Coopervane Posted November 12, 2014 Posted November 12, 2014 A harness should need a restraint key not a chastity key. That depends on the harness. The regular DDi harnesses use chastity keys, the DDx off-shoots use restraint keys. Dcur does allow for both types as i recall.
gheavy Posted November 12, 2014 Posted November 12, 2014 During the Cursed Collar Quest, I equip the plugs and piercing and the belt will not equip, says I need the plugs and piercing. Thanks for any help. I had same problem on my old save. Had to start a new game :< I had a piercing from going through the Captured Dreams Expansion quests, even removing it with the piercing removal tool that you have to console in, it left the buff "Pierced Clit" on, which prevented the functionality of this scene. A new game save had it work fine, then I took another new game and equipped a piercing then tried again, and it didn't want to work once again. This scene doesn't play nicely with pre-existing piercings. Maybe somehow checking just that you have one, instead of specifically the one in the chest would fix this? I don't know anything about coding, but it seems like it should. Had the same issue, but managed to fix my save. Currently using 2.4, and tested it by equipping the piercing, then removing with removal tool, then triggering the quest. Cursed plugs, piercing and belt all equip as advertised. Pierced Clit buff is active at the time. Help i can t seem to understand why its not working: i have to equip the cursed plugs and the piercing Then i try to equip the belt but it says i didnt equip everything and also CTD often. i Attached my papyrus that by the way is quite dirty (help appreciated) This log does indeed contain an error that would explain that. [10/27/2014 - 10:03:56PM] error: Cannot check worn items against a None keyword stack: [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ? [item 39 in container (00000014)].dcur_cursedBeltScript.OnEquippedFilter() - "dcur_cursedBeltScript.psc" Line 171 [item 39 in container (00000014)].dcur_cursedBeltScript.OnEquipped() - "zadEquipScript.psc" Line 79 [10/27/2014 - 10:03:56PM] [Zad]: OnUnequipped(Azure: Cursed Chastity Belt Thing is that the OnEquippedFiler() in question looks only for standard DDI keywords. They should absolutely be there if DDI is installed properly. Is this a new savegame or an older one? I had that same issue, but managed to solve it by uninstalling DD integration and DD expansion (and all mods dependent on them) then cleaning the save game with http://www.nexusmods.com/skyrim/mods/52363/? Then reinstalled everything one at a time. Now no probs putting on the belt. Another benefit is now the piercing seems to cause an effect, whereas I never noticed any before. P.S. I did this with v2.1 so I don't know if the latest version manages to circumvent the issue
Gsrvoesns Posted November 12, 2014 Posted November 12, 2014 A litle Question about the High security Devices: How is it itendet to get out of a combination of a high security Gag and a High security Armbinder?
darkfender666 Posted November 12, 2014 Posted November 12, 2014 awww can t be the pierced part be changed so we can use both mod without problems?
MrBig Posted November 12, 2014 Posted November 12, 2014 I've upgraded to 2.4 but still having an issue with the cursed belt not been able to equip to advance the quest
Kimy Posted November 12, 2014 Author Posted November 12, 2014 During the Cursed Collar Quest, I equip the plugs and piercing and the belt will not equip, says I need the plugs and piercing. Thanks for any help. I had same problem on my old save. Had to start a new game :< I had a piercing from going through the Captured Dreams Expansion quests, even removing it with the piercing removal tool that you have to console in, it left the buff "Pierced Clit" on, which prevented the functionality of this scene. A new game save had it work fine, then I took another new game and equipped a piercing then tried again, and it didn't want to work once again. This scene doesn't play nicely with pre-existing piercings. Maybe somehow checking just that you have one, instead of specifically the one in the chest would fix this? I don't know anything about coding, but it seems like it should. The Pierced Clit perk (which is permanent after receiving the first piercing) should -not- prevent the belt from working. And it does -not- check for the piercing provided with the chest at all (however, it does insist on the two custom plugs!), any piercing with the correct (standard) keyword should work. In theory. I will check the set up again. So far I had no idea why some people have that problem, I was never able to reproduce it on my end. I am curious if you can adopt the mechanics in this mod to certain NPC idle stations? I have always thought DD for the Masses lack believability and a lore friendly explanation of devious enhancements chance upon mortal objects would be a more realistic and interesting approach of getting DD into Skyrim population. Similar to the idea someone was planning to work on a while back but never heard from again of integrating Etrus into fake potted plants (the person never got to the point of explaining how to activate Etrus to walking by NPC). It would be fun to have bed, forge, tanning rack, just to name a few as logical areas where DD, Etrus, ZaZ or even SL solo animations to be fallen upon those who interact with the cursed object. More fun with Estrus is -definitely- on the to-do list. Wondering what the release mechanics are. I mean, I know half the fun is staying locked in them, but with 70 alteration I'm completely unable to remove anything. I'm starting to wonder/worry there might be a glitch (not in your mod, but more, my specific setup of multiple mods) The custom items (Cursed + High Security sets, plus Slave Collar) can not, as in not ever, broken free from using either brute force or magic. A litle Question about the High security Devices: How is it itendet to get out of a combination of a high security Gag and a High security Armbinder? Talk to a blacksmith and go through the gag dialogue. Eventually the blacksmith will understand you. It's a built-in feature of DD Integration. No 3rd party mods required.
