palracz Posted October 8, 2025 Posted October 8, 2025 Hi Any words about compatibility with Slaverun Reloaded? Original DC wasn't compatible with it.
monsta88 Posted October 14, 2025 Posted October 14, 2025 (edited) 1st time trying this mod. It seems it works well with Convenient Carriages too. I also downloaded AI voice from here (for redux v1.0.5), but that doesn't work for some reason. I know that is not the problem with this mod, I'm just curious if anyone else has similar problem. Edited October 14, 2025 by monsta88
Seeker999 Posted October 15, 2025 Posted October 15, 2025 On 10/14/2025 at 4:06 AM, monsta88 said: I also downloaded AI voice from here (for redux v1.0.5), but that doesn't work for some reason. I know that is not the problem with this mod, I'm just curious if anyone else has similar problem Did you try the voice pack available with this mod's downloads?
monsta88 Posted October 15, 2025 Posted October 15, 2025 3 hours ago, Seeker999 said: Did you try the voice pack available with this mod's downloads? I installed it yesterday, but couldn't play Skyrim. Also, the one from here is much smaller (21MB vs 263MB) than the one I linked above. I wonder why the size is so different.
krzp Posted October 15, 2025 Author Posted October 15, 2025 The size is different because I've included only the voices types that bandits and drivers use in mine, and I'd assume the other voicepack included every voice type that there is in Skyrim - that's how the voice export script operates by default. 🙂 Haven't tried the other one, though, so could be wrong.
Dokurobe Posted October 16, 2025 Posted October 16, 2025 Is it possible to have female bandits in the ambush events instead of males?
monsta88 Posted October 17, 2025 Posted October 17, 2025 On 10/15/2025 at 3:37 PM, monsta88 said: On 10/15/2025 at 11:48 AM, Seeker999 said: Did you try the voice pack available with this mod's downloads? I installed it yesterday, but couldn't play Skyrim. I could find the time to try it, it works. 1
Roggvir Posted October 27, 2025 Posted October 27, 2025 I noticed some typos in the 1.0.5 version. The script QF_PBDC_CarriageQuest_070012C4 contains several mentions of "valualbes", which probably should be "valuables". 1
Roggvir Posted October 27, 2025 Posted October 27, 2025 Question: Is all/most of the script sources a result of decompiling PEX files? or is the structure and formatting "as intended"? I am making a small modification, adding MCM toggle to ignore followers when it comes to adding restraints, and the formatting almost hurts my eyes I am tempted to reformat everything, but if the current state is as intended, or maybe to keep it as it was to allow for easier comparison with the old original sources, then i guess i'll leave it be.
krzp Posted October 28, 2025 Author Posted October 28, 2025 (edited) 8 hours ago, Roggvir said: Question: Is all/most of the script sources a result of decompiling PEX files? or is the structure and formatting "as intended"? I am making a small modification, adding MCM toggle to ignore followers when it comes to adding restraints, and the formatting almost hurts my eyes I am tempted to reformat everything, but if the current state is as intended, or maybe to keep it as it was to allow for easier comparison with the old original sources, then i guess i'll leave it be. at least parts of them are from Champollion, yea 😀 I took the Continued version as a base, and it had only like 2 source files available, so I had to get creative! So some unorthodox code bits that you can find in there is Champolions doing (it's also very possible that some might be mine...) 😁 Though, iirc, most of the fragments were left untouched from PB's original version both by me and the Continued author. Edited October 28, 2025 by krzp 1
blackoperations Posted November 10, 2025 Posted November 10, 2025 This seems to be dependent on devious cursed loot.
SkyAddiction Posted November 10, 2025 Posted November 10, 2025 1 hour ago, blackoperations said: This seems to be dependent on devious cursed loot. It absolutely isn't. I've not had DCL in my build for years and this mod works just fine. 1
Blue Astra Posted November 13, 2025 Posted November 13, 2025 When normally using carriages, some passes. With this mod, when an event occurs, time passes before and after the event. Is it possible to remove one of these timeskips as if you're using a survival mod you can starve/dehydrate with both of these timeskips.
