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Devious Carriages Redux


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Posted
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.

8 hours ago, jbezorg said:

Same. The dialogue choice should start combat but nothing happened. Spoiled the "run!!!!" plan that I had.

I've looked into this, and hopefully it should be fixed in 1.0.5 that I've uploaded just now 🤞

 

The "nu-uh, no can do" actually, was my preferred way of interacting with them, but I always hit them in the face first - didn't ever try to wait it out and test if they go aggro on their own 🤣

Posted

I see what you mean about DD being designed for female PCs now that I've used it a little. Is it possible to implement a MCM setting to exclude the player from devices being equipped, or to blacklist some of them from the player specifically? I winced a little when I saw that my male PC had somehow equipped a vaginal plug...

Posted

Thank you for your work on this and many other mods krzp. 

 

I was wondering if there was a way to integrate your simple ropes into this mod. I don't really care for a lot of the restraints that DD has to offer, but your simple ropes are, pardon the pun, "simply the best".  If not, that's ok. I still appreciate everything you are doing for us Skyrim gamers.

Posted
On 12/9/2024 at 10:38 AM, crococat said:

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.

 

 

I'm also getting this, did you find a fix ?

Posted
9 hours ago, jperrins66 said:

I'm also getting this, did you find a fix ?

No, seems game is overloaded with scripts. I have more than 1000 mods installed

Posted
1 hour ago, crococat said:

No, seems game is overloaded with scripts. I have more than 1000 mods installed

Hmmm, don't know why I'm getting the problem then as I've only got 902 ESP's active... That's not a lot right ?....Right ?

Posted
3 hours ago, jperrins66 said:

Hmmm, don't know why I'm getting the problem then as I've only got 902 ESP's active... That's not a lot right ?....Right ?

This depends on mods. Some are so heavy that that is hard to play with them together.

I think that problem is in number of scripts that are checking environment evry second.

Posted

One slight issue is that the time passed for events is *way* higher than an uneventful ride. Normally this isn't much of a problem, but combined with mods such as Devious Followers which use time passed to calculate debt things get expensive quite quickly!

 

Would it be possible to add an option or slider to configure how much longer events take relative to a normal ride? I think my most recent trip took nearly 24 extra hours purely due to the event messing with the time of day...

Posted

How come I've never heard of the older versions of this mod? I love this idea! It would be nice if there was some way or version that didn't require devious devices, as I've heard bad things about how that mod plays with other mods.

Posted (edited)
5 minutes ago, yovases3 said:

Is there one that exists?

There's one for the original mod.  I haven't tried it with this mod yet, but it isn't likely to work given the warning in the description.

Edited by blackoperations
Posted
On 12/24/2024 at 5:30 PM, blackoperations said:

It doesn't work with CFTO with the Winterhold patch for me.   I wish it did.

Works fine for me even with the patch. At least since i installed Scrab's Papyrus Extender. Seems to require the alternate detection method that krzp added to this version.

Posted (edited)

Nope.  I'm still looking.   Got it working on a new game when it recognized Cursed Loot.

Works great.  One problem; a wolf attacked the bandit chief while he was busy.  One of the other bandits killed the wolf but killed the chief too.  At the end, nobody knew what to do. 

Fixed, when I entered another cell and returned, the bandit chief was alive again.  Nicely done.

 

Started another game and it doesn't recognize cursed loot again.  Can't seem to find a way to get it to recognize it reliably.
 

Edited by blackoperations
Posted
On 12/17/2024 at 9:56 AM, bondjamesbond said:

Thank you for your work on this and many other mods krzp. 

 

I was wondering if there was a way to integrate your simple ropes into this mod. I don't really care for a lot of the restraints that DD has to offer, but your simple ropes are, pardon the pun, "simply the best".  If not, that's ok. I still appreciate everything you are doing for us Skyrim gamers.

Thanks! 🙂

 

If you're using one of the current discord betas of DD NG that has them merged in, I believe Carriages can pick those up at random.

When those betas go up on LoversLab, I can probably adjust one of the outfits in Carriages to use Simple Rope, think there was one that was rope-themed that should fit it nicely.

 

On 12/18/2024 at 3:58 PM, Aldid said:

One slight issue is that the time passed for events is *way* higher than an uneventful ride. Normally this isn't much of a problem, but combined with mods such as Devious Followers which use time passed to calculate debt things get expensive quite quickly!

 

Would it be possible to add an option or slider to configure how much longer events take relative to a normal ride? I think my most recent trip took nearly 24 extra hours purely due to the event messing with the time of day...

Ah, yeah, if you're using something that tracks time passed, Carriages in general and this iteration especially might not be a good fit 🙂

 

Because right now it basically finishes one fast travel, then ports you over to it's remote location, then ports you back after the shenanigans. Can't really think of a way around it - I've even tried using MoveTo instead of FastTravel, but that somehow constantly left the followers behind if I had them with me during tests. 🫠

Posted
17 hours ago, krzp said:

Thanks! 🙂

 

If you're using one of the current discord betas of DD NG that has them merged in, I believe Carriages can pick those up at random.

When those betas go up on LoversLab, I can probably adjust one of the outfits in Carriages to use Simple Rope, think there was one that was rope-themed that should fit it nicely.

 

Ah, yeah, if you're using something that tracks time passed, Carriages in general and this iteration especially might not be a good fit 🙂

 

Because right now it basically finishes one fast travel, then ports you over to it's remote location, then ports you back after the shenanigans. Can't really think of a way around it - I've even tried using MoveTo instead of FastTravel, but that somehow constantly left the followers behind if I had them with me during tests. 🫠

I imagined it was something of the sort... Thanks for the insight!

Posted

Please add option to not bind followers, dealing with them takes too much time of a playthrough. I had this code snippet for previous version, it wouldn't be directly MCM compatible but may give some clues on how it could be done:

pbdc_equipscript.psc:

11:
    else
      if (akActor==libs.PlayerRef)
        if (Utility.RandomInt(0,100) <= MCM.probOutfit)
          Log("bindActors("+i+") Outit for "+akActor.GetDisplayName()) 
          AddOutfit(akActor)
        else
          Log("bindActors("+i+") binds for "+akActor.GetDisplayName()) 
          AddBinds(akActor)
        endIf
        Log("bindActors() bound playerRef")
      else
        Log("bindActors("+i+") won't bind non-player")
      endIf
        endIf

 

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