Qbeez999 Posted December 23, 2014 Posted December 23, 2014 I am doing the cursed collar quest and am at robber's gorge and I can see the option search arcane chest but there is no chest there and so I can't do anything. Do you still have a quest marker on your compass? Might be a silly question, but I remember the quest markers lead right to the chests, so if there isn't one it might have borked. If you're not too far into the quest (and you haven't turned the safeword off), you could always safeword and console yourself a new collar to start over. Its ok now the chest appeared after I loaded my game.
Kimy Posted December 23, 2014 Author Posted December 23, 2014 On a less technical note, what is the design philosophy of your mod regarding Frostfall? Having FF makes the cursed questline close to impossible due to freezing when trying to reach chests in snowy regions (not sure if abusing the "place tent+fireplace -> gather wood -> move a few meters -> repeat" mechanic is the intentional outcome of this marriage of mods). I guess using FF in this context is more of a personal choice, but i would like to hear your position on this one. Maybe one could integrate both in terms of mechanics? Frostfall has been discussed a few times. I always said that I am completely willing to make some changes to the "nudity collars" to make them more Frostfall friendly - under the condition that I will not set any dependency on it under any circumstance. I don't use Frostfall myself, so I have no idea how to achieve this. I am still waiting for a Frostfall expert to nudge me in the right direction.
EnragedRabisu Posted December 23, 2014 Posted December 23, 2014 Is there a limit on when solicitation can occur? I started a new game, walked through Riverwood, met up with the companions, and tried to solicit them. None of them had the dialog for it. I checked my MCM settings and solicitation is set to 'always' available, but I wondered if there was some other limitation (arousal, maybe?).Edit: Cheated myself a slave collar (still had settings set to "always"), still couldn't solicit people. Edit2: Full restart of Skyrim fixed it... I don't even... Fair enough, I guess.
Guest smellbo Posted December 23, 2014 Posted December 23, 2014 I must say Kimy, you provide support to people amazingly quickly, compared to other threads that you often have to wait days to hear anything. Thought I should just mention it
big tim Posted December 23, 2014 Posted December 23, 2014 While wearing the yoke, isn't it a bit ridiculous that your house carl decides to add a bit more fun to your adventure. Not sure if your spouse would do the same but, really, someone would be in big trouble when I get free. I think those should be safe to remove the yoke from you. Not sure if it is possible to exclude a spouse and house carls from the adding more fun list. Happy Holidays
Kimy Posted December 23, 2014 Author Posted December 23, 2014 While wearing the yoke, isn't it a bit ridiculous that your house carl decides to add a bit more fun to your adventure. Not sure if your spouse would do the same but, really, someone would be in big trouble when I get free. I think those should be safe to remove the yoke from you. Not sure if it is possible to exclude a spouse and house carls from the adding more fun list. Happy Holidays Excluding companions from inflicting any negative consequences on you would be mostly trivial (except for some custom followers like Selene Kate or Viija, whose creators for some reason I cannot begin to comprehend didn't tag their characters with the official follower markings). Internally, companions actually do react differently already - they never trigger aggressive/rape sex scenes, they just 'encourage' you to have consensual sex with them! However, doing this would completely trivialize the yoke mechanics. If companions would -always- help you, there is zero reason to talk to anybody else and face the risk of getting abused or locked in more devices, no?
Kimy Posted December 23, 2014 Author Posted December 23, 2014 Are you using any third party mods that could have done that? The standard DDI dialogues do respect the quest item keyword, last time I checked. Maybe via SD+? It also adds remove item dialogues for cuffs and collars iirc. As a follow up on this - it's confirmed that SD+ blacksmith dialogue currently bypasses common checks for quest item tags before unequipping devious devices. As of this time, Cursed Loot's code is not prepared to deal with 3rd party mods removing its quest items!! Do NOT use the SD+ dialogue to unquip Cursed Loot's quest items, such as the Cursed Set or the Slave Set. Doing so will break all sorts of things such as not properly terminating item effects or quests! This issue will be sorted in the near future, one way or the other.
