Lordmasonworth Posted May 18, 2018 Posted May 18, 2018 Hey, sorry to bother anyone, but where is the combat surrender option in the MCM located at? Thanks in advance!
Laura Posted May 18, 2018 Posted May 18, 2018 9 minutes ago, Lordmasonworth said: Hey, sorry to bother anyone, but where is the combat surrender option in the MCM located at? Thanks in advance! I'm not 100% sure. But I think it is in the Consequences section.
Kimy Posted May 18, 2018 Author Posted May 18, 2018 8 hours ago, Lozeak said: Maybe, I'm not explaining correctly (I'm not the best at writing) So the way the script works for FindUsefulkeys For Slave Chastity belt --- It'll make Body Restraint key drop (more often) over the other rare key Slave Rubber Suit --- It'll make Body Restraint key drop (more often) over the other rare key Slave Gloves --- It'll make Hand Restraint key drop (more often) over the other rare key Slave Collar --- It'll have no effect So it's inconsistent but if you don't know that you could have setting like this.... Find UseFul keys = On Rare key chance 5% Head Restraint key = 0 Body Restraint key = 0 Legs Restraint key = 0 Hand Restraint key = 0 Which seem to work very well giving the keys I need and stopping me getting rare keys when I don't need em. Until I get some say shock boots on and endless (and slowy) search for a key that will never drop. Also on DiD quest no keys will drop with these setting. Once I worked that out the setting I did ..... Find Useful keys = On Rare key chance 5% Head Restraint key = 1 Body Restraint key = 1 Legs Restraint key = 1 Hand Restraint key = 1 So that if the shock boots do equip you have a chance. Then I had High Security Collar which made only Head Restraint keys drop (basically makes 50 out 51 key head Restraint key) So basically, dcur_DDgenericblockitems formlist determines what Head/Body/Legs/Hand Restraint keys drop but it contains items that don't use them and doesn't contain all item that use these keys (I get that is because the list main purpose isn't the key script) (The rest are in dcur_DDcustomitemlist). I fixed this by making a custom Form list just for the usefulkey script that contains only the items that use those rare keys. That said if it was intended that you only wanted find useful keys only to effect some items that used those keys then no worries, I just didn't understand that from the MCM setting and help text. Gotcha! You're right, I didn't think of the effect it has on keys. I will remedy that! 2
Lupine00 Posted May 18, 2018 Posted May 18, 2018 21 minutes ago, Lordmasonworth said: Hey, sorry to bother anyone, but where is the combat surrender option in the MCM located at? Thanks in advance! Combat Defeat is under Rape sub-menu. Consequences has indecency and misogyny.
Kimy Posted May 18, 2018 Author Posted May 18, 2018 4 hours ago, Lupine00 said: I have the same issue, and every time I start Skyrim, my log clearly says that DCL cannot find the struggle animation, which is odd because I have animations out the wazoo. It's been like this since DD4 manifested. There might be still items in DCL that didn't get fully updated to DD4 mechanics yet. I do a full review of all items while I develop version 7, so this issue should go away. 1
Kimy Posted May 18, 2018 Author Posted May 18, 2018 1 hour ago, Lupine00 said: Perhaps the problem is more subtle, but, the point I'm making here is that the only things that made this key obviously a key were its name and inventory model. The exact situation was where I entered a locked room, either in SHB (again), or the dungeon for the King Olaf's bard quest (would need to check my old post where I observed this issue), and was then subsequently defeated. I went into the dungeon key locked room, then lost a combat, and was then robbed and ported out by combat surrender. When I reached the room again, the door was closed and locked, and I discovered I did not have the key. I was unable to enter the room where the draugr that had defeated me was waiting, because I lacked the key I had previously used to open the door. I used tcl to enter the room and retrieve my stuff from the draugr holding