Jump to content

Devious Carriages Redux


Recommended Posts

Posted
On 12/10/2024 at 12:34 AM, 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.

Did you ever find a fix for this, I am having the same issue with every scene?

Posted
3 hours ago, kittenjade2319 said:

Did you ever find a fix for this, I am having the same issue with every scene?

 

no i ended up deleting the mod.

  • 2 weeks later...
Posted

All the custom NPCs from this mod, including copies of cart drivers have black faces. At first I thought it may be incompatibility with Pride of Skyrim, so I made a patch, but apparently this was not the case and the issue persisted. My second guess it might be due to either Botox or High Poly Head.

 

Unfortunately I'm on downgraded 1.5.97 and don't have a matching install of CK, so I can't even regenerate the HeadPart data for those NPC's.

  • 3 weeks later...
Posted

For some reason when I get an event, the dialog starts, but nothing then happens (devices arent equiped for example), The dialog does work, but the rest doesn't. Has anyone encountered this issue?

  • 3 weeks later...
Posted

I got the Slave Disguise event, was unlucky and got send to Simple Slavery, and lost all my items. I think this is because of the "player.RemoveAllItems(none, false, false)" in Fragment_57:

 

;BEGIN FRAGMENT Fragment_57
function Fragment_57()
  ;BEGIN CODE
  ES.Log(" fragment 57", false)
  if MCM.probSimpleSlavery as Bool && utility.RandomFloat(0.000000, 100.000) <= MCM.probSimpleSlavery && game.GetModByName("SimpleSlavery.esp") != -1 && game.GetModByName("SimpleSlavery.esp") != 255
    ES.Log("Fragment 57a - Sending to SimpleSlavery.", false)
    actor player = libs.PlayerRef
    actor driver = Alias_Driver.GetRef() as actor
    player.SheatheWeapon()
    actor[] f = ES.GetCellscan(false, true)
    Int i = f.length
    ES.Log("Fragment 57a - Dismissing Followers.", false)
    pDismissedFollower = game.GetFormFromFile(378956, "Skyrim.esm") as faction
    pDialogueFollower = game.GetFormFromFile(479418, "Skyrim.esm") as Quest
    while i
      i -= 1
      if f[i] as Bool && !f[i].IsInFaction(pDismissedFollower)
        (pDialogueFollower as dialoguefollowerscript).DismissFollower(0, 0)
        ES.Log("Fragment 57a - Dismissed " + f[i].GetDisplayName(), false)
      endif
    endwhile
    debug.MessageBox("You patiently stand still, waiting for " + driver.GetDisplayName() + " to lock you in bondage restraints. You wonder as he pulls a little bottle from his pocket, but before you can react he pulls back your head and forces you to dring what's inside. Still choking from the sour taste, you start feeling dizzy and the world starts to fade infront of your eyes.")
    utility.Wait(5 as Float)
    player.UnequipAll()
    player.RemoveAllItems(none, false, false)
    self.SetStage(900)
    self.SetStage(0)
    self.stop()
    ES.Log("Fragment 57a - Sending ModEvent", false)
    self.sendModEvent("SSLV Entry", "", 0.000000)
  else
    ES.Log("Fragment 57b - Slave Disguise", false)
    self.CheckStopMods()
    actor driver = Alias_Driver.GetRef() as actor
    debug.MessageBox("You patiently stand still as " + driver.GetDisplayName() + " locks you in bondage restraints. With each device he puts on you, you look more and more like a helpless slave. Hopefully this will be enough to fool the bandits, because you're in no position to defend yourself if they decide to attack you.")
    actor[] f = ES.GetCellscan(true, true)
    ES.BindActors(f, true, true)
    ES.RemoveKeys(driver, false)
    self.CheckStartMods()
  endif
  RCheck.CheckRestraints()

  ;END CODE
endfunction

 

Isn't this a bit hard ? I cannot continue without my "Expert Robe Of Conjuration", "Axe Of Whiterun" and all the other good stuff I had :)

 

Posted
14 hours ago, nopse0 said:

Isn't this a bit hard ? I cannot continue without my "Expert Robe Of Conjuration", "Axe Of Whiterun" and all the other good stuff I had :)

Yeah, someone also mentioned that to me a little while ago, that does indeed seem a bit hardcore even by devious mods standards - I'll remove that line by the next version 🙂

Posted (edited)

DCR stopped working for me, if i do a carriage travel nothing happens, I am just transported to my destination. In the Papyrus log I see these lines:

 

[06/23/2025 - 10:01:41PM] VM is freezing...
[06/23/2025 - 10:01:41PM] VM is frozen
[06/23/2025 - 10:01:41PM] Saving game...
[06/23/2025 - 10:01:41PM] VM is thawing...
[06/23/2025 - 10:01:43PM] [DCarriage]: Carriage Activated: TRUE Cooldown: False
[06/23/2025 - 10:01:43PM] [DCarriage]: Carriage Activated using SPE: TRUE Cooldown: False
...
...
06/23/2025 - 10:01:59PM] [DCarriage]: Carriage deactivated after fast travel event
...
[06/23/2025 - 10:01:59PM] [DCarriage]: Caught a fast travel using a carriage
...
[06/23/2025 - 10:02:00PM] [DCarriage]: RestaintCheck: isBound False isGagged: False IsFullBound: False
...
[06/23/2025 - 10:02:00PM] ERROR: Cannot call SetRestrained() on a None object, aborting function call
stack:
	[ (0003F220)].CarriageDriverScript.OnCellLoad() - "CarriageDriverScript.psc" Line ?

