Sdesser Posted April 17, 2015 Posted April 17, 2015 I came across a slightly annoying bug. I don't usually run with blindfolds enabled from DCL, but decided to go with the flow this time. Ended up in a blindfold that didn't show up in my inventory and I was unable to remove it, even with the safeword through DCL, any ideas? Normally I would ignore this kind of bug and just reload a save before I got it, but I was locked up so tight that I didn't have access to my inventory, so by the time I had noticed this bug, I had already walked from Riften to Morthal in pony boots, heavy yoke and blindfolded. Needless to say my lil' girl had a rough day by the time I got to Morthal to turn in the quest to get rid of the yoke.
MonkeyShoulder Posted April 17, 2015 Posted April 17, 2015 I had this issue, there is a invisible item in your inventory that is the actual lock for the blindfold. do player.inv (I would suggest dumping everything you can from your inventory to make this easier). Then when you look you'll see something like: 1 - (0D00435E)(100,100.00%) - Worn ---> BAD EDITOR ID (0D00012C6) That first number in the ( ) is the one you want to use with a "player.removeitem 0d00435E 1" command that should remove the lock, then repeat player.inv and look for the actual blindfold and remove that too.
stobor Posted April 17, 2015 Posted April 17, 2015 Is it really necessary for the slave collar script to poll every 10 seconds? The conditions it is checking for aren't changing anywhere near that fast.
monsta88 Posted April 17, 2015 Posted April 17, 2015 I came across a slightly annoying bug. I don't usually run with blindfolds enabled from DCL, but decided to go with the flow this time. Ended up in a blindfold that didn't show up in my inventory and I was unable to remove it, even with the safeword through DCL, any ideas? Normally I would ignore this kind of bug and just reload a save before I got it, but I was locked up so tight that I didn't have access to my inventory, so by the time I had noticed this bug, I had already walked from Riften to Morthal in pony boots, heavy yoke and blindfolded. Needless to say my lil' girl had a rough day by the time I got to Morthal to turn in the quest to get rid of the yoke. I had a similar problem once. I fixed it by consoling (player.additem xxxxxxxx 1) the same device which was invisible. It became visible and I could open the lock.
badbat111 Posted April 17, 2015 Posted April 17, 2015 I came across a slightly annoying bug. I don't usually run with blindfolds enabled from DCL, but decided to go with the flow this time. Ended up in a blindfold that didn't show up in my inventory and I was unable to remove it, even with the safeword through DCL, any ideas? Normally I would ignore this kind of bug and just reload a save before I got it, but I was locked up so tight that I didn't have access to my inventory, so by the time I had noticed this bug, I had already walked from Riften to Morthal in pony boots, heavy yoke and blindfolded. Needless to say my lil' girl had a rough day by the time I got to Morthal to turn in the quest to get rid of the yoke. I had a similar problem once. I fixed it by consoling (player.additem xxxxxxxx 1) the same device which was invisible. It became visible and I could open the lock. its called scriptlag it happened to me with random devices like the peircings there didnt show in inventory but the nifs was still equipped on the character visable on her tits and pussy and it still had the enchantment in spell tab to show it was still peirced even though it wasnt in the inventory just load a save before you get geared up or try equipping the item then removing with tools and keys see if that helps
Kimy Posted April 17, 2015 Author Posted April 17, 2015 FEATURE REQUEST... I am building up my pickpocketing skill, but I find it very irritating. I pickpocket, and if I fail then all hell breaks loose, then I reload. Save then Reloading is not the ideal way to build up your pickpocketing skills, and not very interesting... POSSIBLE ALTERNATIVE WAY... You fail a pickpocket, all hell breaks loose. You get tied up, raped, then a single Devious Device attached to you. Each fail gets another device attached, each with a 30 day timelock to stop people using stashed keys. Maybe even have him dose you with Skooma, for Skooma Whore mod users... You want to be a thief, then see how many timelocked devious devices you can handle, before you give up. Optional effect... Once a day... If the person who attached the device to you, sees you. Then you will be used sexually, with another, but standard device attached. I suggest leaving town for the month, or staying away from him... Unless you have standard Devious Device Keys stashed... As in real life, if a thief stole off you and got caught. He'd expect consequences, if he ever met you again... Added to the list of ideas. I came across a slightly annoying bug. I don't usually run with blindfolds enabled from DCL, but decided to go with the flow this time. Ended up in a blindfold that didn't show up in my inventory and I was unable to remove it, even with the safeword through DCL, any ideas? Normally I would ignore this kind of bug and just reload a save before I got it, but I was locked up so tight that I didn't have access to my inventory, so by the time I had noticed this bug, I had already walked from Riften to Morthal in pony boots, heavy yoke and blindfolded. Needless to say my lil' girl had a rough day by the time I got to Morthal to turn in the quest to get rid of the yoke. It was probably some unfortunate scriptlag, for I am not aware of any bugged item in Cursed Loot. That being said, if that happens again I'd appreciate a log, so I could have a look at what exactly was going on there. Is it really necessary for the slave collar script to poll every 10 seconds? The conditions it is checking for aren't changing anywhere near that fast. The slave collar script didn't yet get fully integrated in my new routine handling all periodic events, which is something I have been doing for most of them for the past few patches. Expect it to be gone in the next update. That being said, this particular routine won't break your game. It doesn't do anything really time-consuming.
