Reesewow Posted February 17, 2015 Posted February 17, 2015 I'm sorry if this has been asked before (I think I read about this but can't find it anymore) but every time nipple piercings are equipped I get two different ones (soulgem and shock). Removal of those piercings is also bugged, I can somehow manage to drop them but they still display on my character and also the shock effect still happens. I need to manually remove them via console. Does anyone know which mod is responsible (or if my setup is borked) and if it has been fixed (or how I can fix my setup)? Bug with shock piercings in DDx, sounds like it should be fixed next time DDx is updated. Probably easiest to disable piercings in DCL in the meantime if they are being more of an annoyance then they are worth.
Guest Posted February 17, 2015 Posted February 17, 2015 suggestion: cursed tats from slavetats or qayl tats with npc response
carnifex Posted February 17, 2015 Posted February 17, 2015 suggestion: cursed tats from slavetats or qayl tats with npc responseCheck Devious Devices - More Devious Quest, the author has Slavetats NPC commentary on his to do list.
Kimy Posted February 17, 2015 Author Posted February 17, 2015 Hey Kimmy! I wanted to put this feedback out there before you do the patch~ First off, dunno if any of this is already addressed or not in the patch, but is it possible to remove the option to solicit sex to followers for money? I dunno it seems kinda odd to me, especially when I know for sure their inventory doesnt have any gold~ Secondly I dont think the option for consistent random themes is working... but maybe thats only for the random setting. I have mine set to restrictive since I like to try the new stuff and I think it looks real nice, but In addition to some restrictive stuff I got a black ebonite gag, red ebonite blindfold, padded leg cuffs and white leather arm cuffs. >.> This is all from the same event... which in fact was me trying to solicit to a follower who decided to bring his toys that I also know he doesnt have. Thirdly, would you consider a solicitation option that works with any default collar instead of only the slave collar? Id like to use the collar option its just I dont want to have to always be stuck in the slave one since I have it set pretty harshly. With a little tinkering I know its pretty easy to just go in and change which script it looks for but I was wondering mostly if you could make an official option for it~ Lastly... Im not sure if this is just me or not, but I'd really appreciate a slider/option in the devices menu that I can specify chances of harness style gags and simple ones... I just prefer the harness ones really. I know its just cosmetic but I wanted to ask Oh, and for real lastly... can we make the slider weight for the normal restraints larger? Honestly I'd like the customization better if it went to say, 1000 instead of 500? Could probably do it easily if every tick on there was 1, or 5, or 10 instead of 0.5. That way we could make the harsher restraints more rare if we wanted, unless Im mistaken about how the slider option works. I know we can change the defaults but it seems to me like the standard restraints should be more common than what they are... even when I set it to 500. Now that Im thinking about it, I dont know where the weight slider for heavy yokes are either. 1. Will happen 2. Isn't a bug, but as other said - there isn't a restrictive item for every item category we have, so I will have to pick something else 3. I don't think that's really needed. If you want to be able to solicit more freely, just pick "Always". 4. Will happen, but not in the next patch. 5. I don't know. With the current system you can already set the standard event to be 500 times more likely to happen than any other. If you really don't want to see the special events (and that's more or less what this request amounts to), just set their probability to zero entirely. In other words, I don't see a need for this either. If it's no too difficult could we have an option to disable bandits from plant attacks, it just jars a bit immersion wise (for me anyway), bandits make more sense for mines. Don't worry if it's to time consuming though, It's only a minor thing Oh and remove the worn restraint limit to EC+ events on chests (much more important then the bandits) I will overhaul the system to include hostiles other than just bandits. Btw. I don't think that bandits are necessarily out of place in the open. Waylayers happen. suggestion: cursed tats from slavetats or qayl tats with npc response Slavetats has been on my to-do list for a while and is still on there. It's not a super high priority for me, but I still plan to implement it one day, after I figure out how to make the tats non-removable (which will probably entail reading a healthy chunk of QAYL's source code Device comments will come with the next patch.
Richard1234 Posted February 17, 2015 Posted February 17, 2015 Device comments will come with the next patch. Great. I know I should just wait and see, but how will this work together with More Devious Quests?
