Azrael0904 Posted October 10, 2014 Posted October 10, 2014 Thanks for the Information , i'm a beginner with Install and use mod's and the "make a clean safe" thing seem's in many mod guides important. Hell, i'm proud that my mod organizer is running just a little noob
Azrael0904 Posted October 10, 2014 Posted October 10, 2014 Thanks for the Information , i'm a beginner with Install and use mod's and the "make a clean safe" thing seem's in many mod guides important. Hell, i'm proud that my mod organizer is running just a little noob
Srende Posted October 10, 2014 Author Posted October 10, 2014 If you use the console to load a test cell in the main menu ("coc qasmoke" in the console) and after that's loaded, try loading your save. Does that work? Your original log also had a lot of errors from ihud, it seems to have some issues as well, it might have effect on some mcm menus as both modify the UI. loading after coc qasmoke works, but is that the only way I can play from now on? DD helpless seems to work too The crash on load is a common issue with Skyrim. Less chance of crash happening if the save is in interiors, or emptier areas. Loading qasmoke works around that. And no, it's not that character/save, but that specific save file, next one done somewhere else will probably load fine.
Srende Posted October 10, 2014 Author Posted October 10, 2014 Thanks for the Information , i'm a beginner with Install and use mod's and the "make a clean safe" thing seem's in many mod guides important. Hell, i'm proud that my mod organizer is running just a little noob The clean save is on some update instuctions because running quests can't be always modified. If it's mostly a script mod like DH, it's possible to disregard that and restart the quest on every update like I'm doing, as all the scripts are running through a background quest that is never shown ingame. For actual quests it gets a lot more complicated as restarting quest would at least lose progress and possibly get something stuck in an odd state, so doing a save without the mod present will force it to restart from the start next time it's installed with the new version.
Azrael0904 Posted October 10, 2014 Posted October 10, 2014 *Bow* Thank you, now i've a update and a lesson in "How to use a mod- Basic" No new day with out learning
maxsteiner Posted October 10, 2014 Posted October 10, 2014 Well, during the 7 months the mod's been out you've the first one I've seen that's had the issue But no, you still seem to misunderstand. Two things: 1) DH will trigger based on the devices you are wearing 2) You can get the devices from any mod using DDi or ZAP as base It will work perfectly fine with just the requirements. They are the requirements because those are needed for all the scripts & items, in other words, for the mod to actually work. What you get with the other mods, is more opportunities to get DD or ZAP items through gameplay, instead of adding them through console or crafting for example. Which also means more chances for DH to trigger. That's why there's a list of recommended mods and link to the complete list of DD mods. However, like I said, you can use it fine with just the requirements. There are quests in DDi for example that will equip a belt on you, adding a chance for DH to trigger. Or, after reading the book in mages college in DDi, you can craft the items. The original bit of description I quoted pretty much says the same thing, just not in so many words. I feel like such ha dork. I dont want ot be the stupid one but, it looks like im the one, non the less. I just thought that, from the mod description that you would get certain restrictive outfits and you equip them and then things would happen. So what i need is all the other mods as well? Iv used defeat for quite some time now, on a very restrictive level, and i had no probs. But for some reason, i don't understand what or how this mod works. So i will install the other suggested mods and take it from there. Best of luck :-D
yurik Posted October 11, 2014 Posted October 11, 2014 Srende, could you please remove "ArmorClothes" keyword from WD_EscapeCuffs so we can enjoy your mod together with PetCollar? Currently there's an issue: link.
Srende Posted October 11, 2014 Author Posted October 11, 2014 Sure, it doesn't have any purpose there anyway. Just leftover from cloning the cuffs from a vanilla skyrim item.
maxsteiner Posted October 11, 2014 Posted October 11, 2014 Is there a way to disable the chastity bra? I mean, i like having those breast out in the free lol.