DonQuiWho Posted November 16, 2025 Posted November 16, 2025 (edited) @krzp I find that this mod works just great on my AE setup, and makes every carraige trip an 'exciting prospect' 🫠 If I could make one suggestion/request though, could you please, if possible, look again briefly at how it handles player's, and followers', keyholdings? I'm not certain if the mod is SUPPOSED to remove ALL those held at capture - I thought it was - but I am finding that it doesn't seem to take away everything that might be held in (player+followers) inventory. It would add some extra challenge if they were 'all' removed as it can be too easy to 'get free', so to speak, if just one follower or the player do not have bound/useless hands, when using something like Devious Helpers (which still works just great, after all these years) as a 'possible freedom' mod BUT: Why have any keys in the first place? My Player and followers all have a minimum number so that they are there for the start of any interesting dungeon crawl that I might come across, so that there is always a chance of being able to complete it, despite DEC (and/or DCL etc) festooning the party members with DDs on the way through. Without some means of removing some restraints - one needs to make tactical decisions as to which you choose to remove and/or leave in place, even when it might disable one or more followers completely - you can otherwise find that there will almost certainly be no other solution than just to totally back out the way you came, and go and look for help elsewhere. With a minimal keyholding list to start with, (eg 4x Restraint, 1x Chastity, 1xPiercing), you might still get to that point, but it is not quite as almost certain an outcome as it is otherwise. And there is no fun in knowing that you will almost certainly 'lose' Having no keys after a Devious Carriages event is different, though, in that you and your party are starting out 'in the country' with more chances of being able to find keys/travel to locations where you might find others to help you regain their freedom. So no keys after the ride is much more tenable for ongoing gameplay So, if there is any glitch in the mod wrt to keyhandling, or a way to ensure that they are all removed, if it's an EASY fix, is there any chance of maybe a small patch, please? 🤔 Of course, if it's anything that would require a load of effort, forget it. Life's too short to fiddle around on niceties ☺️ DQW Edited November 16, 2025 by DonQuiWho
Seeker999 Posted November 19, 2025 Posted November 19, 2025 On 11/16/2025 at 9:45 AM, DonQuiWho said: BUT: Why have any keys in the first place? You can select the 'steal keys' option in the MCM, under OTHER. I don't use it, but you might try it.
DonQuiWho Posted November 19, 2025 Posted November 19, 2025 1 hour ago, Seeker999 said: You can select the 'steal keys' option in the MCM, under OTHER. I don't use it, but you might try it. Thanks for the response. Much appreciated I have had that set to 'steal' for some time. So I was just surprised that it had never happened I looked again just now to check that nothing had caused the option to revert, and I noticed that the chance I had set was 85%. So whilst it's possible I've just been lucky on every trip in yonks, I've reset that to 100% and I'll try it out a bit more later when I get a chance If it goes fine, I'll amend the original post to reflect that. It's a super mod & I doubt if @krzp gets enough thanks/credit for the conversion etc, and that was one of the reasons for 'pussy footing' about a bit in my original post! tyvm again DQW 1
Dracanis Posted December 3, 2025 Posted December 3, 2025 Great mod, its fun to use and adds an extra bit of risk to skipping travel. But I've run into two issues with the mod. Firstly is the double timeskip mentioned by Blue Astra, if the timeskip could be tweaked to only occur once then this mod would be far more compatible with needs mods but also with other NSFW mods that act as goldsinks like devious followers. On 11/13/2025 at 10:08 PM, Blue Astra said: When normally using carriages, some passes. With this mod, when an event occurs, time passes before and after the event. Is it possible to remove one of these timeskips as if you're using a survival mod you can starve/dehydrate with both of these timeskips. Secondly is a bug thats also present in the original devious carriages, sometimes the player is placed into a specific set of devices (chastity belt, chastity bra, collar and armbinder) regardless of mcm settings such as setting outfits and chastity to both have a 0% chance.
palracz Posted December 22, 2025 Posted December 22, 2025 Hi, I found some incompatibilities.... I had a new game and DCR worked fine, but then installed DHLP Redux and DIN and voila DCR stopped to work. I don't know which one is a problem, maybe both of them. This two mods come from same author. Could you check?
bondfan86 Posted May 8 Posted May 8 Is there any chance to make the chances scale with distance? It always seems a bit weird when I take the short trip from Winterun to Riverwood, and the driver decides to take a break to ask for sex in the vicinity of solitude
Plaguetard2.0 Posted June 1 Posted June 1 (edited) Soo... this mod has worked. I started over, mostly just because I updated to Pandora finally, which did get to me update a handful of mods, but mostly just combat AI stuff... for whatever reason, when this triggers, I get sent to the scene of the bandit attack, but the LEAD bandit that initiates dialogue is not there. I let it run for a bit, nada. Anyone run into this before? Just has the 4 supporting bandits, and not the lead bandit. Since my last save, I updated... Nemesis to Pandora Combat Pathing Rev BFCO SlaveTatsNG Bathing in Skyrim Pandit Paradise That would be it, everything else was already current and up to date. I'm certain it is something I've done, because like I said, the mod was working fine. **Edit - In the event anyone comes across this... this specifically seems to happen when going to Whiterun, but you haven't been there before, and they are discussing the dark brotherhood jester outside. It would seem, because as you arrive and then get ported to the DC event, but that quest is still triggering, you cannot begin the DC quest and Chief Mayhem or whomever his name is won't spawn. If you go to Whiterun and acquire the jester quest first, then it is a non issue the next time you go to Whiterun and use the carriages. At least for me. ** Edited June 3 by Plaguetard2.0
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