MisterWanka Posted February 11, 2021 Posted February 11, 2021 @abcdefghilmn Thanks for the tip. I went ahead and gave both a try. Vortex seemed to work better to my liking. Loot was helpful too. I think I have it working now for the most part after a major headache's worth of troubleshooting and a bunch of new tools. Still seeing some glitches, but I can at least get through Helgen without disabling the mod. However, the cursed loot stops dropping after a short while, and I only get keys and lucky charms. Oh well, more to dig through for a fix I guess...
iamwookie Posted February 11, 2021 Posted February 11, 2021 1 hour ago, MisterWanka said: @abcdefghilmn Thanks for the tip. I went ahead and gave both a try. Vortex seemed to work better to my liking. Loot was helpful too. I think I have it working now for the most part after a major headache's worth of troubleshooting and a bunch of new tools. Still seeing some glitches, but I can at least get through Helgen without disabling the mod. However, the cursed loot stops dropping after a short while, and I only get keys and lucky charms. Oh well, more to dig through for a fix I guess... Check if you got an active Cursed Loot quest running. Debug menu will show you if you have one active then you just got to identify which one is active. I recently had an issue where the traps stopped and then realized the Damsel in Distress quest didn't track properly when I unequipped some of the items so I had to use the quest variables to determine which ones spawn them in and reequip them and go through the unlocking again.
SolidSam Posted February 11, 2021 Posted February 11, 2021 1. Is there a way to disable the "disable fast travel" selection, because all 3 options (Quests Only, When Restrained, and Always Disabled) disable it during Devious quests until completed, and those take a long time since you'll be bownd in slow moving devices for a while. 2. How do i change the consequences for breaking the law, because i want to see how going to jail was changed? The only options i saw was for solicitaion, and public nudity, not for stealing or hitting/killing. I would always get belted, wear the dress, or pay the fine, nothing else.
knots1353 Posted February 11, 2021 Posted February 11, 2021 2 hours ago, SolidSam said: 1. Is there a way to disable the "disable fast travel" selection, because all 3 options (Quests Only, When Restrained, and Always Disabled) disable it during Devious quests until completed, and those take a long time since you'll be bownd in slow moving devices for a whle. 2. How do i change the consequences for breaking the law, because i want to see how going to jail was changed? The only options i saw was for solicitaion, and public nudity, not for stealing or hitting/killing. I would always get belted, wear the dress, or pay the fine, nothing else. 1) I would so love that... especially in the quest parts where disabling fast travel makes no sense (Chloe quest before Nazeem, I'm looking at you... ). But I've asked before, and doubt it is likely. 2) On the Consequences page, you can set the weight for different guard consequences like belting and wearing the dress, etc. You can set all of those to zero except the jail outcome and that *ought* to mean Jail is the only thing, then go pickpocket a guard or something. (Although it might not if you're under level 3... There's some weirdness there...) If it still doesn't work, make sure you didn't tell it to use the vanilla jail.
iamwookie Posted February 12, 2021 Posted February 12, 2021 Personally I use another mod to keep fast travel enabled so I have it available when I want it.
Hirato Posted February 12, 2021 Posted February 12, 2021 I think those configurable consequences only apply to the public indecency aspect of this mod. Normal arrest (for crimes, both petty and violent), are handled in dcur_prison_ArrestScript. There are 11 outcomes (well, 10; one is unfinished), and there's a weighted random selection based on various factors like: was the crime petty? was it violent? are you a repeat offender? etc. One of the outcomes is jail; This can be a vanilla prison, or if enabled, either this mod's or Prison Overhaul. 2 things to note, if you really want to go to prison, you'll have the best chance of it, if you assault people to build your bounty. If you're wearing DD Quest Items, or are in the middle of any quest that blocks Cursed Loot events, then the prison outcome is blocked; you'll be forced to pay your fine instead.
twsnider1138 Posted February 12, 2021 Posted February 12, 2021 10 hours ago, SolidSam said: 1. Is there a way to disable the "disable fast travel" selection, because all 3 options (Quests Only, When Restrained, and Always Disabled) disable it during Devious quests until completed, and those take a long time since you'll be bownd in slow moving devices for a whle. Although it’s a bit tedious since you have to do it every time you want to fast travel, open console commands and type “enablefasttravel 1.” That’ll give you a one time fast travel if it’s currently disabled.