stobor Posted April 17, 2015 Posted April 17, 2015 No, it isn't game-breaking... by itself. Piled on top of other scripts, in critical sections (e.g. in combat, during animation setup, swapping devices) it seems to make a detectable difference. No worries though, I can tweak it for myself until you get around to the next patch.
Kimy Posted April 17, 2015 Author Posted April 17, 2015 No, it isn't game-breaking... by itself. Piled on top of other scripts, in critical sections (e.g. in combat, during animation setup, swapping devices) it seems to make a detectable difference. No worries though, I can tweak it for myself until you get around to the next patch. *nod nod* Actually thanks for reminding me that I still had to do that, it might have fallen off my radar for the next patch otherwise. So many things on the to-do list!
kurotatsu Posted April 17, 2015 Posted April 17, 2015 Hmmm, talking about that bounties... How about adding a topic to guard, attempting arrest, something like "I'll accept bondage as punishment for my sins" and get several devices with timelock on. Amount of devices depends on number of devices that can be put on/replaced, each succesfully worn device deducts from bounty, time for timelocks decided on number of devices put on and remaining bounty. Of course, there should be minimum of time, with random, maybe? Thus small bounty results in couple of devices with 2 or 3 days timelock. While being obnoxious and being free or in standard lock devices would result in complete wrapping into loving DD embrace with couple of weeks like that ahead Instead (or in addition to) of time there could be sex acts requirement. Of course, some major blocking devices like armbinders and yokes should be excluded then. With sex requirements some holes should be left open too And of course, there should be reaction of NPC seeing punished criminal!
chipstick Posted April 17, 2015 Posted April 17, 2015 No, it isn't game-breaking... by itself. Piled on top of other scripts, in critical sections (e.g. in combat, during animation setup, swapping devices) it seems to make a detectable difference. No worries though, I can tweak it for myself until you get around to the next patch. Hi Stobor, Is it rude of me to enquire if you could post your tweaked script in this thread? It'd be handy for those of us managing our papyrus load, at least until Kimy has the next version of DCUR ready for us. Sometimes, every little bit counts. I get a lot of script lag setting off any DCUR trap as it is. I've gradually learnt to tweak a variety of crap through TES/CK, but haven't learnt to open and edit scripts yet, hence my asking. (Hope you don't mind me making this request in your thread Kimy - if you're not comfortable with the idea of people sharing edited versions of your scripts for whatever reason, then I withdraw this request). (EDIT: just for clarity Kimy, I made this request to Stobor because he seemed about to edit the script himself. I didn't make it of you because I didn't want to make a request that impinges on your way and schedule of updating things.)
TechBaNe Posted April 17, 2015 Posted April 17, 2015 FEATURE REQUEST... I am building up my pickpocketing skill, but I find it very irritating. I pickpocket, and if I fail then all hell breaks loose, then I reload. Save then Reloading is not the ideal way to build up your pickpocketing skills, and not very interesting... POSSIBLE ALTERNATIVE WAY... You fail a pickpocket, all hell breaks loose. You get tied up, raped, then a single Devious Device attached to you. Each fail gets another device attached, each with a 30 day timelock to stop people using stashed keys. Maybe even have him dose you with Skooma, for Skooma Whore mod users... You want to be a thief, then see how many timelocked devious devices you can handle, before you give up. Optional effect... Once a day... If the person who attached the device to you, sees you. Then you will be used sexually, with another, but standard device attached. I suggest leaving town for the month, or staying away from him... Unless you have standard Devious Device Keys stashed... As in real life, if a thief stole off you and got caught. He'd expect consequences, if he ever met you again... Added to the list of ideas. That would make pickpocketing more interesting, but I'd like to request a modification to this: - a significantly reduced timelock for those of us who play with needs mods. - a very short timelock for things like armbinders, shackles, yokes, blindfolds, gags, ya'know, the things that really punish the player and are really hard to get rid of. It's fine to run around for a few days at everyone's mercy, but after three days of not being able to actually do anything, I'm just going to turn off RN&D and spam wait until the timer runs out. Not being able to do anything for a month is seriously way too much time spent doing nothing, because who's really going to go running around the wild without being able to defend themselves especially when keys wouldn't be of any use, meaning there'd be no point in looking for them.