TNT90 Posted December 23, 2014 Posted December 23, 2014 It seems that Quick as You Like also can remove the slave collars when starting the race. For Frostfall, I would either recommend allowing the player to wear cloaks (maybe a keyword exception) or maybe some sort of resist frost effect (I think that helps exposure resistance). Though a exposure resistance effect maybe as a separate patch would work. Let me take a look at some details and get back to you. Alright, so any direct exposure resistance has to be directly coded, as is there are three main ways to provide resistance. A torch will give 10% resistance, food effects give 5-15% resistance, and frost resistance gives resistance as well. Frost resistance is a quantity that is directly added to the resistance provided by clothing though. The formula for point loss is: myPointLoss = ((((((fTempMultiplier * 20) + WetFactor)/(ClothingFactor + FrostFactor)) * AuxFactor) * pSetting_ExposureRate) * fTimeDeltaSec) / 60 where FrostFactor is the frost resistance and the torch and food effect play into the AuxFactor as a 1-(sum of resistances). There does not appear to be any way to add in an additional resistance effect without directly modifying the script. I would recommend adding a moderate frost resistance and perhaps a patch file separate from the main file that can add that 15% food resistance or some such. Give me a list of what spells/items to add the effect to and I could do it. I suppose an alternate method could be to make a heat source recognized by frostfall to the player such that they are always considered by a small fire or some such. Maybe some inner heat added by the collar or whatever jargon.
thingwhatsqueaks Posted December 23, 2014 Posted December 23, 2014 While wearing the yoke, isn't it a bit ridiculous that your house carl decides to add a bit more fun to your adventure. Not sure if your spouse would do the same but, really, someone would be in big trouble when I get free. I think those should be safe to remove the yoke from you. Not sure if it is possible to exclude a spouse and house carls from the adding more fun list. Happy Holidays Excluding companions from inflicting any negative consequences on you would be mostly trivial (except for some custom followers like Selene Kate or Viija, whose creators for some reason I cannot begin to comprehend didn't tag their characters with the official follower markings). Internally, companions actually do react differently already - they never trigger aggressive/rape sex scenes, they just 'encourage' you to have consensual sex with them! However, doing this would completely trivialize the yoke mechanics. If companions would -always- help you, there is zero reason to talk to anybody else and face the risk of getting abused or locked in more devices, no? Wouldn't that really depend on whether or not the companion was with the player when they got yoked or do yokes work differently from armbinders with regards to equipping on companions when the player gets one? I might also, for the sake of simplicity, suggest that the basic yoke stay the same with regards to escape (i.e. help + 1x restraints key) but that the specialized 'yoke key' be dropped for the heavy yoke and instead have that require 2x restraints key + help for removal. In the context of this mod that would solve the issue of excessive yoke key drops (especially when not actually wearing one) AND in the context of devious devices in general it would cut down on what is becoming an increasingly cluttered key system; i.e. I know it adds flavor to the game but imagine how many dumb questions could be avoided if 'For the Masses II' wasn't adding fake keys to the world.
Kimy Posted December 23, 2014 Author Posted December 23, 2014 While wearing the yoke, isn't it a bit ridiculous that your house carl decides to add a bit more fun to your adventure. Not sure if your spouse would do the same but, really, someone would be in big trouble when I get free. I think those should be safe to remove the yoke from you. Not sure if it is possible to exclude a spouse and house carls from the adding more fun list. Happy Holidays Excluding companions from inflicting any negative consequences on you would be mostly trivial (except for some custom followers like Selene Kate or Viija, whose creators for some reason I cannot begin to comprehend didn't tag their characters with the official follower markings). Internally, companions actually do react differently already - they never trigger aggressive/rape sex scenes, they just 'encourage' you to have consensual sex with them! However, doing this would completely trivialize the yoke mechanics. If companions would -always- help you, there is zero reason to talk to anybody else and face the risk of getting abused or locked in more devices, no? Wouldn't that really depend on whether or not the companion was with the player when they got yoked or do yokes work differently from armbinders with regards to equipping on companions when the player gets one? I might also, for the sake of simplicity, suggest that the basic yoke stay the same with regards to escape (i.e. help + 1x restraints key) but that the specialized 'yoke key' be dropped for the heavy yoke and instead have that require 2x restraints key + help for removal. In the context of this mod that would solve the issue of excessive yoke key drops (especially when not actually wearing one) AND in the context of devious devices in general it would cut down on what is becoming an increasingly cluttered key system; i.e. I know it adds flavor to the game but imagine how many dumb questions could be avoided if 'For the Masses II' wasn't adding fake keys to the world. Due to the way I implemented them as an unofficial DD item (mind you that the DD Framework doesn't support them at this time), there is a technical limitation that makes equipping yokes on NPCs impossible for now. I am aware of the need to keep people's inventories sort of clean, which is why I am deleting most custom items and their keys on removal. The yoke is one of the few exceptions. I have no plans to drop the yoke key, but I might change the mechanics of the heavy yoke to something more interesting than just requiring yet another sort of key.
