Princessity Posted July 7, 2014 Author Posted July 7, 2014 Make sure you have enabled the plugin in your plugin manager. If you did I don't know what could be wrong but there's a way to fix it. Please go to Devious Captures MCM menu and use the "Update" option. You should get a message in the upper left corner that Devious Captures has been initialised. Also you need to make sure you are using the latest version of Defeat, Captures and SKSE (and all thingystuffs they require). I think mismatched versions is the only logical thing that could cause this issue assuming you have installed the mod correctly.
Tanglin Posted July 8, 2014 Posted July 8, 2014 Is there a way to test if I've got Devious Capture (and all its prerequisites) installed correctly and working well independently of Sexlab Defeat? Defeat is working well with Sexlab Framework, so the problem is not there. If that's not possible, may I know what settings I should use for Defeat in order to trigger Capture for troubleshooting purposes?? For example, should I set Robbery chance to 100%, and chance to be sent to Wilderness or Inns to be 100% too? What settings should I use for companions? Or is it better to troubleshoot without companions? Lastly, I'd be happy to supply the Papyrus logs, if someone could tell me which part of the logs is pertinent. I see 4 logs in the Skyrim\Logs\Script folder. Which one should I attach here that would be helpful?
Princessity Posted July 8, 2014 Author Posted July 8, 2014 It should have _0 or somethign liek that at the end of the file name. But did you use the update function and see the initialisation message like I asked? If you are using the latest version of Caputures none of Defeat's settings should affect it. It should trigger any time you go thorough the robbery scene (NPC says something like "bluh bluh bluh what do we have here")
Tanglin Posted July 8, 2014 Posted July 8, 2014 Well, I just started a new game and everything was installed, without changing any other thing. Anyway, it works now and I'm enjoying the mod. Thanks! Just one more, if you don't mind: I've set Robbery to occur at 100% chance and being teleported to the wilderness at 100% chance too. However, my character seems to only get the Devious Devices put on her about half the time after being robbed. Is it supposed to work this way?
Princessity Posted July 8, 2014 Author Posted July 8, 2014 In MCM menu you can set the probability of each kind of devices equipping on your character. The default chance (like aroundish 20% to 30% if I remember right, it varies between devices) is supposed to kinda ensure you get at least 1 or 2 random devices each time Captures triggers. Also it won't try to equip the same type of device on you twice so the more devices you're already wearing the fewer slots will be available so the chances of getting more devices will be a little smaller just because the random check won't happen so many times. So if no dice rolls go over the set thresholds you may sometimes get no new devices at all. If you want to receive devices more consistently you can use the MCM menu to separately adjust the chance of equipping each type.
redlove108 Posted July 10, 2014 Posted July 10, 2014 So for some odd reason after the robbery happens the items they give to my character aren't equipped. They just sit there in my inventory. Any idea of what might've gone wrong?
Princessity Posted July 10, 2014 Author Posted July 10, 2014 Can you equip the items you got manually? What happens if you click on them? Could you use the "Update" function in MCM and try again? Are you already wearing something that occupies the same equipment slots and reequips itself automatically? Other than that Requiem also has a function that prevents equipping things during combat, it's best to disable it in MCM. And there's probably like lots of other mods I don't know about that may also interfere with inventory management. Are you using any mods that could be doing this? If it's none of the above there's also the possibility that the devices equipping system broke in your game but I don't know lots about debugging it, it would probably be best to ask in the Integration topic and provide papyrus logs, load order and as much information as possible
redlove108 Posted July 10, 2014 Posted July 10, 2014 I can equip them manually. They give me a warning of being locked on. I don't have Requiem installed but I do have Skyrim Redone. Nothing else is on the same slots as my PC is utterly naked by the time I get the robbery quest. Oddly enough though my PC blacks out and wakes up somewhere else with these things in her inventory. From the mod description I got the impression that they were going to be attached one at a time during a robbing scene? Now to find the Integration topic. lol
Zdun Posted July 10, 2014 Posted July 10, 2014 Eh doesn't work for me. On the other hand I try to copy/paste code to random equip devices the death alternative robbery because defeat robbery can be turned of and I need DA anyway but this also doesn't work. Maybe someone with real coding skills can do it .
Princessity Posted July 10, 2014 Author Posted July 10, 2014 I can equip them manually. They give me a warning of being locked on. I don't have Requiem installed but I do have Skyrim Redone. Nothing else is on the same slots as my PC is utterly naked by the time I get the robbery quest. Oddly enough though my PC blacks out and wakes up somewhere else with these things in her inventory. From the mod description I got the impression that they were going to be attached one at a time during a robbing scene? Now to find the Integration topic. lol If you're experiencing huge delays like that I think your Papyrus may be under too much pressure. Are you running lots of script intensive mods and/or have you played this character for long? Eh doesn't work for me. On the other hand I try to copy/paste code to random equip devices the death alternative robbery because defeat robbery can be turned of and I need DA anyway but this also doesn't work. Maybe someone with real coding skills can do it . "Doesn't work" doesn't help ^^
D_ManXX2 Posted July 10, 2014 Posted July 10, 2014 Is this still compatible with the latest defeat released recently and sexlab 1.58b??