Kharos Posted February 12, 2021 Posted February 12, 2021 14 hours ago, MisterWanka said: @abcdefghilmn Thanks for the tip. I went ahead and gave both a try. Vortex seemed to work better to my liking. Loot was helpful too. I think I have it working now for the most part after a major headache's worth of troubleshooting and a bunch of new tools. Still seeing some glitches, but I can at least get through Helgen without disabling the mod. However, the cursed loot stops dropping after a short while, and I only get keys and lucky charms. Oh well, more to dig through for a fix I guess... Did you start the Chloe quest line when you went through helgen? Iirc cursed loot events are disabled during most parts of the quest line.
Winter74 Posted February 13, 2021 Posted February 13, 2021 On 2/8/2021 at 6:47 AM, Zaflis said: Select CBBE or UUNP HDT body, then select preset you like. Try different ones while preview is open. Or pick most fitting one, then change sliders and save the preset with new name. Then select "Build morphs" and click "Batch build". From the selections again choose most fitting (usually HDT ones) like the same body as you selected just before, and continue OK, etc... If you don't see devious devices in that list then you started the Bodyslide wrong way, usually launch it from your modpack launcher as you do with FNIS too. THIS was the problem. I used an old version of FNIS that was still in the data folder. With the one installed in modorganizer folder it's working now. TY 1
DisgustingPervert Posted February 13, 2021 Posted February 13, 2021 I would really like if the outcomes when a guard tries to arrest the player were configurable. I am using DCL configured to a quite easy difficulty(all of the harsher events disabled), but it just doesn't have the options to configure the arrest handling that way. 1
Maddac Posted February 13, 2021 Posted February 13, 2021 On 2/12/2021 at 5:38 AM, iamwookie said: Check if you got an active Cursed Loot quest running. Debug menu will show you if you have one active then you just got to identify which one is active. I recently had an issue where the traps stopped and then realized the Damsel in Distress quest didn't track properly when I unequipped some of the items so I had to use the quest variables to determine which ones spawn them in and reequip them and go through the unlocking again. i noticed once i released Chloe in Helgen Keep that i stopped getting devious devices in loot until i finished her quest. it may be a setting that Kimy has done so we don't accidentally get other devices locked on as they can interfere with the devices that get equipped in the quests. makes sense to me.
Maddac Posted February 13, 2021 Posted February 13, 2021 On 2/8/2021 at 6:38 PM, abcdefghilmn said: I don't think the problem is in DD5.1, but rather in DCL9.0 beta. The first time the problem popped up (when Kimi posted her workaround to make things work) was before DD5.1 was out. I don't remember any mention in changelogs about this problem, so I assume it was never fixed (but feel free to correct me if I'm wrong!) See here for her comment (22/11/2020) and posts before from other users reporting the issue Edit: I re-read your post, if you are sure it was working with 5.0 then discard everything I said. I am 100% that DD5.0+DCL9.0Beta2 had the mcm issue, as it happened to me, but I have installed never installed DCL9.0Beta3 with DD5.0. I can confirm the issue happens on DD5.1+DCL9.0Beta3, but you already know that Edit 2: went back to double-check changelogs, and I see nothing about the mcm issue all good, after 5.0 came out a patch came out pretty quickly to fix a sexlab animation issue (ie npc standing still on top of character) but as soon as I loaded the patch i found the problem with MCM not loading. default 5.0 didnt have the problem with MCM, so thats why i figure whatever was in the patch to fix the sexlab animation issue may also have had an affect on DCL9 beta. its just a hunch but definitely worth investigating. i know absolutely nothing about scripting though, but i like to do fault finding within my skill limits. sometimes its the mugs like me that can spot something due to trial and error, but it takes an expert to drill down into the scripts to find the issue. I think its worth looking at what scripts changed from DD5.0 to the attached DD5.1 beta 1. thats when i started having a problem with DCL9 beta mcm not loading. Devious Devices LE 5.1 Beta 1.7z
Elsidia Posted February 13, 2021 Posted February 13, 2021 24 minutes ago, Maddac said: having a problem with DCL9 beta mcm not loading This problem was with DD 5.0 and DCL 9.0 beta 1. You was just lucky not to get it. Kimy recommend: 1) Start a new game 2) Wait a minute. 3) Exit to main menu and start a new game 4) Check DCL MCM menu it must appear. Waiting time depends on your mod list. As more mods as longer need wait while all mods try to initialize MCM.