Kimy Posted November 12, 2014 Author Posted November 12, 2014 I've upgraded to 2.4 but still having an issue with the cursed belt not been able to equip to advance the quest Yes, as I said above I was never able to reproduce this bug on my end. I can't fix what I don't understand. But above post gives me at least something to look for, and that's what I will do!
Gsrvoesns Posted November 12, 2014 Posted November 12, 2014 Ah, thanks Kimy. So I didn't try that often enough.
zzz72w3r Posted November 12, 2014 Posted November 12, 2014 >>> I am curious if you can adopt the mechanics in this mod to certain NPC idle stations? I have always thought DD for the Masses lack believability and a lore friendly explanation of devious enhancements chance upon mortal objects would be a more realistic and interesting approach of getting DD into Skyrim population. Similar to the idea someone was planning to work on a while back but never heard from again of integrating Etrus into fake potted plants (the person never got to the point of explaining how to activate Etrus to walking by NPC). It would be fun to have bed, forge, tanning rack, just to name a few as logical areas where DD, Etrus, ZaZ or even SL solo animations to be fallen upon those who interact with the cursed object. More fun with Estrus is -definitely- on the to-do list. >>> Just to make sure if we are talking about the same thing I was asking if this mod can be expanded from player only to involve NPC (fingers cross) Thanks
zupra Posted November 12, 2014 Posted November 12, 2014 Imo there should be weights for different containers to have a cursed loot, adjustable ofc. Chests should have bigger chance and personally i would make those big ass chests to be 50% no matter the arousal. (and full set of gears ofc lol) Oh the excitement every time opening the big chests
Kimy Posted November 12, 2014 Author Posted November 12, 2014 >>> I am curious if you can adopt the mechanics in this mod to certain NPC idle stations? I have always thought DD for the Masses lack believability and a lore friendly explanation of devious enhancements chance upon mortal objects would be a more realistic and interesting approach of getting DD into Skyrim population. Similar to the idea someone was planning to work on a while back but never heard from again of integrating Etrus into fake potted plants (the person never got to the point of explaining how to activate Etrus to walking by NPC). It would be fun to have bed, forge, tanning rack, just to name a few as logical areas where DD, Etrus, ZaZ or even SL solo animations to be fallen upon those who interact with the cursed object. More fun with Estrus is -definitely- on the to-do list. >>> Just to make sure if we are talking about the same thing I was asking if this mod can be expanded from player only to involve NPC (fingers cross) Thanks Followers, yes, absolutely! Random NPCs - dunno, that would be a tad out of scope for this mod. Never say never, though (except you mean it). Sometimes I discover that things like that can be added with just a handful of lines of code on top of stuff I already have, in that case it might go in anyway. But it's not something I plan to develop specifically.
Kimy Posted November 12, 2014 Author Posted November 12, 2014 Imo there should be weights for different containers to have a cursed loot, adjustable ofc. Chests should have bigger chance and personally i would make those big ass chests to be 50% no matter the arousal. (and full set of gears ofc lol) Oh the excitement every time opening the big chests Adding a modifier for (big) chests has been on my to-do list for a while now. It will absolutely come one day!
Khe Posted November 12, 2014 Posted November 12, 2014 2 things today. one a bug question, and the other a suggestion: suggestion: please add a debug logging checkbox to shut off that error log spam for events firing. make it off by default, even, that would be really nice. bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying.
Kimy Posted November 12, 2014 Author Posted November 12, 2014 2 things today. one a bug question, and the other a suggestion: suggestion: please add a debug logging checkbox to shut off that error log spam for events firing. make it off by default, even, that would be really nice. bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying. As for the bug, I'd normally be tempted to say "nah, can't happen, I can't remember doing anything to the activation menus". But...it's Skyrim! I will look at it! The Debug log messages...tough call, because they are really, really helpful for me when I look at people's logs if they have issues with Cursed Loot. I find it interesting that they disturb you -that- much, for there are mods around that log a lot, lot more than Cursed Loot does. But fine, I will add a switch for disabling them. But I will NOT make it the default. I will also refuse to help people posting logs not containing these messages and ignore their support posts without commenting on them.