Princessity Posted July 10, 2014 Author Posted July 10, 2014 It is, I'm using them right now while I'm working on the next version.
circ Posted July 10, 2014 Posted July 10, 2014 Worked for me earlier. Although it's a little sparse on application of more than one piece unless I set the addons to large percentages.
Slorm Posted July 10, 2014 Posted July 10, 2014 Working fine here as well with the latest Defeat (I'm not using DA)
redlove108 Posted July 10, 2014 Posted July 10, 2014 If you're experiencing huge delays like that I think your Papyrus may be under too much pressure. Are you running lots of script intensive mods and/or have you played this character for long? How would I know? I can see my Papyrus logs but I haven't a clue what belongs to what or what anything in it means. Sorry I'm not much help with this. I'm rather new to debugging/trouble shooting skyrim mods. Though there is a lot written in these logs. I guess that's a bad sign, eh? lol
Princessity Posted July 11, 2014 Author Posted July 11, 2014 It's oksies, I'm still confused by papyrus logs too ^^ Lots of erors printed there are actually just Skyrim being Skyrim and it's so difficult to find anything important unless mod author predicts all weird situations and writes custom error messages for them. I learned it the hard way! But usually scripted mods are easy to identify: things that need to constantly collect information or affect NPCs around the player usually make Skyrim's unoptimised script engine struggle. They're usually things like combat overhauls, big perk overhauls, whole game overhauls, needs mods and so on. If you're using lots of mods like that you probably have multiple scripts running in the background all the time so they may be delaying or even breaking smaller scripts like mine. But I don't think modders can do anything about it without watering down their mods to the point of like being nonfunctional. We can blame Bethesda's console optimisation for that ^^
redlove108 Posted July 11, 2014 Posted July 11, 2014 Just curious is the robbery meant to only happen with bandits and not other people you attack? I made a new save and managed to get it working with bandits oddly enough. However anyone else I attacked didn't seem to bother with robbing me. I'll keep fiddling around with a new save but at least it appears to be working now. I'm going to keep testing to be sure. After the robbery worked I checked the log and found this: [07/11/2014 - 06:02:18AM] Defeat: AssaultMode - !SetNextAgg() !StillBusy() AllowedToBeRobbed[07/11/2014 - 06:02:25AM] Defeat: START Robbing [07/11/2014 - 06:02:25AM] Devious Captures: triggered by robbery event In my previous save file with it's log this happened: [07/11/2014 - 04:01:37AM] Defeat: AssaultMode - !SetNextAgg() !StillBusy() AllowedToBeRobbed[07/11/2014 - 04:01:39AM] Defeat: Player victim - End scene, Restored.[07/11/2014 - 04:01:51AM] xpoIntegration: QuestCondition[07/11/2014 - 04:01:54AM] Teleported away from Bandit In both saves I got robbed and the mission got started but only in the new save did it work.
circ Posted July 15, 2014 Posted July 15, 2014 Could you make an MCM toggle or have it auto apply a harness or a belt when attaching plugs? They 'bug' out without a harness as in - they don't fall out and you can pull them out but they have no scripts running so you get no messages and no arousal changes and it seems pretty pointless.