Hirato Posted February 13, 2021 Posted February 13, 2021 I've finished up a bunch more of the quests. (9.0B3) Haven't had any issues with Chloe's (beyond it clashing with Live Another Life's alternate starts), Everything else, from Learning the Ropes, to Courier in chains, all worked swimmingly. It's not until Bound Queen that I noticed a few issues. You can complete the quest fine, but once you've unlocked the chastity items, and try to store them somewhere for safekeeping, they just vanish into the ether, The belt also prints a message about "remaining firmly in place", as it disappears in a puff of logic. Julius also won't die; I'm not sure what's keeping him alive, as it looks like the essential flag got removed. Right now I'm early into the Cursed Collar quest, and I'm having the same issue I had with Leon's quest. There's a stage where the old pervert wants you to wear 2 plugs, a piercing, and a belt. The belt has a safety check for those 3 items, and it's not detecting 1 (or more?) of them. I suspect it's likely the genital piercing, as it both lacks an equip prompt, and doesn't display on the player model, I cheated in some others from DDx and Cursed loot, but only the cursed loot one prompted (but only the first time), but none of them showed up on the character, nor allowed me to proceed with the quest. Might I suggest that the last objective of the Bound Queen quest be moved into the Cursed Collar one? i.e., have reporting back to Natalie both complete the bound queen, and start the Cursed Collar quest with an initial objective of "Inspect the old slave collar" to start the quest proper. vs Inspecting the collar finished the Bound Queen, and starts the Cursed Collar with you having it equipped.
knots1353 Posted February 13, 2021 Posted February 13, 2021 2 hours ago, Hirato said: I've finished up a bunch more of the quests. (9.0B3) Haven't had any issues with Chloe's (beyond it clashing with Live Another Life's alternate starts), Everything else, from Learning the Ropes, to Courier in chains, all worked swimmingly. It's not until Bound Queen that I noticed a few issues. You can complete the quest fine, but once you've unlocked the chastity items, and try to store them somewhere for safekeeping, they just vanish into the ether, The belt also prints a message about "remaining firmly in place", as it disappears in a puff of logic. Julius also won't die; I'm not sure what's keeping him alive, as it looks like the essential flag got removed. Right now I'm early into the Cursed Collar quest, and I'm having the same issue I had with Leon's quest. There's a stage where the old pervert wants you to wear 2 plugs, a piercing, and a belt. The belt has a safety check for those 3 items, and it's not detecting 1 (or more?) of them. I suspect it's likely the genital piercing, as it both lacks an equip prompt, and doesn't display on the player model, I cheated in some others from DDx and Cursed loot, but only the cursed loot one prompted (but only the first time), but none of them showed up on the character, nor allowed me to proceed with the quest. Might I suggest that the last objective of the Bound Queen quest be moved into the Cursed Collar one? i.e., have reporting back to Natalie both complete the bound queen, and start the Cursed Collar quest with an initial objective of "Inspect the old slave collar" to start the quest proper. vs Inspecting the collar finished the Bound Queen, and starts the Cursed Collar with you having it equipped. With the Cursed Collar quest, I also had an issue with the quest not registering changes properly at certain stages, possibly the same one you had the issue with. I got into the habit of doing a save just before each chest, and if equipping the items didn't let me proceed, restore the save and try again - it almost always worked on the retry, but it's something Kimy ought to look into. I think the reasoning behind the last objective of Bound Queen is to force you to start Cursed Collar by equipping the collar. I'll note that after Cursed Collar, the collar is back on the counter and still equippable... haven't tried it but I suspect that means you could restart it just by equipping the collar again. (And I believe it's still an event outcome after that...) Moving that last objective into Cursed Collar would make restarting it require some other approach, or mean that when you equipped the collar, you'd have to skip over that first objective. On an unrelated topic, I'm sure this has been mentioned before, but I'm noticing that standard events, Darepacks, basically anything likely to add a random reward item like one of the college gloves, or more basic devices like arm/leg cuffs or ankle chains, to inventory, seems to be fairly frequently adding 2-3 copies of that same item.