it, and oddly enough he had the dugneon-specific key that I would have needed to get in. As I'm fairly sure I didn't hallucinate, then write down as a bug report, such a convoluted chain of events, the alternative is ... hard to come up with anything remotely plausible really. I inspected the key pretty carefully afterwards. It's possible I even posted it's ID in the original report. I observed it was a very dull item, with no special keywords, and it was possible for me to drop or discard it. As it was critical to the dungeon, my guess is that this was an oversight by the original designer of the dungeon. Are you 100% sure that the key was taken by The Stole my Stuff? Because according to my code, that's impossible: Bool Function isStealable(Form item) If !item return false EndIf ; everything in the whitelist is fine (soul gems, heal potions, gems, some jewelry) If dcur_robbed_whitelist.HasForm(item) return true Endif ; steal armor that's not DD or jewelry If (Item As Armor) && !item.HasKeyword(dclibs.SexLabNoStrip) && !item.HasKeyword(dcumenu.ArmorJewelry) return true EndIf ; steal weapons If (Item As Weapon) return true Endif return false EndFunction
Kimy Posted May 18, 2018 Author Posted May 18, 2018 55 minutes ago, Krazyone said: Idea... bondage chests adventure. Hidden around Skyrim are bondage chests, like Malkavs Treasure Hunt. 20 would be a nice amount. Marked by some type of bondage totem on the edge of roads, marking that there is a hidden box nearby. Contents... - 5 bondage items - A note to wear them and information about a reward chest. - When you put them on, you are given a map location and a chest key. - The chest contains the bondage items unlock key, and a large reward of 1500 gold. - One of twenty keys, to unlock the mega chest in a room. Contains 10,000 gold and some nice items to wear. Maybe also a new companion, trussed up in bondage gear. Treasure hunts with cursed loot, would be a nice way to earn extra money, as well as be a nice distraction. Obviously, you'd have to stop other cursed loot quests from happening. Or you being able to open the box if you are already wearing cursed loot. Just some ideas... That sounds fun! I like it! 2
Kimy Posted May 18, 2018 Author Posted May 18, 2018 6 hours ago, LucentShard said: @Kimy Thank you for the update. Can you make it so that rape events are dependent on Sexlab settings for what to strip and not to strip? The current rape events basically unequip everything including rings, jewelry, tails, ears. By linking it with Sexlab strip settings, we would be able to designate the stripping of torso only. I play my character as a fox girl with fox ears and tail equipped. It is tedious when rape events unequip the tail and ears. It does respect the SL NoStrip keyword. You mean that advanced settings, I take?
Kimy Posted May 18, 2018 Author Posted May 18, 2018 2 hours ago, Lupine00 said: Does this mean that wearing a DD items blocks SS outcomes? Or does it mean that the DD items will be stripped if "ordinary", and an SS outcome is first selected, and if strange items remain, then the outcome "re-rolls" ? It blocks SS entirely and picks another scenario. I pondered checking for worn restraints and wipe them clean if there are no quest devices (that's what I do with SD+ now), but that function is performance critical, so doing it in that place is not really feasible. Removing restraints keyword is VERY CPU expensive.
Kimy Posted May 18, 2018 Author Posted May 18, 2018 1 hour ago, Lupine00 said: It would be nifty if the Rubber Doll Collar feature that detects needs mods and stops you getting hooded could detect Mini Needs. I get the impression that Mini Needs is the SL mod user's best needs mod option now, though I haven't switched to it myself yet, I'm certainly considering it. You know...I have never heard of that mod before. People always seem to assume that mod creators are aware of every single mod ever created. Ummm...nope! At least not this one. Haha! But it's quite easy to add it, and I will do so! PS: I can't believe that I somehow missed that mod despite our own CPU wrote it.... oO It sounds nice! I might try it out!
