selonianth Posted December 31, 2016 Posted December 31, 2016 Suggestion: Have an option to disable removing certain items when triggering a scene. As it stands now my character always strips everything off before a scene. Kind of annoying. Might wanna ask this of a couple others, Defeat being one of the most important since it handles consensual and both kinds of rape.
fizzybutt Posted December 31, 2016 Posted December 31, 2016 Suggestion: Have an option to disable removing certain items when triggering a scene. As it stands now my character always strips everything off before a scene. Kind of annoying. Might wanna ask this of a couple others, Defeat being one of the most important since it handles consensual and both kinds of rape. There is a couple mods that I wish would use the sexlab strip option settings too. I'm running a character that's having things stripped off that shouldn't be during their triggered encounters. It's a very good idea.
Jappa123 Posted January 1, 2017 Posted January 1, 2017 Hello i would like to update my devious mods(Cursed loot,assets,expansion etc) is there any guide how to do it safely, i dont want to broke my game. Thx for help !
Guest Posted January 1, 2017 Posted January 1, 2017 Now that we've got those hobble dresses, I'd suggest extending The Bound Queen. It would just fit to have a queen wearing a dress. Also heels and gloves.
fegar2 Posted January 1, 2017 Posted January 1, 2017 Hello i would like to update my devious mods(Cursed loot,assets,expansion etc) is there any guide how to do it safely, i dont want to broke my game. Thx for help ! yes it can kill your save or your installation. using mod's is probably never 100% save. i still have my save from early 2016. i had some bugs with my savegames because of added/updated mods (or because of autosave). but i usuallly update the mods i like the most (eg for the hobble dress/ streight jacket). but i use mod organizer, so i can have multiple mod combinations. if i noticed something bad after 1-5h gameplay i revert back to the old save with the old mods. (because i finaly want to see the ending of skyrim) one thing what i almost never can, is loading a game directly, so i have to use the "coc whiterun" command and then load a save. (which i think is a sign for a corrupt save) and there is even a bug which (slowly) kills your save forever. certain mod's are way worse than others. but without mod organizer i wouldn't try this.
Jappa123 Posted January 1, 2017 Posted January 1, 2017 Hello i would like to update my devious mods(Cursed loot,assets,expansion etc) is there any guide how to do it safely, i dont want to broke my game. Thx for help ! yes it can kill your save or your installation. using mod's is probably never 100% save. i still have my save from early 2016. i had some bugs with my savegames because of added/updated mods (or because of autosave). but i usuallly update the mods i like the most (eg for the hobble dress/ streight jacket). but i use mod organizer, so i can have multiple mod combinations. if i noticed something bad after 1-5h gameplay i revert back to the old save with the old mods. (because i finaly want to see the ending of skyrim) one thing what i almost never can, is loading a game directly, so i have to use the "coc whiterun" command and then load a save. (which i think is a sign for a corrupt save) and there is even a bug which (slowly) kills your save forever. certain mod's are way worse than others. but without mod organizer i wouldn't try this. Well i know that, i also have to type coc qasmoke in console still i have no idea how to update mods like this, shame there i no guide/instruction on main page usually it is: 1.uninstall option mcm 2.then save and quit 3.then uninstall in mod organizer 4.load game wait for like 24h in game 5.save and quit 6.(optional)save cleaner tool 7.install updated mod 8.thats it right?
fegar2 Posted January 2, 2017 Posted January 2, 2017 Well i know that, i also have to type coc qasmoke in console still i have no idea how to update mods like this, shame there i no guide/instruction on main page usually it is: 1.uninstall option mcm 2.then save and quit 3.then uninstall in mod organizer 4.load game wait for like 24h in game 5.save and quit 6.(optional)save cleaner tool 7.install updated mod 8.thats it right? sounds right to me
a-quick-fap Posted January 2, 2017 Posted January 2, 2017 Hey, just out of curiosity, does anyone know the difference between the DCL surrender button and the SD+ surrender button? What does each one accomplish? Thanks!
Morferous Posted January 2, 2017 Posted January 2, 2017 Hey, just out of curiosity, does anyone know the difference between the DCL surrender button and the SD+ surrender button? What does each one accomplish? Thanks! Different scenarios. SD+ surrenders starts SD+ scenario: slavery, if possible. DCL surrender starts DCL scenario: most often meaning that you end up in a tightly bound package, one way or another.