 

I also don't understand the error at the end, I have no CarriageDriverScript.pex in my DATA folder, is this from some .bsa, CFTO perhaps ? (I have the DeviousCarriages Redux CFTO Patch installed, this isn't the problem.) But "SetRestrained()" sounds so "devious", how is this possible ?

 

I don't understand why it worked before, and now suddenly stopped. Since I levelled up, I often reject the coachdriver now and simply walk away, or kill the bandits. May this have messed up the quest ? How can I repair this ? The game is so boring without DCR.

 

Before a carriage travel, after having spoken to the coach driver, "sqv pbdc_carriagequest" shows

 

State: Running

Current Stage: 1

 

and afterwards:

 

State: Running

Current Stage: 900  

 

I think that's normal, but why is nothing happening ?

 

 

Edit:  Oh, I think it's hopeless. I added a few traces to fftrck.psc:

 

event OnPlayerFastTravelEnd(float afTravelGameTimeHours)
;  if (!Game.IsFastTravelEnabled())
;    return
;  endif
  if FTCooldown == false && CarriageActivated == true
    UnregisterForUpdate()
	
	  CarriageActivated = false
    FTCooldown = true
	  Debug.trace("[DCarriage]: Carriage deactivated after fast travel event")
	
    Game.FadeOutGame(False, True, 1 as Float, 2 as Float)
    ;Debug.MessageBox("Fast travel by a carriage got caught!")
	Debug.trace("[DCarriage]: Caught a fast travel using a carriage")
	RCheck.CheckRestraints()
    Debug.trace("[DCarriage]: After RCheck.CheckRestraints")
    DeviousQuest.SetStage(900)
    Debug.trace("[DCarriage]: After DeviousQuest.SetStage(900)")
    DeviousQuest.SetStage(0)
    Debug.trace("[DCarriage]: After DeviousQuest.SetStage(0)")
    DeviousQuest.Start()
    Debug.trace("[DCarriage]: After DeviousQuest.Start()")
    DeviousQuest.SetStage(1)
    Debug.trace("[DCarriage]: After DeviousQuest.SetStage(1)")
    RegisterForSingleUpdate(600)

 

and I don't see any output after the "[DCarriage]: After RCheck.CheckRestraints" line, it's stuck in the line with the "SetStage(900)".

 

Some sort of deadlock, I guess, because with "Resaver" I see in the save-game:

 

image.png.5bec0943b26dfe548145b9b00f9689b9.png

 

The PBDC_TIF_DGag1.Fragment_0 thread and the thread with the PBDC_EquipScript.CoupleSexStart frame shouldn't be there, this are zombies from previous events. I think the only chance to fix this, is clean save and reinstall.

 

Edit#2:  I tried to fix this with Resaver. First I tried to terminate the zombie threads, but this didn't help. Afterwards I simply deleted the Gag, Fragment_33 and Fragment_104 zombie threads, and Devious Carriages works again, and no CTD's so far. But not happy with that, wish the whole thing would be more robust, sigh.

 

 

 

Edited by nopse0
Posted

Not a major complaint, but it seems whichever system is responsible for the animation selection isn't playing well with the dialogue. It seems to pick at random, so even if the dialogue says "blowjob", the animation can be vaginal or anal. I do have most of the vanilla SexLab animations disabled, so I guess it may be failing because it tries to call for specific animations that aren't available?

Posted

Anyone else getting the issue that when a scenario triggers, the dialog does happen but then nothing happens for a few seconds until the dialog triggers again.

For example:

  • Dialog happens for slave disguise
  • No devices are equiped, nothing happens
  • 2nd dialog happens and we continue

Don't know why this happens, I do have the CTFO but I also have the patch

Posted (edited)

As others have reported, I get the brown face bug when scenes are playing. But this is issue is more complex. Here's how it goes: 

 

  • I hire a carriage. The carriage driver looks fine. 
  • A Devious Carriage begins. 
  • The carriage driver has a brown face (!), the bandits have brown faces too. 
  • My character has sex with one of the bandits. 
  • As soon as the SL scene is finished, that particular bandit's face is fixed (!) 

 

I've never had such a thing before. 

Edited by Commander_
Posted (edited)

Please make consensual scenes consensual and not aggressive, if a player agrees to blow a driver.
Also can you make the stops happen along the side of the road instead of on the side of a hill in the middle of nowhere?

Oh and the there is no horse with the carriage when we stop.

Edited by StrayHALO_MAN
Posted

Haven't seen anyone else with this problem but, often after making it to my destination, Devious Carriage then moves me to event.  I can almost make it to Solitude's gate from the carriage before the event kicks in.

  • 1 month later...
  • 5 weeks later...
Posted
On 5/31/2025 at 6:16 PM, DrunkPancake said:

For some reason when I get an event, the dialog starts, but nothing then happens (devices arent equiped for example), The dialog does work, but the rest doesn't. Has anyone encountered this issue?

I have the same problem, 
scene is stuck with the last dialog and nothing happens.

  • 2 weeks later...
  • 2 weeks later...
Posted

Are there any known issues with device selection in this mod?

 

I've disabled chastity items for individual devices and full outfits, yet DCR events continue to equip chastity devices. The original DCC page states that certain events equip devices with no regard for the device probability settings - is that still the case in DCR? If so, which events do this? And for which devices?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...