Kimy Posted April 17, 2015 Author Posted April 17, 2015 No, it isn't game-breaking... by itself. Piled on top of other scripts, in critical sections (e.g. in combat, during animation setup, swapping devices) it seems to make a detectable difference. No worries though, I can tweak it for myself until you get around to the next patch. Hi Stobor, Is it rude of me to enquire if you could post your tweaked script in this thread? It'd be handy for those of us managing our papyrus load, at least until Kimy has the next version of DCUR ready for us. Sometimes, every little bit counts. I get a lot of script lag setting off any DCUR trap as it is. I've gradually learnt to tweak a variety of crap through TES/CK, but haven't learnt to open and edit scripts yet, hence my asking. (Hope you don't mind me making this request in your thread Kimy - if you're not comfortable with the idea of people sharing edited versions of your scripts for whatever reason, then I withdraw this request). (EDIT: just for clarity Kimy, I made this request to Stobor because he seemed about to edit the script himself. I didn't make it of you because I didn't want to make a request that impinges on your way and schedule of updating things.) open slavecollarquestscript.psc replace int updatefrequency = 10 ; seconds with e.g. int updatefrequency = 500 ; seconds compile done. That being said, the new patch isn't too far off. And yes, the traps can occasionally cause some delay when they trigger (it's just a huge amount of stuff to process). And don't worry, that will get addressed, too. I have some ideas in mind how to process that code faster and save some time. One of the major areas to address in the 5.0 version will be performance enhancements. Cursed Loot doesn't cause a whole lot of papyrus load, but there is always a better way to code stuff and optimizing code is fun.
Krazyone Posted April 17, 2015 Posted April 17, 2015 FEATURE REQUEST... I am building up my pickpocketing skill, but I find it very irritating. I pickpocket, and if I fail then all hell breaks loose, then I reload. Save then Reloading is not the ideal way to build up your pickpocketing skills, and not very interesting... POSSIBLE ALTERNATIVE WAY... You fail a pickpocket, all hell breaks loose. You get tied up, raped, then a single Devious Device attached to you. Each fail gets another device attached, each with a 30 day timelock to stop people using stashed keys. Maybe even have him dose you with Skooma, for Skooma Whore mod users... You want to be a thief, then see how many timelocked devious devices you can handle, before you give up. Optional effect... Once a day... If the person who attached the device to you, sees you. Then you will be used sexually, with another, but standard device attached. I suggest leaving town for the month, or staying away from him... Unless you have standard Devious Device Keys stashed... As in real life, if a thief stole off you and got caught. He'd expect consequences, if he ever met you again... Added to the list of ideas. That would make pickpocketing more interesting, but I'd like to request a modification to this: - a significantly reduced timelock for those of us who play with needs mods. - a very short timelock for things like armbinders, shackles, yokes, blindfolds, gags, ya'know, the things that really punish the player and are really hard to get rid of. It's fine to run around for a few days at everyone's mercy, but after three days of not being able to actually do anything, I'm just going to turn off RN&D and spam wait until the timer runs out. Not being able to do anything for a month is seriously way too much time spent doing nothing, because who's really going to go running around the wild without being able to defend themselves especially when keys wouldn't be of any use, meaning there'd be no point in looking for them. Yeah! my idea was just standard, but timelocked devious devices. Low level stuff, stuff like the rubbersuit. Which would stop you wearing your armour, adding bits to it. Until you become encased in it... Low level hindering stuff, as one day in the harsh stuff such as Yokes and Shock boots has me screaming at the monitor. I'd like it if the gimp suit had the words THIEF, written on the back of it. And you were timelocked into it for a month... Each time you were caught pickpocketing, you'd get another bit added. Each item being a piece of armour that you couldn't wear. - Rubbersuit would stop you wearing body armour - Rubber boots would stop you wearing feet armour - Rubber gloves would stop you wearing hand armour - Rubber hood would stop you wearing a helmet - Corset would reduce stamina 10% - Collar would reduce health 10% Then that would be it, after being caught and wearing all your rubber gear, they'd have no option but to give you some jail time, after the next pickpocketing... It wouldn't be crippling, but try doing a dungeon without your favourite armour, and you'd see how tough it would be...