Warrunner Posted February 17, 2015 Posted February 17, 2015 Pardon this request, but is it possible to restrict the bandit/other NPC's adding items to you after events to the allowed items list from standard traps? Getting Yoked and Gagged at the same time is kind of a game-breakingly nasty thing, and while I have the chest traps set to prevent it, bandit attacks still do it pretty commonly. I have gag-talk installed, but spending 20 minutes trying to get an NPC to understand you isn't so much fun as frustrating. Love the rest of it though!
monsta88 Posted February 17, 2015 Posted February 17, 2015 Please consider allowing solicitation for belted/restrained characters in the next version. Even if you're belted, it's not like you couldn't still sell other parts of your body--handjobs, blowjobs, titjobs, even footjobs. Of course, the more stuff you're wearing, the more your options are restricted--tough to give a boobjob around a chastity bra after all. Also, it might be that customers are less willing to pay up the more you're restrained. After all, a slave girl has less recourse if she gets stiffed than a normal prostitute--the latter can go get their pimp, but a slave just has to suck it up and say "thank you sir, may I have another"? Though even a jackass might think twice about not paying if they get the best head in the universe. I don't know if solicitation currently checks the Sexlab proficiencies when calculating whether a John pays out, but it would be a neat tie-in. Level 0 == "Eh, that wasn't so great, I think I'll hold on to this". Level 6 == "You could suck a golf ball through a garden hose! I'll be back. Take this and a little extra." Makes sense, both suggestion. Also, you could link the earnable money to the skills, higher skill would enable the player to set higher amount/level. Since SL has several sex categories, I would just use the average of those in CL solicitation for the price settings (so no separate prices for Oral, Anal, etc), but the actual value for the customer satisfaction.
wubwubwub Posted February 17, 2015 Posted February 17, 2015 Pardon this request, but is it possible to restrict the bandit/other NPC's adding items to you after events to the allowed items list from standard traps? Getting Yoked and Gagged at the same time is kind of a game-breakingly nasty thing, and while I have the chest traps set to prevent it, bandit attacks still do it pretty commonly. I have gag-talk installed, but spending 20 minutes trying to get an NPC to understand you isn't so much fun as frustrating. Love the rest of it though! I think gag talk's functionality has been baked in to one of the base mods. Having it twice may cause oddities, just FYI. Also: Talk to a blacksmith to get the courier in chains quest. It's fun and blacksmiths understand gag talk immediately.
saphiral Posted February 17, 2015 Posted February 17, 2015 I saw that the Restrictive Corset issue has been identified. Here are a few others: 1) When doing self-bondage and getting both Nipple Piercing and Bra - The piercing is not actually equipped because the bra happens first and then blocks the piercing. 2) Safeword does not remove Nipple Piercing (commonsoulgem) 3) The shock boots key isn't working. After finding a Shock Boot Key the Shock Boots in inventory give the Equip or Carry On message. The remove message is not available. I've tried to give the boots to a follower, barrel, and chest. The only way that I've gotten these to remove is by Safewording. I should add that due to Devious Keyholders donating keys, I'm trying to remove the boots with the initial container providing the key. I move the key to my inventory and try to remove the boots without closing the container dialogue. 4) Aradia isn't being recognized. I have AradiaDDintegrated.esp from 01 MAIN AradiaDeviousOutfit in my load order. What else might I require?
nunyabidnez Posted February 17, 2015 Posted February 17, 2015 Hey Kimy, or anyone else for that matter I have a problem with the sleeping attacks, and reading through the posts it doesn't seem like everyone else's. What happens for me is I'll get woken up, immediately drop into a bondage position, along with my followers, but then nothing happens. The bandits just stand around, and if I use my WSAD keys I can slide around the floor in the bondage pose. Once I get tired of waiting, I'll jump to get out of bondage, but at least one of my followers will remain tied up and they'll remain so even if I leave the immediate area, (like go outside from interior spaces, or exit a dungeon/mine). Usually I'll also get the DCUR fatal error, but not every time. Any suggestions?