WaxenFigure Posted May 18, 2018 Posted May 18, 2018 7 hours ago, LucentShard said: @Kimy Thank you for the update. Can you make it so that rape events are dependent on Sexlab settings for what to strip and not to strip? The current rape events basically unequip everything including rings, jewelry, tails, ears. By linking it with Sexlab strip settings, we would be able to designate the stripping of torso only. I play my character as a fox girl with fox ears and tail equipped. It is tedious when rape events unequip the tail and ears. Buggy code in dcur_library.psc: if frm && !frm.HasKeyWord(SexLabNoStrip) a.unequipItem(frm, abSilent = true) endif frm = a.GetWornForm(0x00000020) ; amulet if frm && !frm.HasKeyWord(SexLabNoStrip) a.unequipItem(frm, abSilent = true) endif Should be: if frm && !frm.HasKeyWordString("NoStrip") a.unequipItem(frm, abSilent = true) endif frm = a.GetWornForm(0x00000020) ; amulet if frm && !frm.HasKeyWordString("NoStrip") a.unequipItem(frm, abSilent = true) endif The current code honors the SexlabNoStrip keyword if the mod containing the item added the SexlabNoStrip keyword to the item either by adding the Sexlab Framework as a master or by adding it to items by using a script that detects the presence of Sexlab. Both are clumsy and unreasonable for a maker of items that aren't necessarily meant for sex mods. The corrected code uses the same method that the Sexlab Framework itself uses which looks at the TEXT of the keyword and honors any keyword in any mod that simply has the text "nostrip" within it. That allows you to simply add an internal keyword to a mod with "nostrip" as it's text and then add that keyword to the items that should never be stripped and that keyword will be honored (by the Sexlab Framework at least).
Kimy Posted May 18, 2018 Author Posted May 18, 2018 Good suggestion! Will change the code accordingly! 2
WaxenFigure Posted May 18, 2018 Posted May 18, 2018 4 minutes ago, Kimy said: Good suggestion! Will change the code accordingly! Figured you would, you're always good that way. 1
Reesewow Posted May 18, 2018 Posted May 18, 2018 2 hours ago, Kimy said: It blocks SS entirely and picks another scenario. I pondered checking for worn restraints and wipe them clean if there are no quest devices (that's what I do with SD+ now), but that function is performance critical, so doing it in that place is not really feasible. Removing restraints keyword is VERY CPU expensive. I rarely trigger SS currently and only use a very small selection of mods when I do, altho hopefully that changes now that SLUTS is being actively worked on and Whiterun Brothel's author is considering adding a SS outcome. The SS outcomes I'd personally use generally have their own built-in detection/removal of generic DD's and may be fairly resilient to a DCUR quest item causing any issues (they mostly do not depend on collars ect). My question would be, would it be reasonable to have DDs blocking SS as an outcome be a toggled behavior? I think I'd appreciate the option to have SS be allowed to trigger at my own risk, especially since I use Devious Followers which has a tendency to keep a few minor DD's on the player (gloves/boots/cuffs ect). How much of an issue SS's lack of DD stripping/quest item detection is may be heavily dependent the sensitivity of the resulting scenario and how willing the player is to do a bit of problem solving (read: cheaty key spawning). Minor issue either way, if the ideal outcome is nobody ever needs to reload a save because they allowed SS events to occur while bound and got sent to SD+ wearing a quest collar, then I think no toggle is the better idea. There are other ways for players to get sent to SS from other mods if they absolutely want to get enslaved a lot. Thanks again for the update!
jigwigigx Posted May 18, 2018 Posted May 18, 2018 8 hours ago, jigwigigx said: It has been annoying me too, to the extent that I have certain events disabled in mcm because of it. This was caused when DDi4 came out and some animations no longer worked. The elbowbinder is another annoyance as it has no bodyslide files and still uses DDarmbindersolo animation that was designed for normal armbinder and which causes horrendous clipping as a result. I like the elbowbinder and I hope they fix that, don't mind so much the left in wilderness broken hogtie animation, it was too annoying to struggle out from so I keep that permanently disabled anyway. I forgot to mention the black ebonite straitjacket dress which is two different shades of black. Why is that even in there?
TajZ Posted May 18, 2018 Posted May 18, 2018 ... download takes me to Mega and wants payment is that normal? Furher even after a wait the alloted time for free download 44mins 37 secs, i still can't download and if I reload and resets the "free" timer. Help?
