Srende Posted May 14, 2014 Author Posted May 14, 2014 Had one odd problem with v1.12: after a scene, all bandits everywhere remained non-hostile (or possibly even allied) to the player character. I didn't notice until almost 2 game days later, so I don't have a log. Uninstalling, saving, then reinstalling cured it. Probably an intermittent bug, though I haven't gone out of my way to test it again.  It might be good to add an option to the maintenance tab in MCM to reset just the factions (assuming that's what went wrong), without needing a full uninstall.  Prior to this, did you happen to have two consecutive scenes run? The second one starting soon after the first set of enemies letting you go?
Srende Posted May 14, 2014 Author Posted May 14, 2014 Will this work alongside Sanguine's Debauchery? Â Should, if you don't mark the items from Zaz as scene triggers in config.
Babzero Posted May 15, 2014 Posted May 15, 2014 Problem is when I tick draugr assualt on mcm draugr just attacks, no charging & rape. Bandits works fine. But, if I unpack the DeviouslyHelpless.BSA & put the files to skyrim Data folder Everything works pretty fine, even draugr assualt. Solves my own problem. Still, I had no idea what causing this.
Srende Posted May 15, 2014 Author Posted May 15, 2014 Problem is when I tick draugr assualt on mcm draugr just attacks, no charging & rape. Bandits works fine. But, if I unpack the DeviouslyHelpless.BSA & put the files to skyrim Data folder Everything works pretty fine, even draugr assualt. Solves my own problem. Still, I had no idea what causing this. Â Post your papyrus log of the first non-working event and I'll see if anything needs fixing.
kurotatsu Posted May 15, 2014 Posted May 15, 2014 I have draugr oprion greyed out, but I checked that creature anims are enabled in SexLab. Maybe I missed checkbox somewhere?
Srende Posted May 15, 2014 Author Posted May 15, 2014 I have draugr oprion greyed out, but I checked that creature anims are enabled in SexLab. Maybe I missed checkbox somewhere? Â Is the allow creature animations checked in the general sexlab settings and are there draugr animations available?
kurotatsu Posted May 15, 2014 Posted May 15, 2014 Thank you very much, I indeed missed that checkbox! Terribly sorry for bothering you!
Srende Posted May 15, 2014 Author Posted May 15, 2014 A collection of fixes and tweaks, 1.12a: Added some cowering animations for player and followers Added reset option to config for emergencies, attempts to reset any running scene (not Sexlab) Fixed a case where starting another scene while previous one hadn't completely finished prevented the scene from clearing and left enemies friendly (hopefully) SexLab Defeat compatibility, prevented scenes from starting during Defeat scenes Fixes for the random equipper Fixed cuff fumble being triggered on NPC attacks While sneaking, detection is now required for the scenes to start Changed secondary weapon set to be only unequipped on drop events, weapons currently in use will still get dropped as before Tweaked leg cuff trip probability I think I fixed the issue where enemies stayed friendly after the scenes. In any case, if it still lingers around, there's now a reset button in the config. It'll do the normal scene cleanup routine, removing the player and enemies from any factions, making them hostile again. Â While sneaking, enemies also won't magically see you anymore while not detected. When not sneaking, everything works as before. Â SexLab Defeat compatibility finally, if Defeat starts one if its scenes, Helpless will now detect that and won't start any of its own scenes middle of Defeat running. Â The weapon/arm cuff fumble will probably trigger now more often, it was triggering on NPC attacks previously as well, making it rather rare to actually see. So that was fixed. Â Also changed how the weapon drop behaves with Skyrim automatically equipping the previously used weapons. That secondary set will now just be unequipped, and the primary ones that were actually used, dropped as before. Â And yes, it's already the 16th ;P
Babzero Posted May 16, 2014 Posted May 16, 2014 Â Problem is when I tick draugr assualt on mcm draugr just attacks, no charging & rape. Bandits works fine. But, if I unpack the DeviouslyHelpless.BSA & put the files to skyrim Data folder Everything works pretty fine, even draugr assualt. Solves my own problem. Still, I had no idea what causing this. Â Post your papyrus log of the first non-working event and I'll see if anything needs fixing. Â Â Sorry for the bother, found the culprit. Dirty uninstallation on animalsex mod. Nice touch on before rape animation.
Monoman1 Posted May 16, 2014 Posted May 16, 2014 Surely this mod should apply to creatures too? I mean if your'e wandering around in an armbinder and stumble across a pack of wolves in the wild it stands to reason that there's little you could do to stop them... No?
Srende Posted May 16, 2014 Author Posted May 16, 2014 Surely this mod should apply to creatures too? I mean if your'e wandering around in an armbinder and stumble across a pack of wolves in the wild it stands to reason that there's little you could do to stop them... No? I'm unlikely to include any animals tbh. Draugr are currently supported, Falmer possibly at some point, though I don't have any immediate plans for those either.