Srende Posted October 11, 2014 Author Posted October 11, 2014 Is there a way to disable the chastity bra? I mean, i like having those breast out in the free lol. Not at the moment, but if you aren't carrying one around in your inventory, you can set the chance for it with the enemy item chance.
azmodan22 Posted October 12, 2014 Posted October 12, 2014 I have seted the chance of removal by blacksmith of the bra and the belt to 100 and they are stil unable to be removed.? Do these settings work? Who is conesidered by the mod to be a 'blacksmith'?
Verstort Posted October 12, 2014 Posted October 12, 2014 Are there any plans to change the way this mod works or is the main detection work finished? For a stealth player this mod kinda ruins immersion. If you are detected normally the NPCs start to search for you, but with this mod they know exactly where you are if they even catch a whif of you. The other issue is that line of sight doesn't work for me, so if I'm sneaking along through a castle, and I stand my character up for an instant, without making noise, in a closet with the door closed, everyone in the castle instantly knows exactly where my character is. Is there a way to change the distance of detection to something like 20 ft and change it so that enemies have to be in combat (full detection) or have line of sight before it would trigger? I don't mind if the first NPC to spot you would make noise to catch the attention of everyone else, so the effect would be the same once detected. EDIT: I looked through your scripts for a place to change the distance or add a LOS check but I'm completely unfamiliar with papyrus script life cycle, where is the code that determines if an actor should be added to the list of actors that get added to the rape queue? So far it looks like all of the code I found that checks is after the rapist is next to the character and in the queue already. Am I right in assuming the mod grabs all possible targets at OnEffectStart->Addrapist ?
Slorm Posted October 12, 2014 Posted October 12, 2014 For a stealth player this mod kinda ruins immersion. I'm afraid I totally disagree, I would say it enhance immersion. At present if you stay in sneak mode then you are free from DH effects unless detected. If you break sneak (or a DD effect causes a break) then the cloak kicks in then this is how it should be IMV. Aside from unfortunate "accidents" from DD items (which is what's supposed to happen) you are in complete control of staying in sneak mode so I can see no good reason to change the DH effect.
maxsteiner Posted October 12, 2014 Posted October 12, 2014 Is there a way to disable the chastity bra? I mean, i like having those breast out in the free lol. Not at the moment, but if you aren't carrying one around in your inventory, you can set the chance for it with the enemy item chance. Ah, thanks. Whitch option is it? I probably find it but since im here :-D
Srende Posted October 12, 2014 Author Posted October 12, 2014 I have seted the chance of removal by blacksmith of the bra and the belt to 100 and they are stil unable to be removed.? Do these settings work? Who is conesidered by the mod to be a 'blacksmith'? There are no removal options involved in the mod, thinking of something else perhaps?
Srende Posted October 12, 2014 Author Posted October 12, 2014 Are there any plans to change the way this mod works or is the main detection work finished? For a stealth player this mod kinda ruins immersion. If you are detected normally the NPCs start to search for you, but with this mod they know exactly where you are if they even catch a whif of you. The other issue is that line of sight doesn't work for me, so if I'm sneaking along through a castle, and I stand my character up for an instant, without making noise, in a closet with the door closed, everyone in the castle instantly knows exactly where my character is. Is there a way to change the distance of detection to something like 20 ft and change it so that enemies have to be in combat (full detection) or have line of sight before it would trigger? I don't mind if the first NPC to spot you would make noise to catch the attention of everyone else, so the effect would be the same once detected. EDIT: I looked through your scripts for a place to change the distance or add a LOS check but I'm completely unfamiliar with papyrus script life cycle, where is the code that determines if an actor should be added to the list of actors that get added to the rape queue? So far it looks like all of the code I found that checks is after the rapist is next to the character and in the queue already. Am I right in assuming the mod grabs all possible targets at OnEffectStart->Addrapist ? I'm pretty happy how it works at the moment and it's unlikely to change. As long as you stay sneaking they need to detect you the normal way fully before DH will trigger. That is the script entry point where queuing the enemies happens, yes. Most validation is done before that though, in the magic effect that script is attached to, including the sneak detection. The magic effects in question are wd_CloakApply and wd_CreatureCloakApply. The magic effects have long list of conditions that need to be right before the magic effect is actually applied, the script started and the enemy queued. The one you're looking for is this part: ... AND ( PL isSneaking == 0 OR S GetDetected PlayerRef == 1 OR S GetGlobalValue WD_SceneRunning == 1 ) AND ... if you change that to ... AND ( S GetDetected PlayerRef == 1 OR S GetGlobalValue WD_SceneRunning == 1 ) AND ... it will require the detection always, not just while sneaking.
