Ethetrix Posted April 12, 2014 Posted April 12, 2014 I'm really enjoying your mod. I did run into a problem with the respawn points after being defeated however. I had two separate cases (same character, same game) where I was defeated and locked in restraints. The first time was at a forsworn camp near Dragon Bridge. The second time was at a bandit camp near Whiterun. When I was restrained and moved away from the bandit camp near Whiterun, it placed me all the way back at the forsworn camp near Dragon Bridge. I had to reload my previous save or travel all the way back to Whiterun again. It seemed a little strange to me that the bandits near Whiterun would transport me so far away!
Princessity Posted April 13, 2014 Author Posted April 13, 2014 I call that normal skyrim behaviour ^^
Ethetrix Posted April 13, 2014 Posted April 13, 2014 Ok. Thank you. I wasn't sure if it might have been a bug or problem with the way the mod chooses the "nearest safe location" to move the character to each time.
FCKGW Posted April 13, 2014 Posted April 13, 2014 Your mod is pretty awesome; I love it. That being said, the Sexlab Submit + DD mod (your 'submit' counterpart) has a progression system: The first time you get captured you get cuffs; If you get captured while wearing cuffs, you get belted, if you get captured while wearing cuffs and belted you get an armbinder, etc. I think that's a pretty good idea, and you should consider offering that, too. Maybe with additional random factors, too.
Princessity Posted April 18, 2014 Author Posted April 18, 2014 I'm sorry person with long complicated name ^^ I'm not interested in implementing that. Update time! Version 1.2 includes a small coding fix that should make the script run a little faster and perform its functions more reliably (for example you won't encounter any more situations where equipping a belt takes so long that previously equipped plugs slide out of you before it can finish) and also added an option to MCM that allows player to set the minimum and maximum time that passes during capture. So forexamplish if you're a vampire you can adjust it so it won't randomly throw you outside in the middle of a sunny day ^^
LTD Posted April 19, 2014 Posted April 19, 2014 I'm having trouble getting the menu to load after upgrading to the lastest version. I worked previously, but now the MCM menu won't load up. I've tried a clean save (yes, I know there really isn't such a thing in Skyrim), but don't know what else to do. Nothing seems to work, even though I'll get the message that MCM has registered the menu, and it's listed, it will not open. There's nothing in there. Anyone got any tips? Is there some console command I can use to manually reset it? EDIT: nevermind, I have much deeper problems than that and NO idea what the hell caused it. Sometime between the last time I launched the game and now something has gone very wrong. Missing textures for things like pickaxes. Going to just re-do the whole setup again anyways.
kirakun Posted April 19, 2014 Posted April 19, 2014 i meet CTD when black out....what problem might that be?
Princessity Posted April 19, 2014 Author Posted April 19, 2014 i meet CTD when black out....what problem might that be? It could be lots of things. If you have the newest ZAZ animation pack but didn't update FNIS to the latest version you may CTD when armbinder is equipped and also it's possible setting time loss like crazy high could cause problems too (I made it possible to push the slider all the way up to 100 but it's mostly for testing, if it turns out to be unstable I'll limit it) oooooor any other problems with animations, skeletons and stuffs. Or simply skyrim crashing on area transition like it can start doing after like hundred hours on a save. CTDs in skyrim could be caused by anything (even vanilla game) so the best way to make sure it's this mod or one of its requirements causing them is try to get captured a few times and see if it happens again (setting defeat chance to 100% and typing "TIM" in console is what I use to test captures) alsooooo a papyrus log would be helpful.
Slorm Posted April 21, 2014 Posted April 21, 2014 There's a problem with the latest version, when it completes the pc is not transported to a safe spot but stays in the same location. Checked against V1.1 where it does but it doesn't in V1.2
Princessity Posted April 21, 2014 Author Posted April 21, 2014 Nothing resonsible for movign the player was changed in the update so it must be a savegame issue or lack of proper navigation markers in the area you're testing. Could you run "Update" in the MCM menu and try again? And if it doesn't work could you try a different dungeon?Hummm it's weird but it's true. Everything works with my loose scripts but not the ones in bsa archive. I'll try to package them again and I'll upload a fix in a second.
Princessity Posted April 21, 2014 Author Posted April 21, 2014 Fix uploaded! Thank you for pointing it out slorm and I'm so sorry I didn't notice it earlier. It turns out I shouldn't trust Bethesda's archiver to not corrupt the files it's trying to package on the first try ._.
Slorm Posted April 21, 2014 Posted April 21, 2014 Brilliant, just tested and it's working fine now. Thanks for fixing it so quickly
Pinute Posted April 22, 2014 Posted April 22, 2014 Thanks for the update, and particularly actually making it a version bump. I absolutely hate 'hotfixes'. Never sure if I got the right one.