stobor Posted April 17, 2015 Posted April 17, 2015 Kimy, have you considered adding a check for other mods pausing stuff during longer scenarios? For example, the mechanism that Srende and I worked out for Deviously Helpless (so that Devious Cidhna could temporarily disable it - also used by some other mods now). You could even listen for the same mod events that DH uses ( "dhlp-Suspend", "dhlp-Resume" ). Certainly, most players are capable of toggling off sex attacks during such situations, but it would be nice if they didn't have to remember to do that.
Kimy Posted April 17, 2015 Author Posted April 17, 2015 Kimy, have you considered adding a check for other mods pausing stuff during longer scenarios? For example, the mechanism that Srende and I worked out for Deviously Helpless (so that Devious Cidhna could temporarily disable it - also used by some other mods now). You could even listen for the same mod events that DH uses ( "dhlp-Suspend", "dhlp-Resume" ). Certainly, most players are capable of toggling off sex attacks during such situations, but it would be nice if they didn't have to remember to do that. Cursed Loot can already detect several mods running scenes and will take the backseat when they are doing their thing. Tbh, what I'd really would want to have is a universal lock-flag for scenes that need temporary exclusivity (e.g. in StorageUtil). So we could check whether or not this flag is set before we start a scene, claim it if it's not, and release when we're done. It would be a much cleaner solution than having to keep lists of a half dozen mods that each need to be told not to do anything for a while.
galgat Posted April 17, 2015 Posted April 17, 2015 Has probably been mentioned, But I have ran into some hostile NPC after sex act's and during. I think they may have something to do with Faction's. in some pub's or Inn's a bard will go balistic, and up in solitude, the guards seem to sometime's go kill crazy. This normally includes the Lizard thief that is always saying "I got some work for you if your interested Traveler", I am thinking may have to do with and evil faction, flipping or something. just wild guessing. I have just noticed this seems to happen when NPC with questionable Faction alliances are near. EDIT:: Oh! and I will be glad when you fix that frequency check, or allow adjustment to it in MCM. I only run this in a MO profile, and I can not compile scripts ran in MO. so editing them other than dialogue, or CK only edits is about all I can do to it. Only work around i have found for this is to put it in the main, with NMM, and edit the scripts, then Copy paste them to MO mod, and then remove mod from main with NMM...which is a pain I try to keep the main folder as free of clutter as possible.
stobor Posted April 17, 2015 Posted April 17, 2015 Kimy, have you considered adding a check for other mods pausing stuff during longer scenarios? For example, the mechanism that Srende and I worked out for Deviously Helpless (so that Devious Cidhna could temporarily disable it - also used by some other mods now). You could even listen for the same mod events that DH uses ( "dhlp-Suspend", "dhlp-Resume" ). Certainly, most players are capable of toggling off sex attacks during such situations, but it would be nice if they didn't have to remember to do that. Cursed Loot can already detect several mods running scenes and will take the backseat when they are doing their thing. Tbh, what I'd really would want to have is a universal lock-flag for scenes that need temporary exclusivity (e.g. in StorageUtil). So we could check whether or not this flag is set before we start a scene, claim it if it's not, and release when we're done. It would be a much cleaner solution than having to keep lists of a half dozen mods that each need to be told not to do anything for a while. That's the thing, if you listen for the same events that DH is listening for, you'll already be notified by several mods that use those events. Without the polling that a StorageUtil flag requires. And without necessarily needing to know which mod sent the event. It wasn't designed to be a universal lock-flag, but it might make a pretty good substitute for one.