Monoman1 Posted February 17, 2015 Posted February 17, 2015 Hi. Love DCL but had a thought. The problem for me is that devices either are a mild inconvenience or they dominate the game almost entirely due to the nature of fixed percentages of finding devices/keys. My idea is to introduce the concept of luck/bad luck periods where percentages of finding keys/devices are offset (possibly significantly). Bad luck = higher chance of finding devices, less chance of escape finds. Goods luck = more keys, less devices. Bad luck/good luck periods should be random, say 4 hours to 2 days but to keep things interesting and the player guessing there should be no notice as to which period your'e in. It should become obvious quickly Now. On a side note. The catsuit. I've had this problem with the original too but just throwing it out there to see if anyone's the same. The breasts on my body preset would be considered relatively small but when I build the suit with body slide I get all these weird spikes protruding from and into the chest. Anyone in the same boat?
limonotu Posted February 17, 2015 Posted February 17, 2015 Just a little suggestion: You had the good idea to include some spore effects in the last update, applying diverse effects of Skooma Whore. I wonder if that would be possible that a gag could administer a drug of the same mod.
Kimy Posted February 17, 2015 Author Posted February 17, 2015 Device comments will come with the next patch. Great. I know I should just wait and see, but how will this work together with More Devious Quests? More Devious Quests is using idle comments. Mine will be triggered when you initiate actual dialogue. You should be able to run both comment systems at the same time without any issues. My comments are written in a very different tone than most comment mods I have seen, anyway. Among things, I wrote them because I wanted to add a more playful, lighthearted choice of comments, rather than getting verbally abused by every Tom, Dick and Harry spotting poor me wearing bondage in public. Pardon this request, but is it possible to restrict the bandit/other NPC's adding items to you after events to the allowed items list from standard traps? Getting Yoked and Gagged at the same time is kind of a game-breakingly nasty thing, and while I have the chest traps set to prevent it, bandit attacks still do it pretty commonly. I have gag-talk installed, but spending 20 minutes trying to get an NPC to understand you isn't so much fun as frustrating. Love the rest of it though! As somebody else said - use the blacksmith, Luke! Hey Kimy, or anyone else for that matter I have a problem with the sleeping attacks, and reading through the posts it doesn't seem like everyone else's. What happens for me is I'll get woken up, immediately drop into a bondage position, along with my followers, but then nothing happens. The bandits just stand around, and if I use my WSAD keys I can slide around the floor in the bondage pose. Once I get tired of waiting, I'll jump to get out of bondage, but at least one of my followers will remain tied up and they'll remain so even if I leave the immediate area, (like go outside from interior spaces, or exit a dungeon/mine). Usually I'll also get the DCUR fatal error, but not every time. Any suggestions? Yes, I think I fixed this issue for the next patch. As in turned out, there are waaaaay less threesome animations in SexLab than I thought and wearing a restraint or two quickly reduces the available choices to a good approximation to zero. In which case the scene would fail to trigger. I have put in a safeguard that should help with that.
unmog Posted February 17, 2015 Posted February 17, 2015 Heh, apparently we posted about the same time, when I went to edit something I noticed your post. Oh, and right, forgot to add... does the catsuits actually restrict anything?
Kimy Posted February 17, 2015 Author Posted February 17, 2015 Oh, and right, forgot to add... does the catsuits actually restrict anything? The ones currently in the drop list don't. They are just smooth and shiny. ...emphasis on 'currently'.
unmog Posted February 17, 2015 Posted February 17, 2015 Oh, and for real lastly... can we make the slider weight for the normal restraints larger? Honestly I'd like the customization better if it went to say, 1000 instead of 500? Could probably do it easily if every tick on there was 1, or 5, or 10 instead of 0.5. That way we could make the harsher restraints more rare if we wanted, unless Im mistaken about how the slider option works. I know we can change the defaults but it seems to me like the standard restraints should be more common than what they are... even when I set it to 500. Now that Im thinking about it, I dont know where the weight slider for heavy yokes are either. 5. I don't know. With the current system you can already set the standard event to be 500 times more likely to happen than any other. If you really don't want to see the special events (and that's more or less what this request amounts to), just set their probability to zero entirely. In other words, I don't see a need for this either. I already know I can set their probability to 0. If I wanted to turn them off I know how to turn them off. I was saying it would be nice to still have them but be able to more effectively increase or decrease their chance from happening and increase the chance of a common restraints. To do that, it would be really nice if the standard restraint slider went a little higher, to say 1000. It would essentially double the current maximum chance for a common restraint to happen no? Currently all the other special item sliders can easily make getting one of those harsher restraints a little too common in comparison with the normal restraints. Again I know I could just go in and cut "every-single" other slider down in half or something, but it should be "easy" to change the slider for common restraints and make it a little higher right? That would help you more in the long run since you plan to add even more "special" restraints later on no? Thats why I think there's a need to increase the max slider for common restraints... plus it wouldnt be hard to do so I dont see why you wouldnt unless theres some theoretical max slider amount that you can code. 2. Isn't a bug, but as other said - there isn't a restrictive item for every item category we have, so I will have to pick something else Wouldnt it be possible to have it pick something else from a matching category? Like if there isnt restrictive variants of something and it wants to add a gag and stuff, that it first pick a "style", then add restraints from that style? Like I get hit with restrictive restraints, then it randomly rolls on a style chart, say black ebonite, then it picks gags, blindfolds, etc from the black ebonite category?