Hirato Posted February 13, 2021 Posted February 13, 2021 1 hour ago, knots1353 said: Moving that last objective into Cursed Collar would make restarting it require some other approach, or mean that when you equipped the collar, you'd have to skip over that first objective. There's plenty of quests in vanilla Skyrim that work like this already. Just consider all the random quests that start from you overhearing rumours in taverns; they open up with a 'go to X' or 'seek Y' objective to start the quest proper. From an implementation perspective, you'd just add an extra quest stage (let's say 5) with those details, and every other method of obtaining the collar will continue to start the quest at stage 10 as they always have. With that said, I did notice something odd. I saw that the chance for the Cursed Collar event is reduced to 0 if you've done it, but the check uses a quest stage for Bound in Skyrim to do it. Basically if you're really unlucky, you can end up doing it 4 times, the numbers being the relevant quest stage of Bound in Syrim on completion. new game (10 if LAL, 0 otherwise) -> collar (80) -> help chloe (20->50?) -> collar (80) -> whip and chain (60) -> collar (80) -> bound queen (70) -> collar (80). As for the cursed belt not working, I just did two quick tests... 1. start a new game, cheat the items in: it detected all the parts just fine, and equipped 2. do the same on my current game; doesn't work still The cause is probably one of: 1. General Skyrim weirdness with game state after prolonged play 2. Me replacing DCL 9.0B2 with 9.0B3 in place 3. Me adding new mods mid playthrough, several times; orders were usually changed in the process. 4. some mod incompatibility that only manifests given time.
Zaflis Posted February 13, 2021 Posted February 13, 2021 6 hours ago, Hirato said: There's a stage where the old pervert wants you to wear 2 plugs, a piercing, and a belt. The belt has a safety check for those 3 items, and it's not detecting 1 (or more?) of them. I suspect it's likely the genital piercing, as it both lacks an equip prompt, and doesn't display on the player model, Only issues that remind this after DD5 have been reported happening with DD addon mods like either DD-for-him or Beast refits. I don't remember anymore which one was problematic. Do you have those installed?
solemn832 Posted February 13, 2021 Posted February 13, 2021 I saw a post from about 2 years ago but no reply to a fix. I'm getting the Nazeem crash glitch when I enter the Hall of the Dead for the first time to confront him. The dialogue goes through, the flashbomb effect goes off and then all the items start getting stripped/applied, but crashes after the pink catsuit. Did anyone else troubleshoot this problem?
zarantha Posted February 13, 2021 Posted February 13, 2021 16 minutes ago, solemn832 said: I saw a post from about 2 years ago but no reply to a fix. I'm getting the Nazeem crash glitch when I enter the Hall of the Dead for the first time to confront him. The dialogue goes through, the flashbomb effect goes off and then all the items start getting stripped/applied, but crashes after the pink catsuit. Did anyone else troubleshoot this problem? In SE, it was an issue with the DD prisoner chains physics as the chains were added. I'd expect a similar problem in LE with HDT PE.
