Princessity Posted July 30, 2014 Author Posted July 30, 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. There is a specific condition I manually put in that prevents the harness being equipped if you're wearing a DD collar. If this is happening that means there is something wrong with your installation of DD or the collar you're wearing. This is the code that decides if a harness can be equipped: equipHarness = (RandomInt(1,100) <= mslDC2ConfigQST.ChanceHarness && !PlayerRef.WornHasKeyword(libs.zad_DeviousHarness) && !PlayerRef.WornHasKeyword(libs.zad_DeviousCollar) && !PlayerRef.WornHasKeyword(libs.zad_DeviousBelt)) Can you tell me which mod the collar was from? If it's buggy I can inform the author about it. 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. There are no rope restraints available right now but the next version of Captures will allow it to equip registered generic devices from other mods (like DD Expansion) so if DD enabled rope restraints are ever added and the author registers them properly they will be automatically added to the pool of possible variants. Also I know about script lag and I'm doing what I can (when I'm not being lazy and playing STO instead) to fix it because it's very annoying. The slooooowly coming soon next version may either help eliminate the script lag or make it even worse! Soooo I'm not making any promises right now ^^
Yuni Posted July 31, 2014 Posted July 31, 2014 Excuse me. <3 I don't mean to complain, but I'd like to request a feature. Is it possible for this to go off WITHOUT a robbing event happening? I don't like leaving robbing on, I like how defeat triggers sometimes and the game just continues afterwards, which your gear would be fine for. But Defeat only sets robbing minimum value to 500 at its highest, and I don't want them taking items from other mods I've installed. Is it possible to make it so it's not robbing-event dependent, but still triggers on a defeat rape? Possibly a setting?
Princessity Posted July 31, 2014 Author Posted July 31, 2014 It's possible but too complicated to do. I decided to attach to the robbing event because it's reliable and straightforward.
circ Posted July 31, 2014 Posted July 31, 2014 There is a specific condition I manually put in that prevents the harness being equipped if you're wearing a DD collar. If this is happening that means there is something wrong with your installation of DD or the collar you're wearing. This is the code that decides if a harness can be equipped: Can you tell me which mod the collar was from? If it's buggy I can inform the author about it. DDi, although asset is from DD. Anyway I'm thinking the whole issue was related to Hypothermia (not Frostfall - Hypothermia etc). According to Papyrus logs from what I gathered (there's a copy in the DDi thread) - Hypothermia couldn't recognize what kind of object the collar was so it renamed it to temp44, though only as far as the internal engine is concerned - I'm assuming 44 because it (maybe?) takes up slot 44. Assumably this renaming went further than just for Hypothermia and eventually led to DDi and by extension DC bugging out as well. I have since stopped using Hypothermia and have had no issues - which is a shame, not that I liked the issues but because now I'm without a weather body feedback mod as I'm not about to go back to Frostfall, but then again DC hasn't triggered either despite me having robbing chance at 100% though it's only for gold and I'm likely not carrying the set amount of money at all times Defeat triggers.
Imatterial Posted July 31, 2014 Posted July 31, 2014 Excuse me. <3 I don't mean to complain, but I'd like to request a feature. Is it possible for this to go off WITHOUT a robbing event happening? I don't like leaving robbing on, I like how defeat triggers sometimes and the game just continues afterwards, which your gear would be fine for. But Defeat only sets robbing minimum value to 500 at its highest, and I don't want them taking items from other mods I've installed. Is it possible to make it so it's not robbing-event dependent, but still triggers on a defeat rape? Possibly a setting? With Defeat, I think you can set it so they only steal stripped items, if you set it so Defeat only unequips, rather than strips, your armor and weapons, that should mean they won't actually steal anything but Captures will still be able to do its stuff.
ltknight88 Posted August 5, 2014 Posted August 5, 2014 Is it possible to link the devious devices etc to traps? For example, what if a bear trap also applied leg restraints to the player??
