something in one mod would affect loading stuff in other mods when the offending mod isn't even loaded, just installed.  Strange.

Edited by EinarrTheRed
Posted

If you were editing your own mod, there was no reason for any of SD+ assets to be loaded in the editor or impact you in anyway.

 

It is strange adding or removing SD+ changed things in that respect.

Posted

Yeah it is, apparently CK loads a lot more than it should be.  I thought maybe it had pushed CK over the animation limit which I've heard can cause problem, but I'd also uninstalled several mods that add animations today so that shouldn't have been an issue I don't think unless you added a ton of new animations.

 

Just for clarity, the older version was SDPlus20200630.zip and that is currently installed and seems to work fine.

 

I had recently been trying it out with CCAS, SL Dialogs, SL Stories and Kyne's Blessing and everything was playing well together until I updated today.

 

BTW, as a side note, there weren't any conflicts between what you do in Kyne's Blessing in the Temple of Kynerath and my Whiterun Revisited mod, they actually played well together as one thing I did was set Danica to specifically sleep in the bed next to the trap door you added.

Posted
13 hours ago, DeepBlueFrog said:

 

I don't know what you mean.. that outfit is included in SD+ already.

Guess there are some problems, I'll try to figure out myself. Thank u for the great mod

Posted (edited)

What are the changes done by SD+ to Sanguine's Rose staff? I am using Zim's Immersive Artifacts with WACCF patch and while looking through xEdit I noticed that the enchantments are different. ZIA has DA14StaffEnchSummonDremora "Sanguine Rose" [ENCH:0010E38D] which appears to be a vanilla enchantment, while SD+ has _SD_DA14StaffEnchSummonDremora "Summon Dremora" [ENCH:3817D592].

WACCF forwards changes from ZIA and loads after SD+ so it takes precedence. I am debating whether I should forward SD+ changes instead but would like to know what this enchantment does that is different from the regular one.

Edited by belegost
Posted
19 hours ago, DeepBlueFrog said:

 

I don't know what you mean.. that outfit is included in SD+ already.

Does your mod use Sanguine of the game or a new Sanguine ? 

Posted
On 8/11/2021 at 1:04 PM, fantasy_121 said:

Does your mod use Sanguine of the game or a new Sanguine ? 

 

Most of the changes are done on my own version of Sanguine,

I can't remember if I gave the same old style outfit to the vanilla Sanguine.

  • 2 weeks later...
Posted

ayyo, so having trouble with "failed to equip device" is there anything that solves this? i figured it could be a slew of things ':D updated sum, and all requirements took out a shitload of heavy script mods, pretty much the works so far. still havent solved it sadly. it'll still take off my clothes and replace it with  slave clothes but just wont equip devious devices. 
thanks!

Posted

Any idea what I am doing wrong? It says SDP cannot find system.json. I checked the directory and it is there. Somehow xazPrisonOverhail patch is also not registering. Same thing. File is there.

Posted

I really love this mod but I have one issue that I would like to see fixed. My biggest issue is that once you're enslaved to someone or something, they have a tendency to just stay where they are. An example being my character being chained up in the wilds and getting captured and enslaved through deviously enslaved by a pilgrim. Despite having a set path to follow throughout skyrim, he just stands there. Is there a way for npcs to keep moving throughout the world with the player as their slave?

Posted
1 hour ago, ashesIIashes said:

I really love this mod but I have one issue that I would like to see fixed. My biggest issue is that once you're enslaved to someone or something, they have a tendency to just stay where they are. An example being my character being chained up in the wilds and getting captured and enslaved through deviously enslaved by a pilgrim. Despite having a set path to follow throughout skyrim, he just stands there. Is there a way for npcs to keep moving throughout the world with the player as their slave?

 

I have tried for years to get that part to work, but AI packages keep tripping over each other.

 

In the end, I had to make the master follow the player around. The reason being they want to keep an eye on their slave at all times.

 

So if you master is idle in a boring area, just walk away. They will follow you to a more useful area.

 

It isn't great for gameplay but it's the best I could come up with.

Posted (edited)
2 hours ago, DeepBlueFrog said:

 

I have tried for years to get that part to work, but AI packages keep tripping over each other.

 

In the end, I had to make the master follow the player around. The reason being they want to keep an eye on their slave at all times.

 

So if you master is idle in a boring area, just walk away. They will follow you to a more useful area.

 

It isn't great for gameplay but it's the best I could come up with.

Will they go through different areas and through doors?

Edited by ashesIIashes

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