El_Duderino Posted January 2, 2017 Posted January 2, 2017 Well i know that, i also have to type coc qasmoke in console still i have no idea how to update mods like this, shame there i no guide/instruction on main page usually it is: 1.uninstall option mcm 2.then save and quit 3.then uninstall in mod organizer 4.load game wait for like 24h in game 5.save and quit 6.(optional)save cleaner tool 7.install updated mod 8.thats it right? sounds right to me That does sound like the "right" procedure, but it is a procedure to a process that is _always_ going to be dangerous. Bear in mind that the above method changes your load twice (after removing and after re-adding the mod, all mods below it will have a new position in the load order). To keep your savegame healthy, you should never ever change your load order during a playthrough, which sadly includes changing the positions of mods in your load order. About the only thing you can safely do is to add new mods (that don't conflict with existing mods) to the back of the load order and keep them there. So really you have to choose from two potentially problematic options: either update the mod directly and pray to the gods that nothing in it breaks, or do the full routine like you mentioned above but then you have to pray that no _other_ mod breaks. I'd particularly refrain from changing your load order if you're playing with big overhauls like PerMa, SkyRe, Requiem or the like and mods that use the ReProccer. In the case of Cursed Loot and Devious Devices, you must also make sure that all quests from the mods are stopped/inactive and your char isn't wearing any stuff from the mod. Hey, just out of curiosity, does anyone know the difference between the DCL surrender button and the SD+ surrender button? What does each one accomplish? Thanks! They basically do the same thing, for each respective mod: you surrender to your enemy and thus stop combat. With SD+, your enemy will then enslave you, starting the related quest, with Cursed Loot one of the scenarios set in its MCM page for Combat Defeat will play. To avoid trouble, use only one of the two at a time, and don't hotkey them to the same key. /Edit: Morferous beat me to it. :-)
Kimy Posted January 2, 2017 Author Posted January 2, 2017 Hello i would like to update my devious mods(Cursed loot,assets,expansion etc) is there any guide how to do it safely, i dont want to broke my game. Thx for help ! yes it can kill your save or your installation. using mod's is probably never 100% save. i still have my save from early 2016. i had some bugs with my savegames because of added/updated mods (or because of autosave). but i usuallly update the mods i like the most (eg for the hobble dress/ streight jacket). but i use mod organizer, so i can have multiple mod combinations. if i noticed something bad after 1-5h gameplay i revert back to the old save with the old mods. (because i finaly want to see the ending of skyrim) one thing what i almost never can, is loading a game directly, so i have to use the "coc whiterun" command and then load a save. (which i think is a sign for a corrupt save) and there is even a bug which (slowly) kills your save forever. certain mod's are way worse than others. but without mod organizer i wouldn't try this. I guess I have to do some mythbusting here. Changing mods during a playthrough is NOT safe. Never. Ever. And that using Mod Organizer would make this different in any shape or fashion is a myth. It doesn't. MO or not, but Skyrim will STILL bake resources into your savegame when you play. If you use a different profile next time your load the game, the result will be a messed up save. This profiling feature is really doing the community a disservice, because it suggests that it's ok to swap out mods at any time. It's not. If you know what you're doing, it's ok to add mods at the end of the load order (nowhere else!!!) or - if the mod author deems it safe - update existing mods (in the same position in the load order!!!). You cannot ever do anything that would alter your load order without messing up your save game. And no, there is no such thing as a savegame cleaner. Corrupted savegames cannot be 100% cleaned. The only way to keep them clean is not to pollute them in the first place. For most users, I would really suggest not to tamper with the load order in any shape or fashion during a playthrough. Decide for a set of mods and roll with it until the end.
Morferous Posted January 2, 2017 Posted January 2, 2017 Changing mods during a playthrough is NOT safe. Never. Ever. And that using Mod Organizer would make this different in any shape or fashion is a myth. It doesn't. MO or not, but Skyrim will STILL bake resources into your savegame when you play. If you use a different profile next time your load the game, the result will be a messed up save. This profiling feature is really doing the community a disservice, because it suggests that it's ok to swap out mods at any time. It's not. As a resident fourth in line of MO inquisition, I will have to tell that Kimy is 100% right. Game itself does not know where the mod came from. It reads records and stores script data in the same way, if you installed it manually, through NMM, through MO or with Wrye Bash. Only somewhat safer thing in MO is that you see resource conflicts and that you can very easily split a test profile with same mods, configuration files and save files from your ongoing game, where you can test mods and tweaks without messing up your actual game with that. This is exactly how I test every notable update or new mod, before I activate it in my actual game. But, Skyrim itself does not have a clue of what is going on and keeps storing the script data to save files, which are currently active in the profile you are using at the time.