Princessity Posted August 12, 2014 Author Posted August 12, 2014 Is it possible to link the devious devices etc to traps? For example, what if a bear trap also applied leg restraints to the player??It's possible and it was part of a separate project from Captures I was planning once but then Kimy released Cursed Loot which covers most of what I wanted to make. I think this would fit her mod way better than mine so maybe you could bring the suggestion to her! ^^
Princessity Posted August 12, 2014 Author Posted August 12, 2014 Alsooooo! A small status update on Captures: I'm alive and my ship is back in Earth's orbit so I'm back to some skyrim modding. You can expect a new version soon! Some of the things you may or may not see include: Armbinder support (MAYBE!). I'm right now coordinating with Goubo to make Defeat's animated scenes more restraints friendly. Depending on how soon or if Goubo incorporates my suggestions into Defeat armbinders may be ("may" is the important word!) back in the next version of Devious Captures. External devices support. Thanks to a few functions being added to the upcoming update of Integration i will be able to expand the pool of available devices that may get equipped on player with devices from Expansion and any other mod that properly registers its devices for that functionality WITHOUT making those mods a hard requirement. So that means if you have only Integration installed, you'll only be getting devices from Integration but if you install Expansion it will allow my mod to choose from a larger variety of random devices. Addition of more types of devices. Thanks to the above I will be able to support things like the often requested shoes but also the upcoming [REDACTED] and [CLASSIFIED] and their future variants More MCM options. This will include the option to always equip a belt/harness together with plugs, option to bypass belts when equipping plugs and option to have keys stolen regardless of Defeat's robbery settings. Code improvements and stuffs. Captures will outsource some of its functionality so things like determining which device variant to equip will be handled by Integration's native functions. I hope this and a few other changes will make everything work faster and allow me to shift the blame for most potential failures ^^ That's all for now. If you have any other ideas you think I could implement before soon please speak up now! ^^ I'm especially looking for more options I could add to the MCM but please keep in mind that I would like to keep this mod small, simple and focused on the one thing it does. Say NUH to feature creep! n_~
Goubo Posted August 13, 2014 Posted August 13, 2014 Will do asap, I also need to think about this when including the resist animation, I'm not sure how yet. so many tests to do... so many...
Princessity Posted August 13, 2014 Author Posted August 13, 2014 Thank youuuu <3 And yah I know what you mean, I recently came back to modding suddenly and now there's so many things to account for! Our work is never over XD
MonaBabii Posted August 13, 2014 Posted August 13, 2014 Hey I decided to give SL Defeat a go today after using Submit for such a long time (last time I used Defeat was so long ago and the mod was a lot more basic), and the mod works wonderfully, and so does Devious Devices (tested the devices thoroughly through the Captured Dreams Shop plugin). However when I install the latest version of this plugin to make DD work for Defeat I get an instant crash when loading a game; Fire up Skyrim, load, choose my save, and just as the screen goes through that tiny freeze when the game is about to appear on screen, bam, CTD D: I tested this a couple of times, loading the game without this plugin (only SL Defeat), and the game loads. Installed this, game CTDs. Repeated a couple of times to make sure it wasn't just a coincidence and at this point I'm pretty positive this plugin is causing it, though I've no clue why D: I'll attach the Papyrus log right here (although I'm not sure if you'll see anything out of the ordinary): And here is my load order (using Mod Organizer): # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp ETaC - RESOURCES.esm SGHairPackBase.esm HmmWhatToWear.esm HmmWhatToWearDawnGuard.esm SexLab.esm Devious Devices - Assets.esm SexLabAroused.esm Schlongs of Skyrim - Core.esm TERAArmors.esm ZaZAnimationPack.