galgat Posted April 17, 2015 Posted April 17, 2015 One other thing I wanted to ask, I like the occasional maybe and NPC would see you with rubber gloves, and Lock them behind your back. This is sort of okay, if not last forEver But My question is, How do I ever get them unlocked after that? I wandered for a super long time, and never got any kind of response to get them unlocked.. I know is just something I am missing, but could someone advise me on this..Please EDIT:::Also would be nice to have a tick in MCM to totally stop them taking my Key's. I roll play, so I like excepting the event, as long as I can, but if really want to do something else, being able Break out once in awhile to do another quest I find is nice. Is not a Biggy, I mean, you have the get out of jail free card in the Bug's area. but would sort of be nice. EDIT;; This is not pertaining to the Main Set take no key's taken to zero, but Pertaining to NPC who take advantage of you, removing device, and then take key's, and place device back on you. I think is in the Attack part of MCM. Very sorry I forget exact name. I should write thing's down. It seems that there is no way to stop them taking key's if you wanted too, that I find in MCM. It is just part of what happens if tick this particular event to happen. Edit>>> My Barbie Girl Wapped in plastic
stobor Posted April 18, 2015 Posted April 18, 2015 Possible minor bug, in sex attack if character is wearing a harness: [04/17/2015 - 08:32:21PM] ERROR: Cannot call HasKeyword() on a None object, aborting function call stack: [dcur_mainlib (88024495)].dcur_library.introScene() - "dcur_library.psc" Line 4106 [dcur_mainlib (88024495)].dcur_library.rapeher() - "dcur_library.psc" Line 3650 [dcur_mainlib (88024495)].dcur_library.Gangbang() - "dcur_library.psc" Line 4179 The line in question: if Libs.PlayerRef.WornHasKeyword(Libs.zad_DeviousBelt) && dcumenu.stripbeltsonrape && !libs.GetWornDevice(libs.playerref, Libs.zad_DeviousBelt).haskeyword(libs.zad_BlockGeneric) && !(dcur_Rapists.GetAt(0) As Actor).HasKeyWord(dcumenu.ActorTypeCreature) I believe that the WornHasKeyword check passes (a harness does have that keyword), but that the GetWornDevice call will return 'None' (because the harness is not precisely a belt). The error is only apparent in the log, the game just proceeds as if the assailant cannot remove the harness.
chipstick Posted April 18, 2015 Posted April 18, 2015 open slavecollarquestscript.psc replace int updatefrequency = 10 ; seconds with e.g. int updatefrequency = 500 ; seconds compile done. That being said, the new patch isn't too far off. And yes, the traps can occasionally cause some delay when they trigger (it's just a huge amount of stuff to process). And don't worry, that will get addressed, too. I have some ideas in mind how to process that code faster and save some time. One of the major areas to address in the 5.0 version will be performance enhancements. Cursed Loot doesn't cause a whole lot of papyrus load, but there is always a better way to code stuff and optimizing code is fun. Right! Thanks for the instructions Kimy, I'll get on that. Much appreciated I hope most of us lurkers realise how lucky we are that you find code optimisation fun. That, and the perpetual rollout of new features we keep seeing.
galgat Posted April 18, 2015 Posted April 18, 2015 yes it is, I brought it up in this thread link, and showed how easy it was to change colors on. The link to it is there, I like it mostly because it is not a body replacer, and so mixing, and matching stuff is somewhat easier, with out having those Invisible place's in your clothing, or holes in your body http://www.loverslab.com/topic/33986-deviously-cursed-loot-v46-2015-04-01/page-190?do=findComment&comment=1143770 and thanks for the information on the gloves, I was not thinking that used the armbinder struggle, I assumed that someone had to remove them.. It is one of the very minor problems with this mod, and many DD mod's that figure out how to put the stuff on you..LOL But very often they do not give much explanation as to what to do to get them off. So many keys in this one it is mind boggling trying to figure out which one you need. And some thing's here get put on, and need a key, but also need a certain amount of time, or actions before the key will work.. Confusing some times. EDIT oh and yes this one is usable with credit give, as I understood on the download page. It does have a few blems, the right inner thigh, need a little smoothing, and one of the shoulders sometimes peeks through, is why I have been scearching for info on how to use Body slide. I have never used it, and the info I find is not very good that I have found so far. I wish I could fire it up in my Poser, or even daz studio, .obj for me are so much easier to deal with. I could make it look like a glove in all places. I image the next versions will feature a lot of tessellation in games, I doubt I will have a machine that will handle what i expect in the next generation games will have.
Slorm Posted April 18, 2015 Posted April 18, 2015 Kimy, could you change the payment sliders on solicitation to increments of 1 (or preferably 0.1) rather than 5. My pc is level 33 and can earn insane amounts of gold with it left on default. I've turned it down to minimum 0 and maximum 5 but would prefer it lower still (1-2 or 0.5 - 1.5). It may not be feasible but for immersion wouldn't the payment be better linked to the pc's experience in solicitation rather than level?