Varithina Posted February 17, 2015 Posted February 17, 2015 Love this mod, especially like the fact I can look at the map, while not being able to fast travel which is very nice. I am currently doing the cursed collar quest on one of my characters now, but the drops for the key seem a bit odd. I have left them on the default values, but I have had about 30 or so yoke keys drop but only about 5 of all the other key types combined since starting this quest.
Kimy Posted February 17, 2015 Author Posted February 17, 2015 2. Isn't a bug, but as other said - there isn't a restrictive item for every item category we have, so I will have to pick something else Wouldnt it be possible to have it pick something else from a matching category? Like if there isnt restrictive variants of something and it wants to add a gag and stuff, that it first pick a "style", then add restraints from that style? Like I get hit with restrictive restraints, then it randomly rolls on a style chart, say black ebonite, then it picks gags, blindfolds, etc from the black ebonite category? Secondary categories (pick from category Y if X isn't available) is something I plan to do eventually. Not super high on my priority list, though.
unmog Posted February 17, 2015 Posted February 17, 2015 Well secondary categories would be nice too. But I meant like if it was picking restraints randomly it would be cool if it was randomly picking from matching categories That way if there isnt a restraint in a certain category it would try matching them, at least in the one event. But yea, if I had a second category I would set it to "random" with matching themes I suppose I just thought thats what that option I checked in the MCM menu would do but it didnt seem to be doing it.
Kimy Posted February 17, 2015 Author Posted February 17, 2015 Well secondary categories would be nice too. But I meant like if it was picking restraints randomly it would be cool if it was randomly picking from matching categories That way if there isnt a restraint in a certain category it would try matching them, at least in the one event. But yea, if I had a second category I would set it to "random" with matching themes I suppose I just thought thats what that option I checked in the MCM menu would do but it didnt seem to be doing it. What is "matching" if there is no item in the given category is largely a matter of taste. I could sure hardcode it, but then people would say "You know Kimy...I have no idea why you think item X goes all that well with Y". The "consistent" theme setting does something like that, but it means only that if a random selection is made, all items dropped in the same event will be from the same category IF POSSIBLE. If an event equips the Restrictive set on you and a set of arm cuffs is selected to drop on you, a random pick will be chosen even with "consistent theme" active, because there are no arm cuffs in the Restrictive set. If that makes any sense.