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm ApachiiHairFemales.esm JSwords.esm Strap.esp Brawl Bugs CE.esp Artifact Disenchanting - Dragonborn.esp ice.esp Chesko_WearableLantern.esp RaceMenuPlugin.esp Convenient Horses.esp MashupUNP.esp AncientDraugr.esp RelightingSkyrim-FULL.esp Cloaks - Dawnguard.esp Dark Dungeons for Dawnguard.esp ETaC - Falkreath.esp Dark Dungeons for Dragonborn.esp SOS - Smurf Average Addon.esp RaceMenuOverlayCompilation - UNP.esp EliteRogueArmour.esp ETaC - Morthal.esp ETaC - Dawnstar.esp ETaC - Winterhold.esp Krev The Skinner's Mantle by Hothtrooper44.esp The Bastard.esp SexLab Warmbodies.esp LovelyHairstylesCE.esp MacKom_LoreStylesHairSet.esp Skyrim_Strap_Ons.esp NailsUNP.esp Perks Unbound - Merged.esp OpenFaceGuardHelmets.esp UFO - Dawnguard AddOn.esp AHZmoreHUD.esp RaceMenu.esp RaceMenuOverlays.esp ETaC - Riverwood.esp ETaC - Rorikstead.esp ETaC - Dragon Bridge.esp ETaC - Dragon Bridge South.esp ETaC - Kynesgrove.esp ETaC - Ivarstead.esp ETaC - Darkwater Crossing.esp Artifact Disenchanting.esp calyps-dragonpriestmasks.esp RealisticNeedsandDiseases.esp RND_USKP-Patch.esp RND_ETaC-Patch.esp RND_Dawnguard-Patch.esp SkyUI.esp SFO - Expanded Diversity.esp SGHairPackAIO.esp ScarletDawnArmor.esp Schlongs of Skyrim.esp SexLab TDF Aggressive Prostitution.esp ETaC - Karthwasten.esp WATER DB Waves.esp RND_Dragonborn-Patch.esp Captured Dreams.esp Further Dark Dungeons for ENB.esp CD - Skyrim Strapon addon.esp CD-Tera Armors addon.esp Cloaks.esp 1nivWICCloaks.esp Devious Deviants.esp UFO - Ultimate Follower Overhaul.esp UFO - Dragonborn AddOn - Unofficial.esp SexLab Romance.esp sextoys-calyps-2.esp CD - Calyps Sextoys addon.esp 1nivWICSkyCloaksPatch.esp Sexy Armor Replacer Patch.esp FormsEdit.esp Skyrim Flora Overhaul.esp Mighty Beasts - Werewolf.esp WildHuntress.esp The Dance of Death - Ultimate Edition.esp TradeBarter.esp UFO - Heartfire AddOn.esp Unique Uniques.esp UnreadBooksGlow.esp fFastTravelSpeedMult_4.esp WATER DG.esp WATER.esp xazPrisonOverhaul.esp Chesko_Frostfall.esp Artifact Disenchanting - Dawnguard.esp RND_HearthFires-Patch.esp Drinking Fountains of Skyrim.esp RND_DrinkingFountains-Patch.esp RND_AnimalLoot.esp SpousesEnhanced.esp Osare Culort Outfit.esp FNISspells.esp Ursine Armor Pack.esp Sneak Tools.esp Sneak Tools Vanilla Hoods.esp Sneak Tools Vanilla Masks.esp WestWindAssault.esp WetandCold.esp WetandCold - Ashes.esp dD - Realistic Ragdoll Force - Reduced.esp isilNarsil.esp Devious Cidhna.esp Bouncy-Bodices-Booties-Belts-Stockings.esp Ghorza's Armor.esp WestWindMisfit.esp zenet_GagQuest.esp navetsea female face preset.esp zzArmormashups.esp Alternate Start - Live Another Life.esp TheEyesOfBeauty.esp The Eyes Of Beauty - Elves Edition.esp AK_RM_Pubic_Styles.esp AK_RM_Pubic_Styles_Classic.esp SexLabMatchMaker.esp RogueArmor.esp ScopedBows.esp ISD_Longclaw.esp ISD_Dragonspear.esp AMatterOfTime.esp SSAssist.esp TouringCarriages.esp Bestiality_NudeBears.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp WhiterunAlivePiano.esp JK's Whiterun D of W Comp v0.1.esp LPBards.esp Predator Vision.esp Better Vampires ML.esp Vampire Skin Color Fix.esp Equipping Overhaul.esp JSwords_Load_Screens.esp JSwordsDistributionBalancePlugin.esp SleepTight.esp Huntress.esp ShellBondage - Bombshell.esp DarkReplacer.esp XiNafay - Kitty Corset.esp Armored Bikini - UNPB BBP.esp Aradia Living Armour.esp BlacktalonArmorV11UNP.esp Lethal Majesty.esp Ebony Catsuit.esp Seductress Serana.esp Thunderchild - Epic Shout Package.esp dovahkiinrelax.esp Aradia Kato Outfit.esp AradiaDevious.esp SexLab Vanilla Voices.esp SexLabDefeat.esp mslDeviousCaptures.esp Like I said, both DD and Defeat work perfectly, so I'm not sure it's a matter of missing dependencies, however the one thing I can think of it could be is that I don't have the Death Alternative mod installed. As it was not necessary for Defeat and I don't like it nor want to use any of its features, I didn't get it. However could it be that this plugin sees that mod as a dependency? (even though Mod Organizer doesn't tell me that this plugin is missing any Masters). Either way, thanks a ton in advance and hopefully it's something silly I'm missing D: Cheers! EDIT: Fired up TES5Edit through Mod Organizer with my entire load order (including this DD + Defeat plugin) and it didn't give me any errors or warnings ._.
