krzp Posted December 7, 2024 Posted December 7, 2024 Devious Carriages Redux View File This is a revamp of the old Devious Carriages mod to bring it up to speed with the modern times. With help from @wareware, @HereBeTentacles, @kurotatsu & @Scrab - here’s Devious Carriages Redux. If you’re unfamiliar with the original Carriages, please consider visiting both the original & the Continued version pages for the thorough description of what it does (and give some love to the original author @PowerBing and the author of Continued, @lastbytescout) https://www.loverslab.com/files/file/13382-pbs-devious-carriages/ https://www.loverslab.com/files/file/16726-devious-carriages-continued/ What was changed vs the Continued version: ESL-flagged light plugin. Fixed issue where bandits would go aggressive, disrupting their complex event sequences. Fixed stuck SL scenes in both single-player and follower scenarios. Removed the vanilla carriage script overwrite, installed a player monitoring quest that reacts to fast travel & a carriage activator monitoring that player has interacted with a carriage (technical details - it now reacts to the OnPlayerFastTravelEnd event, introduced in SE versions of the game , and reacts to the end of fast travel vs the beginning how it was in the original. This allows to remove any potential conflicts with mods that also modify carriage system - at worst, Carriages just won’t work, but it won’t break anything). Added an optional detection mechanism for some modded carriage setups using Scrab’s Papyrus Extender (technical details - detection triggers when the animation for entering the cart plays, so as long as your carriage overhaul has the character physically enter the cart, it should still be able to catch it). Reduced pre-filtering of SL animations to speed up the startup by a little. Reworded some of the dialogue lines for better grammar and immersion. Refactored MCM. Removed the custom randomizer logic and implemented DD’s random level list equips in a few places for more variety. DD-aware SL scene startup. Player can no longer move between scenes during a bandit scenario. Bandit is now a member of the zad_dialoguedisable faction, which prevents other DD mods from pushing their dialogues over him. Created an optional voice pack. Optional Alternate Perspective (version 4.0 & up) starting quest add-on Optional Skyrim Unbound starting quest add-on Requirements: Devious Devices NG 0.3.7 and higher Backported Extended ESL Support if you’re on Skyrim version <1130 Scrab's Papyrus Extender (optional, recommended, especially if you use any of the carriage overhauls) None of the old Devious Carriages patches are compatible with Redux, and will break things! Credits: @PowerBing for the original mod @lastbytescout for the continued version @wareware for fixing the overly aggressive bandits @HereBeTentacles for the idea behind carriage monitoring @Scrab for the alternative detection mechanism & native black magic wizardry @not_that_one_guy for the Alternate Perspective start add-on @Ondine. for the Skyrim Unbound start add-on @vrelk for the CFTO patch Folks from Devious Devices Development Discord for advice, fixes, and testing. Submitter krzp Submitted 12/06/2024 Category Adult Mods Requirements are listed in the post Regular Edition Compatible No 10
Partel Posted December 7, 2024 Posted December 7, 2024 I was wondering long enough if someone would finally port it to SE Well done! 16 minutes ago, myhouseatl said: This should be fine with SLUTS, yes? As far as I remember - they both worked just fine in LE 1
krzp Posted December 7, 2024 Author Posted December 7, 2024 21 minutes ago, myhouseatl said: This should be fine with SLUTS, yes? I don't have that one, but someone on the discord mentioned that it even worked with the carriages it adds. 😊
El_Duderino Posted December 7, 2024 Posted December 7, 2024 Thank you, @krzp! You are doing the Gods' work in bringing so many of these older gems up to the latest standards of DD and the game. And a massive thanks to everybody else who has been involved over time, starting of course with the original author. You all rock! 3
johnhamm Posted December 7, 2024 Posted December 7, 2024 This sounds awesome! I am assuming it has the follower handling that was introduced in DC Continued? If it does, is there a way to skip a male PC getting assaulted by bandits? I play a male PC with female followers, so I'm interested in just the female followers getting assaulted
poporaltemporal Posted December 7, 2024 Posted December 7, 2024 Awesome idea. I wonder if it would actually make sense to implement similar things to skill trainers. Since skills require training and training takes time. The skill trainers could try seduce or rape you during the time.
DevilGod05 Posted December 7, 2024 Posted December 7, 2024 Does this make the other version/original that's already here obsolete if I download this one?
TheNamelessOne0 Posted December 7, 2024 Posted December 7, 2024 When I encountered bandits,I choose to fight but bandits don't attack me,They just stand there look at me,is it a bug? 1
Ewura Posted December 9, 2024 Posted December 9, 2024 So its required to physically enter the carriage for this to work? I play Skyrim VR, and I tried using carriages several times but it never triggered this mod. In VR, once I activate the carriage, I instantly appear sitting in the back, then it fades to black.