limonotu Posted February 18, 2015 Posted February 18, 2015 Have a little issue during the Cursed Collar quest since i've updated DD Integration 2.9. When I try to equip a vaginal piercing, this message appears: and I can't equip chastity belt because the game thinks I havn't equip all the stuff. Here's my log after that message (I think it is...): [Zad]: OnEquipped(Nyssa: Vaginal Piercing (Soulgem))[02/16/2015 - 11:49:10AM] ============================================================[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ][02/16/2015 - 11:49:10AM] ============================================================[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"stack:[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 647[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94[02/16/2015 - 11:49:10AM] ============================================================[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ][02/16/2015 - 11:49:10AM] ============================================================[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"stack:[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 648[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94[02/16/2015 - 11:49:10AM] ============================================================[02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ][02/16/2015 - 11:49:10AM] ============================================================[02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101"stack:[item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 649[item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94[02/16/2015 - 11:49:10AM] [Zad]: Sending device event DeviceEquippedClitoris Piercing(Nyssa:1)[02/16/2015 - 11:49:10AM] [bYOHHouseBuildingPlayerScript ]OnItemAdded [Armor < (110243D6)>], itemCount=1[02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] UpdateLogCount[02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] logcount=0[02/16/2015 - 11:49:10AM] [Zad]: SyncInventory(): Equipping Clitoris Piercing.[02/16/2015 - 11:49:10AM] [Zad]: RestraintScript OnEquippedPost PiercingVaginal[02/16/2015 - 11:49:16AM] [Zad]: OnEquipped(Nyssa: Cursed Chastity Belt)[02/16/2015 - 11:49:16AM] Error: Cannot check worn items against a None keywordstack:[ (00000014)].Actor.WornHasKeyword() - "" Line ? I've posted some questions in different topics, Min answered me :"If I had to guess though, you have a mod (Probably captured dreams), that is overwriting this mod's "scripts/adLibs.pex". No mod should overwrite this mod's scripts."Any ideas ?PS: oh Kimy, what do you think of my suggestion of a drugged gag which applying same Skooma Whore effect than the plants ?
MadCat256 Posted February 18, 2015 Posted February 18, 2015 Have a little issue during the Cursed Collar quest since i've updated DD Integration 2.9. When I try to equip a vaginal piercing, this message appears: and I can't equip chastity belt because the game thinks I havn't equip all the stuff. Here's my log after that message (I think it is...): [Zad]: OnEquipped(Nyssa: Vaginal Piercing (Soulgem)) [02/16/2015 - 11:49:10AM] ============================================================ [02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ] [02/16/2015 - 11:49:10AM] ============================================================ [02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101" stack: [item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 647 [item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94 [02/16/2015 - 11:49:10AM] ============================================================ [02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ] [02/16/2015 - 11:49:10AM] ============================================================ [02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101" stack: [item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 648 [item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94 [02/16/2015 - 11:49:10AM] ============================================================ [02/16/2015 - 11:49:10AM] [Zad] (((ERROR))): LookupDeviceType received invalid keyword [Keyword ] [02/16/2015 - 11:49:10AM] ============================================================ [02/16/2015 - 11:49:10AM] Warning: Assigning None to a non-object variable named "::temp101" stack: [item 10 in container (00000014)].zadPiercingVaginalScript.StoreEquippedDevice() - "zadEquipScript.psc" Line 649 [item 10 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line 94 [02/16/2015 - 11:49:10AM] [Zad]: Sending device event DeviceEquippedClitoris Piercing(Nyssa:1) [02/16/2015 - 11:49:10AM] [bYOHHouseBuildingPlayerScript ]OnItemAdded [Armor < (110243D6)>], itemCount=1 [02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] UpdateLogCount [02/16/2015 - 11:49:10AM] [byohhousebuildingscript ] logcount=0 [02/16/2015 - 11:49:10AM] [Zad]: SyncInventory(): Equipping Clitoris Piercing. [02/16/2015 - 11:49:10AM] [Zad]: RestraintScript OnEquippedPost PiercingVaginal [02/16/2015 - 11:49:16AM] [Zad]: OnEquipped(Nyssa: Cursed Chastity Belt) [02/16/2015 - 11:49:16AM] Error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "" Line ? I've posted some questions in different topics, Min answered me :"If I had to guess though, you have a mod (Probably captured dreams), that is overwriting this mod's "scripts/adLibs.pex". No mod should overwrite this mod's scripts." Any ideas ? PS: oh Kimy, what do you think of my suggestion of a drugged gag which applying same Skooma Whore effect than the plants ? Well, Captured Dreams doesn't contain a script with that name so it is not the mod overwriting it. If I were you I would start with a reinstall of DDi and all of the requirements.
Majin Buu Posted February 18, 2015 Posted February 18, 2015 Anyone know of a patch for the HIgh Security and Cursed items for the CT77 bodytype ? Clips badly on the rear and right above the breasts.
Nergui Posted February 18, 2015 Posted February 18, 2015 There's an error with the diffuse texture path in "BalBoot.nif" (current in 4.3) textures\devious\cursedloot\mxwcatsuit\boot_d.dds (should be) textures\devious\cursedloot\mxw_catsuit\boot_d.dds (this is where you have that texture)
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