Kimy Posted May 18, 2018 Author Posted May 18, 2018 The link is on MEGA, yes, but downloading from there is 100% free. Make sure you download to desktop and NOT "sync"
CGi Posted May 18, 2018 Posted May 18, 2018 17 minutes ago, TajZ said: ... download takes me to Mega and wants payment is that normal? Furher even after a wait the alloted time for free download 44mins 37 secs, i still can't download and if I reload and resets the "free" timer. Help? 15 minutes ago, Kimy said: The link is on MEGA, yes, but downloading from there is 100% free. Make sure you download to desktop and NOT "sync" Did you download from MEGA before you tryed downloading DCL? Because Mega only gives you so much GB before you get a wait time.
TajZ Posted May 18, 2018 Posted May 18, 2018 1 hour ago, CGi said: Did you download from MEGA before you tryed downloading DCL? Because Mega only gives you so much GB before you get a wait time. I've MEGA frequently in the past, anyway I was able to download using Archive, just finished installing using NMM - now running LOOT, Wyrebash, Bodyslide, and FNIS. Thanks all.
WaxenFigure Posted May 18, 2018 Posted May 18, 2018 31 minutes ago, TajZ said: I've MEGA frequently in the past, anyway I was able to download using Archive, just finished installing using NMM - now running LOOT, Wyrebash, Bodyslide, and FNIS. Thanks all. Mega used to be the most awesome service in the past but the greed has set in and slowly but surely they are implementing all of the nasty and stupid things that we hate about their competitors.
neosuduno Posted May 19, 2018 Posted May 19, 2018 It seems I that Damsel in Distress is missing. Was it removed till it is fixed? Or is there something new for it coming in the next version?
Kimy Posted May 19, 2018 Author Posted May 19, 2018 Just now, neosuduno said: It seems I that Damsel in Distress is missing. Was it removed till it is fixed? Or is there something new for it coming in the next version? It's broken and I had to temporarily disable it. Ugh, seems I didn't list that in the change log.
Tyrant99 Posted May 19, 2018 Posted May 19, 2018 6 hours ago, Reesewow said: I rarely trigger SS currently and only use a very small selection of mods when I do, altho hopefully that changes now that SLUTS is being actively worked on and Whiterun Brothel's author is considering adding a SS outcome. The SS outcomes I'd personally use generally have their own built-in detection/removal of generic DD's and may be fairly resilient to a DCUR quest item causing any issues (they mostly do not depend on collars ect). I suspect SS was dropped because it seems to use a brute force 'unequipall' rather than walking through DD Zadlibs Remove Device functions. - So Devious Devices don't get properly fully removed before starting other Mod's DD Quests... Could possibly be worked around, but not without some hassle from the receiving DD Mod...
Reesewow Posted May 19, 2018 Posted May 19, 2018 10 minutes ago, Tyrant99 said: I suspect SS was dropped because it seems to use a brute force 'unequipall' rather than walking through DD Zadlibs Remove Device functions. - So Devious Devices don't get properly fully removed before starting other Mod's DD Quests... Could possibly be worked around, but not without some hassle from the receiving DD Mod... Yea, it would be nice if SS would remove generic devices properly and have a failsafe kick-out option for players wearing quest devices, but that obviously is out of DCUL's control. It most certainly isn't the responsibility of the receiving mod to deal with it.
Tyrant99 Posted May 19, 2018 Posted May 19, 2018 1 minute ago, Reesewow said: Yea, it would be nice if SS would remove generic devices properly and have a failsafe kick-out option for players wearing quest devices, but that obviously is out of DCUL's control. It most certainly isn't the responsibility of the receiving mod to deal with it. Yeah, there's really not that much to it, all the functions are in there, Generic Devices, Heavy Bondage, even Quest Devices could all be removed easily with DD functions (But SS probably shouldn't remove Quest Devices and Mods probably shouldn't trigger SS events if Player is wearing Quest Devices). jfraser seems like a good enough scripter to figure it out easily if he wanted to... so not sure why it isn't in there...
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