crococat Posted December 9, 2024 Posted December 9, 2024 Seems most scenarious are working fine (checked 5-6 rides). But after entering cart i travel to destination point and free to any actions. And then after some time scenario is starting, text screen appears and i am teleported to event place. This dont break events, just looks very strange. One of followers is always locked in full rubber (or latex) black set with any options in mcm. It would be great to have option to disable followers from bondage events. Just as idea, maybe dialog options in ambush scenario could be wider. Now only 2 variants are available, more options will be interesting. Anyway thanks for reanimating this mod
krzp Posted December 9, 2024 Author Posted December 9, 2024 On 12/7/2024 at 3:59 AM, El_Duderino said: Thank you, @krzp! You are doing the Gods' work in bringing so many of these older gems up to the latest standards of DD and the game. And a massive thanks to everybody else who has been involved over time, starting of course with the original author. You all rock! Aw, thank you ☺️ On 12/7/2024 at 8:09 AM, johnhamm said: I am assuming it has the follower handling that was introduced in DC Continued? If it does, is there a way to skip a male PC getting assaulted by bandits? It is based on Continued, you are right - but, like most of DD-based content, I don't think it's intended for a male player. All the dialogues were written with a female protagonist in mind. On 12/7/2024 at 12:35 PM, DevilGod05 said: Does this make the other version/original that's already here obsolete if I download this one? Yes, this is standalone and doesn't require older versions. 11 hours ago, Ewura said: So its required to physically enter the carriage for this to work? I play Skyrim VR, and I tried using carriages several times but it never triggered this mod. In VR, once I activate the carriage, I instantly appear sitting in the back, then it fades to black. The way it works now is there are two ways to know the player activated a carriage - I've attached a script to all the vanilla carriages, that trips up on activation, the other one is Scrab's extender reacting to the animation that plays on cart entry. So if you don't have anything that modifies the carriages, the first detector should still work regardless of the version. 10 hours ago, crococat said: And then after some time scenario is starting, text screen appears and i am teleported to event place. This dont break events, just looks very strange. Idk, for me it goes from load screen to load screen almost momentarily: Spoiler
Guest Posted December 10, 2024 Posted December 10, 2024 getting a black face bug with the bandits and one had a gray face, but my load screen looks like the one in your spoiler box, pretty neat mod.
Ewura Posted December 10, 2024 Posted December 10, 2024 10 hours ago, krzp said: The way it works now is there are two ways to know the player activated a carriage - I've attached a script to all the vanilla carriages, that trips up on activation, the other one is Scrab's extender reacting to the animation that plays on cart entry. So if you don't have anything that modifies the carriages, the first detector should still work regardless of the version. Sadly I tried several times but nothing ever happened. Guess there is some VR barrier.
Saber2th Posted December 10, 2024 Posted December 10, 2024 This is awesome! I've been using the original mod and it was always 20% CTD. Just wondering does this version work with Better Fast Travel mod?
DrunkPancake Posted December 10, 2024 Posted December 10, 2024 Is this compatible with Carriage and Ferry Travel Overhaul (CFTO)?
kurotatsu Posted December 10, 2024 Posted December 10, 2024 1 hour ago, Saber2th said: This is awesome! I've been using the original mod and it was always 20% CTD. Just wondering does this version work with Better Fast Travel mod? I'm using it with BFT, works like a charm. Should work with any carriage overhaul as long as they play carriage sit anim before fast travel. 1
DrunkPancake Posted December 10, 2024 Posted December 10, 2024 Has anyone been able to replace the old mod with this one in a running save? I get save game corrupted messages. My guess is that the only way to use this is on a new save, but curious if anyone else has gotten it to work.
crococat Posted December 10, 2024 Posted December 10, 2024 4 hours ago, DrunkPancake said: Has anyone been able to replace the old mod with this one in a running save? I get save game corrupted messages. My guess is that the only way to use this is on a new save, but curious if anyone else has gotten it to work. Before installing you must delete old mod and use Resaver or Savecleaner tool to clean save file from all entries of deleted mod. Then load cleaned save file and save again in game. It worked for me.
DrunkPancake Posted December 10, 2024 Posted December 10, 2024 55 minutes ago, crococat said: Before installing you must delete old mod and use Resaver or Savecleaner tool to clean save file from all entries of deleted mod. Then load cleaned save file and save again in game. It worked for me. Thanks, I will try that
leakim Posted December 11, 2024 Posted December 11, 2024 (edited) On 12/7/2024 at 8:30 PM, TheNamelessOne0 said: When I encountered bandits,I choose to fight but bandits don't attack me,They just stand there look at me,is it a bug? Got the same issue. The bandits never aggro when you are defiant. Edited December 11, 2024 by leakim
Saber2th Posted December 12, 2024 Posted December 12, 2024 Damn it I'm blind, didn't see that it requires DD NG instead of the regular DD5.2. Spent so long wondering why it's not working... Any chance of support for regular DD5.2?
3320190 Posted December 16, 2024 Posted December 16, 2024 On 12/10/2024 at 3:34 PM, RandomKhajiit said: getting a black face bug with the bandits and one had a gray face, but my load screen looks like the one in your spoiler box, pretty neat mod. Same here
jbezorg Posted December 16, 2024 Posted December 16, 2024 On 12/7/2024 at 2:30 PM, TheNamelessOne0 said: When I encountered bandits,I choose to fight but bandits don't attack me,They just stand there look at me,is it a bug? On 12/11/2024 at 6:38 AM, leakim said: Got the same issue. The bandits never aggro when you are defiant. Same. The dialogue choice should start combat but nothing happened. Spoiled the "run!!!!" plan that I had.
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