Khe Posted November 12, 2014 Posted November 12, 2014 2 things today. one a bug question, and the other a suggestion: suggestion: please add a debug logging checkbox to shut off that error log spam for events firing. make it off by default, even, that would be really nice. bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying. As for the bug, I'd normally be tempted to say "nah, can't happen, I can't remember doing anything to the activation menus". But...it's Skyrim! I will look at it! The Debug log messages...tough call, because they are really, really helpful for me when I look at people's logs if they have issues with Cursed Loot. I find it interesting that they disturb you -that- much, for there are mods around that log a lot, lot more than Cursed Loot does. But fine, I will add a switch for disabling them. But I will NOT make it the default. I will also refuse to help people posting logs not containing these messages and ignore their support posts without commenting on them. what bugs me is that so far, there's been nothing wrong except when in patch 2.3, i'd get doubles or triples of items. Even then, this option didn't provide any useful information to me about it... As for the logging option, I don't mind the option not being default, but thank you for adding it nonetheless. Regarding the blank option showing up, I'm not sure about how that works. What method did you use to hook for container events?
Kimy Posted November 12, 2014 Author Posted November 12, 2014 2 things today. one a bug question, and the other a suggestion: suggestion: please add a debug logging checkbox to shut off that error log spam for events firing. make it off by default, even, that would be really nice. bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying. As for the bug, I'd normally be tempted to say "nah, can't happen, I can't remember doing anything to the activation menus". But...it's Skyrim! I will look at it! The Debug log messages...tough call, because they are really, really helpful for me when I look at people's logs if they have issues with Cursed Loot. I find it interesting that they disturb you -that- much, for there are mods around that log a lot, lot more than Cursed Loot does. But fine, I will add a switch for disabling them. But I will NOT make it the default. I will also refuse to help people posting logs not containing these messages and ignore their support posts without commenting on them. what bugs me is that so far, there's been nothing wrong except when in patch 2.3, i'd get doubles or triples of items. Even then, this option didn't provide any useful information to me about it... As for the logging option, I don't mind the option not being default, but thank you for adding it nonetheless. Regarding the blank option showing up, I'm not sure about how that works. What method did you use to hook for container events? True. The log won't be useful for -every- issue. If I could foresee the issue people might have with the mod, I'd avoid them in the first place! But I have found a lot of bugs using them, still. The method used is a perk that triggers a script when interacting with the objects listed in a FormList. It's actually fairly non-intrusive as I don't make any changes to the objects whatsoever. It's the very same method I am using for chests and dead bodies.
Slorm Posted November 12, 2014 Posted November 12, 2014 bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying. I've noticed this as well on occasion. When I spot it next I'll keep a save and test with an earlier version (won't be until the weekend though)
Kimy Posted November 12, 2014 Author Posted November 12, 2014 I've upgraded to 2.4 but still having an issue with the cursed belt not been able to equip to advance the quest Yes, as I said above I was never able to reproduce this bug on my end. I can't fix what I don't understand. But above post gives me at least something to look for, and that's what I will do! *sigh* I still don't get this one at all. I had a look at the DD piercings in CK and they all come with the correct keyword that should totally work to satisfy the requirement to equip the belt. This just shouldn't happen. That or I am blind. Oh well, if I can't fix it any other way, I might just lift the piercing requirement in the next patch. I'd prefer understanding what's happening there, though.
Slorm Posted November 12, 2014 Posted November 12, 2014 bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying. I've noticed this as well on occasion. When I spot it next I'll keep a save and test with an earlier version (won't be until the weekend though) Confirm it is DCL. Just tested with and without DCL running and it disappears if DCL is uninstalled. Hardly something to worry about though EDIT: It's actually a choice box it's just that there's no text on the left but if you click on it it stops any activation
Kimy Posted November 12, 2014 Author Posted November 12, 2014 bug: activating certain items (door bars, tripwires, etc), brings up an activate menu with a blank option on the left and activate on the right. this started since you added tamper proof traps. turning off tamper-proof traps doesn't remove it, either. Fixable? :/ it's annoying. I've noticed this as well on occasion. When I spot it next I'll keep a save and test with an earlier version (won't be until the weekend though) Confirm it is DCL. Just tested with and without DCL running and it disappears if DCL is uninstalled. Hardly something to worry about though Heh, found that bug. I forgot to check a toggle in CK. Consider it squashed!
Slorm Posted November 12, 2014 Posted November 12, 2014 See ninja edit above, it's not really a bug just missing text
Kimy Posted November 12, 2014 Author Posted November 12, 2014 See ninja edit above, it's not really a bug just missing text It's both. Since it's unwanted behaviour it's a bug!
coolcatdog248 Posted November 12, 2014 Posted November 12, 2014 I can't find any devices! I've tried setting the probability to the maximum settings and still nothin'. It worked fine with the beta version, then I upgraded to 2.4 and it does nothing now. Any tips? I've tried clean installs a few times. I've tried tweaking settings. I've tried different locations. New games.
Khe Posted November 12, 2014 Posted November 12, 2014 well, i'm poking at it. I noticed the trap perk is missing the "run immediately" checkbox that the container and corpse perks have. gonna see if checking it fixes it. edit: nvm, you got it before I did. lol!
Kimy Posted November 12, 2014 Author Posted November 12, 2014 well, i'm poking at it. I noticed the trap perk is missing the "run immediately" checkbox that the container and corpse perks have. gonna see if checking it fixes it. edit: nvm, you got it before I did. lol!
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