Coopervane Posted April 22, 2014 Posted April 22, 2014 She's going the distance, she's going for speed
WraithSlayer Posted April 23, 2014 Posted April 23, 2014 Just tried 1.2.1 and I'm still not getting transported to a safe location. Do I need to clean scripts from my save or something similar? Here's what shows up on Papyrus log: [04/23/2014 - 12:33:09PM] Defeat: Player victim - End scene, Restored.[04/23/2014 - 12:33:13PM] Error: Cannot call start() on a None object, aborting function callstack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.MoveToSafeLocation() - "mslDCFunctionsSCR.psc" Line 55[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 208[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278[04/23/2014 - 12:33:13PM] Warning: Assigning None to a non-object variable named "::temp1"stack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.MoveToSafeLocation() - "mslDCFunctionsSCR.psc" Line 55[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 208[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278[04/23/2014 - 12:33:13PM] Error: Cannot set the value of a constant GlobalVariablestack:[WICommentNextAllowed (000A8653)].GlobalVariable.SetValue() - "" Line ?[WICommentNaked (000A8655)].wicommentscript.Commented() - "WICommentScript.psc" Line 15[WICommentNaked (000A8655)].QF_WICommentNaked_000A8655.Fragment_0() - "QF_WICommentNaked_000A8655.psc" Line 12[04/23/2014 - 12:33:13PM] Error: Cannot call MoveTo() on a None object, aborting function callstack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.SummonCompanions() - "mslDCFunctionsSCR.psc" Line 60[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 210[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278[04/23/2014 - 12:33:13PM] Error: Cannot call MoveTo() on a None object, aborting function callstack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.SummonCompanions() - "mslDCFunctionsSCR.psc" Line 61[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 210[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278[04/23/2014 - 12:33:13PM] Error: Cannot call MoveTo() on a None object, aborting function callstack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.SummonCompanions() - "mslDCFunctionsSCR.psc" Line 62[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 210[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278[04/23/2014 - 12:33:13PM] Error: Cannot call MoveTo() on a None object, aborting function callstack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.SummonCompanions() - "mslDCFunctionsSCR.psc" Line 63[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 210[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278[04/23/2014 - 12:33:13PM] Error: Cannot call MoveTo() on a None object, aborting function callstack:[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.SummonCompanions() - "mslDCFunctionsSCR.psc" Line 64[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.PlayerCaptured() - "mslDCFunctionsSCR.psc" Line 210[mslDCControllerQST (5F0012C5)].mslDCFunctionsSCR.OnUpdate() - "mslDCFunctionsSCR.psc" Line 278 From what I understand, the problem is coming from mslDCLocationQST.Start(), because quest property is null. I upgraded from 1.2, so do I need to reset this quest somehow? Edit: Fixed. Forgot to click Update in MCM.
Princessity Posted April 23, 2014 Author Posted April 23, 2014 Yah the Update function is for when things liek this happen. I don't know why you had that issue in the first place but if you tried to do a "clean save" when upgrading to a new version of Captures please don't ever do that. The mod is safe to update by overriding.
WraithSlayer Posted April 23, 2014 Posted April 23, 2014 Yah the Update function is for when things liek this happen. I don't know why you had that issue in the first place but if you tried to do a "clean save" when upgrading to a new version of Captures please don't ever do that. The mod is save to update by overriding. I didn't do that initially, I was just considering it as a possible solution. I just switched the versions in NMM and loaded a save that had the previous version of Devious Captures active. But then again, my saves aren't exactly stable (I crash about 5% of the time when loading a save from the main menu) so maybe it just didn't manage to load the updated version due to the large amount of mods running.
Guest Real Posted April 26, 2014 Posted April 26, 2014 This mod is awesome. Didn't realize that defeat was adding pretty much everything I had suggested.
Slorm Posted April 27, 2014 Posted April 27, 2014 Can you change the plugs to soulgem or tormentor as atm I just seem to get iron plugs that don't really do very much (I assume next update will be after the new Defeat mod)?
Daemones Posted April 27, 2014 Posted April 27, 2014 Apologies if this has been addressed before, and this may sound like a silly question, but is DC compatible with SD? (Sanguine Debauchery)? Thanks
Laura Posted April 27, 2014 Posted April 27, 2014 First of all thanks for the mod! I'm having a slight problem. Everytime my character teleports to a safe location, it is the same location (Silent moons camp near whiterun) and it doesn't matter where it get caputed. Is this fixeble or is a reinstall enough?
dje34 Posted April 27, 2014 Posted April 27, 2014 OMG ! We r already in 2114 ? But I see no flying cars around... and no cyborg sucking my dick ! Future sucks !
Princessity Posted April 28, 2014 Author Posted April 28, 2014 First of all thanks for the mod! I'm having a slight problem. Everytime my character teleports to a safe location, it is the same location (Silent moons camp near whiterun) and it doesn't matter where it get caputed. Is this fixeble or is a reinstall enough? Are you using the latest version? Have you tried using the "update" function in MCM? OMG ! We r already in 2114 ? But I see no flying cars around... and no cyborg sucking my dick ! Future sucks ! Oooops! Too soon! That version wasn't supposed to be released for another 100 years, what have I doooone! Awwww gosh time travel is always so confusing.... is this SD+ Compatible? I think it depends on what you mean by compatible. If you want SD to trigger this mod then nuh it won't, if you just want them not to conflict then yah they're compatible. This mod is only triggered by Defeat and doesn't do anything until it's asked to. If you can make SD and Defeat work together without conflicts this mod probably won't trigger in inconvenient situations Can you change the plugs to soulgem or tormentor as atm I just seem to get iron plugs that don't really do very much (I assume next update will be after the new Defeat mod)? The plugs you get are chosen randomly and it includes soulgem plugs and pump plugs too. The probability of getting both iron plugs is aboutish 11% so if you try again you'll probably get a different result ^^
Slorm Posted April 28, 2014 Posted April 28, 2014 Next request any chance you could add Draugr to fit devices as well please?
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