DonQuiWho Posted January 2, 2017 Posted January 2, 2017 Changing mods during a playthrough is NOT safe. Never. Ever. And that using Mod Organizer would make this different in any shape or fashion is a myth. It doesn't. MO or not, but Skyrim will STILL bake resources into your savegame when you play. If you use a different profile next time your load the game, the result will be a messed up save. This profiling feature is really doing the community a disservice, because it suggests that it's ok to swap out mods at any time. It's not. As a resident fourth in line of MO inquisition, I will have to tell that Kimy is 100% right. Game itself does not know where the mod came from. It reads records and stores script data in the same way, if you installed it manually, through NMM, through MO or with Wrye Bash. Only somewhat safer thing in MO is that you see resource conflicts and that you can very easily split a test profile with same mods, configuration files and save files from your ongoing game, where you can test mods and tweaks without messing up your actual game with that. This is exactly how I test every notable update or new mod, before I activate it in my actual game. But, Skyrim itself does not have a clue of what is going on and keeps storing the script data to save files, which are currently active in the profile you are using at the time. Yep. Just smell Morferous', and Kimy's, coffee. It's as good as anything else you will be able to find
fegar2 Posted January 2, 2017 Posted January 2, 2017 As a resident fourth in line of MO inquisition, I will have to tell that Kimy is 100% right. Game itself does not know where the mod came from. It reads records and stores script data in the same way, if you installed it manually, through NMM, through MO or with Wrye Bash. Only somewhat safer thing in MO is that you see resource conflicts and that you can very easily split a test profile with same mods, configuration files and save files from your ongoing game, where you can test mods and tweaks without messing up your actual game with that. This is exactly how I test every notable update or new mod, before I activate it in my actual game. But, Skyrim itself does not have a clue of what is going on and keeps storing the script data to save files, which are currently active in the profile you are using at the time. that's what i actually meant with mo. because if you fuck up your installation it is a pain in the ass to fix it. never really thought about that but using loot after adding a new mod is probably not such a good idea, rigth?
Rynnes Master Posted January 3, 2017 Posted January 3, 2017 Kimy, you are correct (in my experience and opinion) *except* as to your comments about Mod Organizer profiles. As to that topic, you are half right. IF one uses profiles that share the same saves and if one changes the load order in one profile but not the other, the save will end up broken. BUT it is possible (preferable, really) to have separate saves with different profiles. In that instance, modifying a load order in one profile will NOT alter the saves in the other because the saves are not shared (unless the load order in the other is changed as well, but doing *that* would defeat one purpose of profiles). My disagreement with your statement is as to the use of profiles in MO as it relates to saves; in all other issues I agree with the others that confirm what you are saying.
dudedude123 Posted January 3, 2017 Posted January 3, 2017 Hmm. Having a small problem with Cursed loot ATM. I've finally got my load order stable, but for some reason, I cannot acess the MCM menu for Cursed Loot or the basic Devious Devices mod arn't loading. At all.All I get is the splash page, and no sub menus. Every other MCM menu loads fine, so I know it's not SkyUI. and the Cursed Loot events still trigger, and the devices work fine.When I check my Papyrus Log, I did notice this bit that seems relevant. [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() [01/02/2017 - 06:12:10PM] error: Failed to find variable ::Pages_var used in dcur_mcmconfig.InitPages() I attached a full paprus log Papyrus.txt
Teutonic Posted January 3, 2017 Posted January 3, 2017 For some reason I do not seem to be getting bounties for public indeceny. Any idea why this might be?
El_Duderino Posted January 3, 2017 Posted January 3, 2017 Hmm. Having a small problem with Cursed loot ATM. I've finally got my load order stable, but for some reason, I cannot acess the MCM menu for Cursed Loot or the basic Devious Devices mod arn't loading. At all. All I get is the splash page, and no sub menus. Every other MCM menu loads fine, so I know it's not SkyUI. and the Cursed Loot events still trigger, and the devices work fine. When I check my Papyrus Log, I did notice this bit that seems relevant. No, your load order is definitely not stable. Sorry. I only skimmed over it, but even at first glance, your log spams about 8,000 lines of missing stuff. Probably deinstalled/deactived mods? Then, worst of all errors, your game is dumping Papyrus stacks at around line 13,500 onwards. That savegame looks like it's completely broken. I wouldn't spend any more time on it, it's most likely going to end up in even bigger frustration. My recommendation: ckeck the last two pages of this thread, particularly Kimy's and Morferous's comments about load orders, mods updating and sorting, visit the STEP project for in-depth modding advice and then rebuild your load order from scratch following that advice. Then start a new game with a clean load order and test it thouroughly with logging enabled before you start your proper playthrough.