solemn832 Posted February 13, 2021 Posted February 13, 2021 16 minutes ago, solemn832 said: I saw a post from about 2 years ago but no reply to a fix. I'm getting the Nazeem crash glitch when I enter the Hall of the Dead for the first time to confront him. The dialogue goes through, the flashbomb effect goes off and then all the items start getting stripped/applied, but crashes after the pink catsuit. Did anyone else troubleshoot this problem? Just for reference to any that see this later, I tried re-batching all the outfits with Body Slide, and I've tried running Cursed Loot with debug on. The only difference was that it took a little longer to crash and it was consistently after the catsuit, before any other restraints could be added.
solemn832 Posted February 13, 2021 Posted February 13, 2021 1 minute ago, solemn832 said: Just for reference to any that see this later, I tried re-batching all the outfits with Body Slide, and I've tried running Cursed Loot with debug on. The only difference was that it took a little longer to crash and it was consistently after the catsuit, before any other restraints could be added. 2 minutes ago, zarantha said: In SE, it was an issue with the DD prisoner chains physics as the chains were added. I'd expect a similar problem in LE with HDT PE. Thanks for the update, I'll play around with it more so there's something concise to post.
solemn832 Posted February 13, 2021 Posted February 13, 2021 28 minutes ago, solemn832 said: I saw a post from about 2 years ago but no reply to a fix. I'm getting the Nazeem crash glitch when I enter the Hall of the Dead for the first time to confront him. The dialogue goes through, the flashbomb effect goes off and then all the items start getting stripped/applied, but crashes after the pink catsuit. Did anyone else troubleshoot this problem? 11 minutes ago, zarantha said: In SE, it was an issue with the DD prisoner chains physics as the chains were added. I'd expect a similar problem in LE with HDT PE. 10 minutes ago, solemn832 said: Just for reference to any that see this later, I tried re-batching all the outfits with Body Slide, and I've tried running Cursed Loot with debug on. The only difference was that it took a little longer to crash and it was consistently after the catsuit, before any other restraints could be added. 9 minutes ago, solemn832 said: Thanks for the update, I'll play around with it more so there's something concise to post. So, good news. It was a super simple and obvious fix. Like zarantha said, it was due to Devious Devices chain physics. When they're applied, they shake about. So if you don't have a mod like HDT Physics Extensions downloaded the game realizes something should be there, doesn't know what, and closes. The reason I didn't have HDT was because I had tried doing a fresh install and no mods, and as I was building up all the mods I must've missed that one. If anyone else happens to run into problems with the Nazeem crash bug I hope this helps. Once again, just double check to make sure you've got the proper dependencies and requisite files. Thanks again @zarantha!
Hirato Posted February 14, 2021 Posted February 14, 2021 6 hours ago, Zaflis said: Only issues that remind this after DD5 have been reported happening with DD addon mods like either DD-for-him or Beast refits. I don't remember anymore which one was problematic. Do you have those installed? I do have them, but that's only because they both became part of the base package with 5.0; Only DD for Him still has an esp though. I started this game with DD 5.1.
SolidSam Posted February 14, 2021 Posted February 14, 2021 On 2/11/2021 at 8:33 PM, iamwookie said: Personally I use another mod to keep fast travel enabled so I have it available when I want it. What mod would that be?
knots1353 Posted February 14, 2021 Posted February 14, 2021 13 hours ago, Hirato said: With that said, I did notice something odd. I saw that the chance for the Cursed Collar event is reduced to 0 if you've done it, but the check uses a quest stage for Bound in Skyrim to do it. Basically if you're really unlucky, you can end up doing it 4 times, the numbers being the relevant quest stage of Bound in Syrim on completion. new game (10 if LAL, 0 otherwise) -> collar (80) -> help chloe (20->50?) -> collar (80) -> whip and chain (60) -> collar (80) -> bound queen (70) -> collar (80). I think I remember seeing a spot in the code where it prevents the cursed collar quest from triggering at all until it's been completed through Bound in Skyrim first. Can't recall where I saw it, though.
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