Princessity Posted August 13, 2014 Author Posted August 13, 2014 It's a common problem with skyrim when you're running lots of mods that perform some operations whn player loads the game (in case of Captures it registers for mod events from Defeat), Sexlab and Devious Devices do that too for version control as does any mod with MCM. How many scripted mods are you using? There is a way to bypass it if you start a new game, teleport to a small interior location (qasmoke works) and save. Then every time you launch skyrim instead of going directly to your main save load the new game save first and then load the right save. After that you can load anything without crashes for the rest of game session. Or if this is not it the reason is probably save corruption. If you switched from Submit to Defeat and you're still using the same character you will exeprience stability problems because Skyrim doesn't properly remove mod data from saves after uninstalling them. If you really want to make a big switch from Submit to Defeat I think it would be better to start a new game instead of doing it in the middle of an existing playthrough.
MonaBabii Posted August 13, 2014 Posted August 13, 2014 It's a common problem with skyrim when you're running lots of mods that perform some operations whn player loads the game (in case of Captures it registers for mod events from Defeat), Sexlab and Devious Devices do that too for version control as does any mod with MCM. How many scripted mods are you using? There is a way to bypass it if you start a new game, teleport to a small interior location (qasmoke works) and save. Then every time you launch skyrim instead of going directly to your main save load the new game save first and then load the right save. After that you can load anything without crashes for the rest of game session. Or if this is not it the reason is probably save corruption. If you switched from Submit to Defeat and you're still using the same character you will exeprience stability problems because Skyrim doesn't probably remove mod data from saves after uninstalling them. If you really want to make a big switch from Submit to Defeat I think it would be better to start a new game instead of doing it in the middle of an existing playthrough. Oh that's sad. Everything is working better than ever since I started using Mod Organizer, and also using the memory stuff for SKSE and what not. I guess I'll install this plugin whenever I start a new game, shame that it took me so long to try Defeat out again since my first time because it feels so robust. Anyway. Thanks for the reply
Princessity Posted August 13, 2014 Author Posted August 13, 2014 You could also try using the save cleaner programme and see if it works in your case but I cannot help you with that or really recommend it because I've never done that so i don't know how it works ^^
Kimy Posted August 13, 2014 Posted August 13, 2014 Alsooooo! A small status update on Captures: I'm alive and my ship is back in Earth's orbit so I'm back to some skyrim modding. You can expect a new version soon! Some of the things you may or may not see include: Armbinder support (MAYBE!). I'm right now coordinating with Goubo to make Defeat's animated scenes more restraints friendly. Depending on how soon or if Goubo incorporates my suggestions into Defeat armbinders may be ("may" is the important word!) back in the next version of Devious Captures. External devices support. Thanks to a few functions being added to the upcoming update of Integration i will be able to expand the pool of available devices that may get equipped on player with devices from Expansion and any other mod that properly registers its devices for that functionality WITHOUT making those mods a hard requirement. So that means if you have only Integration installed, you'll only be getting devices from Integration but if you install Expansion it will allow my mod to choose from a larger variety of random devices. Addition of more types of devices. Thanks to the above I will be able to support things like the often requested shoes but also the upcoming [REDACTED] and [CLASSIFIED] and their future variants More MCM options. This will include the option to always equip a belt/harness together with plugs, option to bypass belts when equipping plugs and option to have keys stolen regardless of Defeat's robbery settings. Code