Monoman1 Posted May 16, 2014 Posted May 16, 2014 Ok, I'm not trying to argue with you but I'm new to devious devices and LL in general so I'm just trying to understand how helpless fits in. If you're all tied up then wouldn't you want to avoid bandit caves and camps/draugr ruins and the like and make your way to a town or to your stash to make the keys. It just seems like You would have to go dungeoneering for this mod to kick in. There aren't many bandits wandering the wilds after all or is there another mod that would work well with this.
Srende Posted May 16, 2014 Author Posted May 16, 2014 Play for a while with the default settings while wearing some cuffs and/or a belt with some soulgem plugs. You can still play perfectly fine, you aren't completely tied up, but there are something that might happen with those
LordZulten Posted May 16, 2014 Posted May 16, 2014 I'm getting an error that I'm using an old version of devious devices, but I'm certain I have the most recent. Any ideas? I have my load order sorted with boss and I'm pretty sure I have DD-Integration 2.7.6Edit: Turns out I had 2.7.5. My mistake.
Srende Posted May 16, 2014 Author Posted May 16, 2014 I'm getting an error that I'm using an old version of devious devices, but I'm certain I have the most recent. Any ideas? I have my load order sorted with boss and I'm pretty sure I have DD-Integration 2.7.6 Â Well, it just checks what Integration reports as its version, and alerts you if DDi reports something older than 2.7.6. You can post your log here, and I'll see what it says. But most likely you have an older version. Â EDIT, and I see you edited ^^
LTD Posted May 16, 2014 Posted May 16, 2014 Still loving this mod, but after finally rebuilding Skyrim after a (yet another) catastrophic failure I decided to check out the lastest Sanguine's Debauchery, and Deviously Helpless doesn't seem to play well. Â Any chance the same sort of exclusion that's been applied to Defeat scenes could be setup for SD+ scenes? Â Even better, also add the function that sometimes Helpless will lead to enslavement via SD+?
lordescobar666 Posted May 18, 2014 Posted May 18, 2014 I really like this mod, but it does not work with my custom devices . So I came up with a method that can remove arbitrary devices without the need to keep a list of known devices. For more information see here.
Srende Posted May 18, 2014 Author Posted May 18, 2014 I really like this mod, but it does not work with my custom devices . So I came up with a method that can remove arbitrary devices without the need to keep a list of known devices. For more information see here. Â That's part of the reason custom items aren't removed (apart from some buyable plugs from CD). The other part is that removing custom belts can potentially break quests from other mods. Even if I did add support for removing custom belts, it would still need some way to identify those situations where it breaks quests, generally that would mean removing only stuff only with the correct key. Key which isn't always available at all. Â So, not likely to be included. The correct place for such functionality would be in Integration anyway, and I don't believe it'll be appearing there either.
lordescobar666 Posted May 18, 2014 Posted May 18, 2014 That's part of the reason custom items aren't removed (apart from some buyable plugs from CD). The other part is that removing custom belts can potentially break quests from other mods. Even if I did add support for removing custom belts, it would still need some way to identify those situations where it breaks quests, generally that would mean removing only stuff only with the correct key. Key which isn't always available at all. You could introduce an additional global variable, like you dit with WD_StealGear. You can also get the correct key for a device via the script reference and check if it's in the players inventory. Moreover, I think it is unlikely that it breaks quests if you reequip the device immediately after the Sexlab scene. Â So, not likely to be included. The correct place for such functionality would be in Integration anyway, and I don't believe it'll be appearing there either. I agree that the best place would be in Integration together with keywords to mark quest devices and devices deemed to be unremovable.
flim Posted May 19, 2014 Posted May 19, 2014 I walked into a bandit camp. Â I see a error message on the top right tv say : Â Deviously Helpless failed to started. See the log for more information. Â Sorry. where find this log. Â No worry. after restart pc, Helpless is working fine. i want log in case it is needed for toubleshooting
Srende Posted May 19, 2014 Author Posted May 19, 2014 I walked into a bandit camp.  I see a error message on the top right tv say :  Deviously Helpless failed to started. See the log for more information.  Sorry. where find this log.  No worry. after restart pc, Helpless is working fine. i want log in case it is needed for toubleshooting  Info about the log here. http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#General And yeah, if you have it, post it here
Srende Posted May 22, 2014 Author Posted May 22, 2014 A bit smaller update this time, 1.13: Changed grace period after rape to grace distance Improved worn plug NPC support with the upcoming version of DDi The enemies were previously rather easy pickings if you didn't get an armbinder. Now, they'll tie your hands anyway, preventing you from doing pretty much anything apart from moving. These binds are not as sturdy as armbinder though, so once you'll get far enough, or just wait long enough, the binds will come off, also making the enemies hostile again.
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