GreatCroco Posted January 3, 2017 Posted January 3, 2017 Changing mods during a playthrough is NOT safe. Never. Ever. And that using Mod Organizer would make this different in any shape or fashion is a myth. It doesn't. MO or not, but Skyrim will STILL bake resources into your savegame when you play. If you use a different profile next time your load the game, the result will be a messed up save. This profiling feature is really doing the community a disservice, because it suggests that it's ok to swap out mods at any time. It's not. Err... 99.99% correct. If you use localised saves (and only in this case) a profile swap won't damage the saves of the other profile. Thus to test out if a mod is save, make a profile with localised saves, clone it, install the mod and if not save switch back to the old profile. Skyrim won't (and can't) damage your original save this way. It's way more time consuming, but you can test stuff out that way. The problem with this is: Localised saves are not the default and a thing like global saves exists (for whatever reason) and most people don't use them. However if you use the properly they are a real boon. I for example developed my Skyrim mods on a different profile with only SKSE and the unofficial patches (back when they were still separate), had a profile for DD mods and a profile for default modded Skyrim.
kcspot Posted January 3, 2017 Posted January 3, 2017 the actual corsets and such arent appering on my character Ihow can i get them to appear? I'm using SD+ and CBBE EDIT: I am also using Simple Slavery and some other mods... but i feel the SD or CBBE might be the culprits. Just as well i've also had problems where so actors arnt properly bound and as a result say, if someone is wearing an armbinder they wont have thier arms bound properly leaving a humerus but dumb result of thier arms being out and unbound and having NO HANDS. belts arnt showing either. basically anything having to do with bondage is, humorusly or not\, just not working
WaxenFigure Posted January 3, 2017 Posted January 3, 2017 the actual corsets and such arent appering on my character Ihow can i get them to appear? I'm using SD+ and CBBE EDIT: I am also using Simple Slavery and some other mods... but i feel the SD or CBBE might be the culprits. Just as well i've also had problems where so actors arnt properly bound and as a result say, if someone is wearing an armbinder they wont have thier arms bound properly leaving a humerus but dumb result of thier arms being out and unbound and having NO HANDS. belts arnt showing either. basically anything having to do with bondage is, humorusly or not\, just not working You must create the items in Bodyslide. Instructions on how to do so are everywhere.
kcspot Posted January 3, 2017 Posted January 3, 2017 the actual corsets and such arent appering on my character Ihow can i get them to appear? I'm using SD+ and CBBE EDIT: I am also using Simple Slavery and some other mods... but i feel the SD or CBBE might be the culprits. Just as well i've also had problems where so actors arnt properly bound and as a result say, if someone is wearing an armbinder they wont have thier arms bound properly leaving a humerus but dumb result of thier arms being out and unbound and having NO HANDS. belts arnt showing either. basically anything having to do with bondage is, humorusly or not\, just not working You must create the items in Bodyslide. Instructions on how to do so are everywhere. With apologies i'm an idiot. i mean seriously. is there any guide avilible to help me use CBBE effectively? EDIT: .... Theres a batch build button. in a program.. specifically designed for this... WELL THATS MY TIME FOLKS DONT FORGET TO TIP YOUR WAITRESS
Morferous Posted January 3, 2017 Posted January 3, 2017 With apologies i'm an idiot. i mean seriously. is there any guide avilible to help me use CBBE effectively? I will raid LL forums to see if there is an up to date BodySlide guide. If not, then it looks like it has to be made. If you are using Mod Organizer, then try this one in the mean time. Ignore MO stuff, if you are using NMM. http://steamcommunity.com/app/72850/discussions/0/359543542243784721/ Edit: I forgot that post was just updated and official BodySlide wiki link was added there. That might be helpful. https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki
smanli05 Posted January 4, 2017 Posted January 4, 2017 Help me, I got CTD when started "Be a good girl" quest (being Leah's/Leon's slave).
fizzybutt Posted January 4, 2017 Posted January 4, 2017 I had a funny thing happen. I got defeated by a couple of sabrecats, one of them enslaved me through SD+. Well, I'm cuddled up in the snow with the fuzzy guy on the first night and Jack comes along and belts me! Now how he got around the big furball without getting turned into a kebab sure beats the hell out of me, but maybe it would be nice for Jack to not trigger during enslavement?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now