improvements and stuffs. Captures will outsource some of its functionality so things like determining which device variant to equip will be handled by Integration's native functions. I hope this and a few other changes will make everything work faster and allow me to shift the blame for most potential failures ^^ That's all for now. If you have any other ideas you think I could implement before soon please speak up now! ^^ I'm especially looking for more options I could add to the MCM but please keep in mind that I would like to keep this mod small, simple and focused on the one thing it does. Say NUH to feature creep! n_~ Sounds super-awesome! *crosses fingers for armbinder support*
MonaBabii Posted August 14, 2014 Posted August 14, 2014 You could also try using the save cleaner programme and see if it works in your case but I cannot help you with that or really recommend it because I've never done that so i don't know how it works ^^ That's new to me. Is it safe to use that program? Last time I used something like this was using Submit a long time ago, and it was a program to remove old IDs or entries or something or rather from your save files. It ended up effing my entire save lol ._.
circ Posted August 14, 2014 Posted August 14, 2014 It's all automated now. Just open save, click dbg, fix all # and fix script instances then save.
MonaBabii Posted August 14, 2014 Posted August 14, 2014 It's all automated now. Just open save, click dbg, fix all # and fix script instances then save. ... safe though?
Slorm Posted August 14, 2014 Posted August 14, 2014 It's all automated now. Just open save, click dbg, fix all # and fix script instances then save. ... safe though? I use it a lot and not had any problems, but do make sure you keep a backup just in case
MonaBabii Posted August 14, 2014 Posted August 14, 2014 I went to Defeat's thread and tried looking up for the Save Cleaner Goubo suggests, but the Nexus link to that program is under moderation D:
Slorm Posted August 14, 2014 Posted August 14, 2014 I went to Defeat's thread and tried looking up for the Save Cleaner Goubo suggests, but the Nexus link to that program is under moderation D: You can use this one, it works the same way but is much more techie. You'll need to read the instructions thoroughly but for a basic clean it seems reliable. As always, keep a backup http://www.nexusmods.com/skyrim/mods/53045/? EDIT: If you look on the posts pages there are some tutorials there
MonaBabii Posted August 14, 2014 Posted August 14, 2014 I went to Defeat's thread and tried looking up for the Save Cleaner Goubo suggests, but the Nexus link to that program is under moderation D: You can use this one, it works the same way but is much more techie. You'll need to read the instructions thoroughly but for a basic clean it seems reliable. As always, keep a backup http://www.nexusmods.com/skyrim/mods/53045/? EDIT: If you look on the posts pages there are some tutorials there I think I'll just wait and see if the other one comes out of moderation x_x I'm not good at all with the "techie" stuff and I'll likely end up breaking the save file even further. Thanks for the suggestion though! And sorry for going so off-topic on this thread, I just really want to use this plugin lol.
Slorm Posted August 14, 2014 Posted August 14, 2014 I think I'll just wait and see if the other one comes out of moderation x_x I'm not good at all with the "techie" stuff and I'll likely end up breaking the save file even further. Thanks for the suggestion though! And sorry for going so off-topic on this thread, I just really want to use this plugin lol. See pm
Princessity Posted August 14, 2014 Author Posted August 14, 2014 I would never call a thingy that forcibly removes records from a savegame and isn't the game itself "safe"... but this is Skyrim so I guess nothing can do more harm to saves than the game itself. I still can't recommend it because I never used it. Like Slorm said: if you want to use thingies like that please make backups first! Ooooor it's possible the upcoming version of Captures will be even lighter on the script engine so the problem will fix itself ^^ But no promises!
thegooglyman Posted August 15, 2014 Posted August 15, 2014 I just re-installed Skyrim from scratch so if you need a tester who is ok with breaking everything im your guy!
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