Srende Posted October 12, 2014 Author Posted October 12, 2014 Ah, thanks. Whitch option is it? I probably find it but since im here :-D Literally "enemy item chance" They will always equip all the items from your own inventory, but have that adjustable chance per item (default 15%) to have one item of their own to add. Both are subject to the separate restrictive item chance (default 40%) so that blindfolds, armbinders and gags aren't always equipped.
cleversheep Posted October 12, 2014 Posted October 12, 2014 I have seted the chance of removal by blacksmith of the bra and the belt to 100 and they are stil unable to be removed.? Do these settings work? Who is conesidered by the mod to be a 'blacksmith'? There are no removal options involved in the mod, thinking of something else perhaps? Sounds like DD_Restrained.
darkfender666 Posted October 12, 2014 Posted October 12, 2014 I installed the new version. The MCM section called "maintenance" is empty. Is it normal?
Srende Posted October 12, 2014 Author Posted October 12, 2014 I installed the new version. The MCM section called "maintenance" is empty. Is it normal? Nope, and I don't really see how it could happen if other tabs work o.O. Post your papyrus log.
maxsteiner Posted October 12, 2014 Posted October 12, 2014 Ah, thanks. Whitch option is it? I probably find it but since im here :-D Literally "enemy item chance" They will always equip all the items from your own inventory, but have that adjustable chance per item (default 15%) to have one item of their own to add. Both are subject to the separate restrictive item chance (default 40%) so that blindfolds, armbinders and gags aren't always equipped. Thanks again and while im at it :-D Iv divovered a problem with the bound hands anim (not the armbinders) When you manage to escape after being tied up but your hands is still tied behind your back and you get the message to find a friendly npc to help you,if you get caught before you get away or some other bandits find you, when the bandits starting to have their way with you, the animation is interrupted after a second or so and the pc stand up in the bound hand anim and stays that way. This make the hands bound function pretty useless. Is there something just on my end or...?
Srende Posted October 12, 2014 Author Posted October 12, 2014 What message? I don't think there's one The ropes should be removed during the start of the scene if one triggers while you have them. For more help, post a log where they're not getting removed during the second scene, ideally have both scenes in that same log.
darkfender666 Posted October 12, 2014 Posted October 12, 2014 I installed the new version. The MCM section called "maintenance" is empty. Is it normal? Nope, and I don't really see how it could happen if other tabs work o.O. Post your papyrus log. I'll try an uninstall/clean/reinstall first EDIT: Tried cleansave procedure Save uninstall from manager load save again Clean with savetool cleaner "setstage SKI_ConfigManagerInstance 1" from console Save Install from manager load If you confirm the mcm has 3 sections (now with proper options in them, for some reason i had 4 before the cleaning), then the fix worked, just in case it should happen to anybody else. Ty a lot and great mod. P.S. could you possibly think to add, in the future, an option to not remove the bindings automatically, until you get help from some NPC? SOme other mod had that and was nice. Only problem is sexlab animation (even other helpless triggers) didn t work with bindings in DH 1.15c Still have to try with the new version P.p.S. reading 2 posts above i guess is not fixed yet
handsandarrows Posted October 12, 2014 Posted October 12, 2014 I keep crash after draugr sex again, i had this long time before, and i think it was solution to use old Papyrus Util... I install latest SexLab not long ago, is it possible it don't work with new SexLab Papyrus Util again?
handsandarrows Posted October 12, 2014 Posted October 12, 2014 Oh and i just realize i use with this and Inflation and Regulations three of mods from you! You are doing great mods!!!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now