Slorm Posted April 18, 2015 Posted April 18, 2015 Mod Conflict You may want to add this to the conflicts section of the OP Kimy Mod - Touring Carriages Touring Carriages is an immersion mod which allows the pc to ride in a cart from hold to hold (same as in the startup animation in vanilla Skyrim) instead of using fast travel. The problem with DCL is the same as with Deviously Helpless, if an event fires while in the cart travelling it will break the animation. The effect is that the pc will be removed from the cart with the attacker and turn invisible, and the cart carries on travelling without the pc. At this point the point of view becomes fixed to a disembodied camera, clipping is removed and the player can fly around independently of pc or cart for a minute of so before everything fades to a blue background and the game CTD's, probably because the camera is trying to be in two places at the same time and the whole game desynchronises. Workaround is straightforward: switch of sex attacks (and DH attacks if using that mod) before starting a journey and switch back on when you alight at your destination.
Gameplayer Posted April 18, 2015 Posted April 18, 2015 So a while back I reported that the Slave Collar prevent clothing effect wasn't working for me. Well I went about pulling out a lot of mods that I used to always use. Defeat, Captures, Devious Device for the Masses, Submit, and a whole slew of others with scripts. Although I have been able to play with those mods in the past without problems it seems that since they are a bit behind and other mods keep advancing that at this point I cant seem to run those without problems creeping up. The Devious Cursed Loot mod is working fully at this point for me. I've found that although those mods had a lot to offer that since DCL is starting to creep into all inclusiveness that its a bit redundant to keep those in my load order and besides problems with script load or somehow just not sincing together anymore during play. Sex Attacks feature in DCL seems to work really well except the thing is the npc's seem to be follow the leader on the guy having sex. So what happens is the actors that are not busy tend to attempt to revert back to their default AI Package. It may be a priority issue that causes this?
Kimy Posted April 18, 2015 Author Posted April 18, 2015 Kimy, could you change the payment sliders on solicitation to increments of 1 (or preferably 0.1) rather than 5. My pc is level 33 and can earn insane amounts of gold with it left on default. I've turned it down to minimum 0 and maximum 5 but would prefer it lower still (1-2 or 0.5 - 1.5). It may not be feasible but for immersion wouldn't the payment be better linked to the pc's experience in solicitation rather than level? I did the increments of 5 for convenience more than anything, so changing it would be straightforward. But I was wondering if the amount of gold you're earning from your...work...is really that high compared to what a L33 would find when looting etc. The very reason I made the solicitation rewards scale with level was that I didn't want the tips to become meaningless at higher levels, when you're going to make more gold than Bill Gates. Your experience in solicitation -has- an influence on the tip btw. You get 5% more gold per rank. Mod Conflict You may want to add this to the conflicts section of the OP Kimy Mod - Touring Carriages Touring Carriages is an immersion mod which allows the pc to ride in a cart from hold to hold (same as in the startup animation in vanilla Skyrim) instead of using fast travel. The problem with DCL is the same as with Deviously Helpless, if an event fires while in the cart travelling it will break the animation. The effect is that the pc will be removed from the cart with the attacker and turn invisible, and the cart carries on travelling without the pc. At this point the point of view becomes fixed to a disembodied camera, clipping is removed and the player can fly around independently of pc or cart for a minute of so before everything fades to a blue background and the game CTD's, probably because the camera is trying to be in two places at the same time and the whole game desynchronises. Workaround is straightforward: switch of sex attacks (and DH attacks if using that mod) before starting a journey and switch back on when you alight at your destination. Thank you for the report! I will list the mod in my readme. In the long run I might have a look at it, and see if I can somehow detect it running and pause my scenes when it does. have a question for you too. That transparent suit is the one from nexus? I would love to have an transparency option for the DCL rubber things, so i am sort of grasping for straws here. I downloaded the transparent suit already. It's something I am going to have a look at soon. I want more catsuits for variety and this one seems to come with all the conversions and permissions I need. Sex Attacks feature in DCL seems to work really well except the thing is the npc's seem to be follow the leader on the guy having sex. So what happens is the actors that are not busy tend to attempt to revert back to their default AI Package. It may be a priority issue that causes this? Not exactly sure why they would do that, but I had to refactor the packages anyway, since Ashal is doing something to PapyrusUtil in the upcoming version that breaks the existing code (glad that I beta-tested it!). The new method might solve that issue as well.
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