Princessity Posted July 15, 2014 Author Posted July 15, 2014 Just curious is the robbery meant to only happen with bandits and not other people you attack? I made a new save and managed to get it working with bandits oddly enough. However anyone else I attacked didn't seem to bother with robbing me. I'll keep fiddling around with a new save but at least it appears to be working now. I'm going to keep testing to be sure. After the robbery worked I checked the log and found this: [07/11/2014 - 06:02:18AM] Defeat: AssaultMode - !SetNextAgg() !StillBusy() AllowedToBeRobbed [07/11/2014 - 06:02:25AM] Defeat: START Robbing [07/11/2014 - 06:02:25AM] Devious Captures: triggered by robbery event In my previous save file with it's log this happened: [07/11/2014 - 04:01:37AM] Defeat: AssaultMode - !SetNextAgg() !StillBusy() AllowedToBeRobbed [07/11/2014 - 04:01:39AM] Defeat: Player victim - End scene, Restored. [07/11/2014 - 04:01:51AM] xpoIntegration: QuestCondition [07/11/2014 - 04:01:54AM] Teleported away from Bandit In both saves I got robbed and the mission got started but only in the new save did it work. Ooops! Sorreh I missed your post. Yah it looks like everything worked right in your second save but in the old one Defeat's robbery event failed to start properly so the trigger for Captures wasn't sent. But I don't know if it's a bug. I'm not like 100% sure but I think Defeat doesn't trigger a second robbery until you've recovered your items from the last one buuut I could be wrong, I never focused on testing this. But anywyas this is a Defeat thingy. Captures doesn't add or modify the robbery event it just activates at the same time it happens. Could you make an MCM toggle or have it auto apply a harness or a belt when attaching plugs? They 'bug' out without a harness as in - they don't fall out and you can pull them out but they have no scripts running so you get no messages and no arousal changes and it seems pretty pointless. Oksies I think I can add another MCM option ^^
thegooglyman Posted July 16, 2014 Posted July 16, 2014 Could you make an MCM toggle or have it auto apply a harness or a belt when attaching plugs? They 'bug' out without a harness as in - they don't fall out and you can pull them out but they have no scripts running so you get no messages and no arousal changes and it seems pretty pointless. Oksies I think I can add another MCM option ^^ Go ahead and add Armbinders back while you are at it
D_ManXX2 Posted July 23, 2014 Posted July 23, 2014 One question does anyone know of this mod is compatible with defeat ?? http://www.nexusmods.com/skyrim/mods/52681/? NPC knockout Overhaul. This way you can incapacitate an npc without killing it while knockout you can manipulate the npc open his inventory even add devious device on it. you can even push his body around and it will ragdoll normally like the npc was dead but he just knocked out. This opens up new possibilities like removing all stuff from inventory and put some trap back while the npc s knocked out and you will be able to revive it by adding healing potion that would give him nasty wake up call when they find out they are stuck with devious devices on it.
jlttsmiley Posted July 23, 2014 Posted July 23, 2014 Just curious is the robbery meant to only happen with bandits and not other people you attack? I made a new save and managed to get it working with bandits oddly enough. However anyone else I attacked didn't seem to bother with robbing me. I'll keep fiddling around with a new save but at least it appears to be working now. I'm going to keep testing to be sure. After the robbery worked I checked the log and found this: [07/11/2014 - 06:02:18AM] Defeat: AssaultMode - !SetNextAgg() !StillBusy() AllowedToBeRobbed [07/11/2014 - 06:02:25AM] Defeat: START Robbing [07/11/2014 - 06:02:25AM] Devious Captures: triggered by robbery event In my previous save file with it's log this happened: [07/11/2014 - 04:01:37AM] Defeat: AssaultMode - !SetNextAgg() !StillBusy() AllowedToBeRobbed [07/11/2014 - 04:01:39AM] Defeat: Player victim - End scene, Restored. [07/11/2014 - 04:01:51AM] xpoIntegration: QuestCondition [07/11/2014 - 04:01:54AM] Teleported away from Bandit In both saves I got robbed and the mission got started but only in the new save did it work. My 2 cents : DAYMOYL started before the robbery event could complete by teleporting player from the bandit it ended defeat quest and started another , before DEVIOUS CAPTURE couuld kick in
circ Posted July 27, 2014 Posted July 27, 2014 Possibly an unrelated issue but I wouldn't know. The scenario went like this: DC event triggers and gives me blindfold and harness. I'm already wearing a collar but DC doesn't care and puts the harness on anyway. Then follows about 2 minutes of script lag that only affects Devious Devices. Possible DC and DD got confused. I click on blindfold and harness, trying to pick their locks. Mostly I get a failure dialogue box, but here and there I get no dialogue box at all. Cue about two minutes later when I'm spammed by about 20 dialogue boxes saying I succesfully picked the lock on device 1 and 2. Either way, could the assailant just remove a collar or everything I guess just to be sure and then reapply what makes sense. EDIT: script lag and weirdness isn't DC related I think. But yeah, removing collar bla bla.
Plaguetard Posted July 29, 2014 Posted July 29, 2014 I had a request, is it possible to add in the rope cuffs to the MCM? I prefer Defeat over submit, but I do like how when the PC is assaulted in submit they end up bound, and then deviously helpless can kick in. When I use this mod I get the arm and leg cuffs, but that doesn't bind the PC. The only thing I have deviously helpless kick in on is items that would bind the PCs hands (make it a little immersive). I wish I could combine defeat and submit into one mod. Defeat has multiples and submit has the robbing and binding. Never been a big fan of SD as it always seems way to buggy for my liking and lacks some immersion. Anyways, also, for those having issues with mods not kicking in quick enough before other mods, I run with 255 mods (Yeah I no... for shame) and I run fairly flawlessly even for an old computer. When I know a mod is suppose to kick in, I push escape and bring up the menu, then count to 5 seconds or so. It allows that papyrus log to catch up so to speak and that way mods are functioning in the correct order no matter how script heavy you are running.
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