Kimy Posted December 23, 2014 Author Posted December 23, 2014 It seems that Quick as You Like also can remove the slave collars when starting the race. For Frostfall, I would either recommend allowing the player to wear cloaks (maybe a keyword exception) or maybe some sort of resist frost effect (I think that helps exposure resistance). Though a exposure resistance effect maybe as a separate patch would work. Let me take a look at some details and get back to you. Alright, so any direct exposure resistance has to be directly coded, as is there are three main ways to provide resistance. A torch will give 10% resistance, food effects give 5-15% resistance, and frost resistance gives resistance as well. Frost resistance is a quantity that is directly added to the resistance provided by clothing though. The formula for point loss is: myPointLoss = ((((((fTempMultiplier * 20) + WetFactor)/(ClothingFactor + FrostFactor)) * AuxFactor) * pSetting_ExposureRate) * fTimeDeltaSec) / 60 where FrostFactor is the frost resistance and the torch and food effect play into the AuxFactor as a 1-(sum of resistances). There does not appear to be any way to add in an additional resistance effect without directly modifying the script. I would recommend adding a moderate frost resistance and perhaps a patch file separate from the main file that can add that 15% food resistance or some such. Give me a list of what spells/items to add the effect to and I could do it. I suppose an alternate method could be to make a heat source recognized by frostfall to the player such that they are always considered by a small fire or some such. Maybe some inner heat added by the collar or whatever jargon. So, if I understand it right, Frostfall calculates frost resistance values from equipped gear and uses that to calculate exposure? I guess the frost resistance is the way to go then. At least I can add this on my end without setting up a dependency on Frostfall. I don't want to make it too powerful though, otherwise characters might become nigh on immune against frost mages. Would something in the 20-40% range help Frostfall users at all? Alternatively, if a CK-savy Frostfall user wants to make a patch that declares the slave and slut collars heat sources for Frostfall or whatnot, I'd add it to the download section.
kplh Posted December 23, 2014 Posted December 23, 2014 I am also having the Dialog/Script lag mentioned few pages back. Seems to get worse and worse the longer Slave Collar is worn. At first only talking to people lagged, but a while later it starts to delay all scripts - for example after clicking on a DD item it takes few seconds to show the actions dialog. I tried the console command to stop script processing, that solved talking to people issue - that confirms it is script related. Also I tried to reload the save with Cursed Loot disabled. Everything became very very fast.
Slagblah Posted December 23, 2014 Posted December 23, 2014 After updating to the newest version, I now get horrific chat lag (10-60 secs) whenever trying to talk with anyone. After uninstalling, the chat lag disappeared I have rewritten the function in question from scratch and replaced it with a version way less intrusive. I have yet to thoroughly test it, but I expect it to improve that behavior a lot. I have also been experiencing the chat lag problem with 3.2 on a new save. What I have found is that the lag only occurs when ANY devious collar is worn. Put on a collar -> chat lag. Take it off -> no lag. I've tested this with both DCL custom collars as well as standard Devious collars. It's good to hear you've rewritten the function, but hopefully this info will help in the testing. Oh, and on a completely different note, I see that an old bug with the High Security Chastity Bra has resurfaced. The Inventory and Rendered references are reversed in the esp, thus causing the hi sec bra to give the message "This item cannot be removed", instead of the usual manipulation dialog appearing. This was reported in an earlier version and subsequently fixed, but has somehow crept back in.
TNT90 Posted December 23, 2014 Posted December 23, 2014 It's difficult to say how much will be enough while maintaining vulnerability to frost mages. Frostfall takes the frost resistance and divides it by 200 for that above formula. So 30% resistance would add .15 points to the clothing+frost resistance category. For comparison cuirass armors give .75 to 1.75, gloves .05 to .25, helmets, .15 to .5, and boots .05 to .25 (this is with the WEAR system, non-WEAR uses the max for each category). (There is also a 1 added on top of everything I believe to make the math work out.) I did not realize how minor the frost resistance effect was compared to the rest. Is it important the body slot not be taken up? Could make an armor mask of the nude body with the keywords ArmorCuirass or ClothingBody. That should fool the system into thinking clothing is there when it isn't. Alternatively again, you could apply something similar to Sexlab Warmbodies. Just applied when under certain devices and any other relevant conditions. Looks to me that it just warms the player if they are in an animation and exposure decreases (0 - frozen to death, 120 - warm). I don't know how permissions and such go, but it seems to me that the code in that would work with just a few different conditionals.
Kimy Posted December 23, 2014 Author Posted December 23, 2014 Oh dear. I guess frost resistance isn't going to work after all. So it seems the only realistic avenue left is a Frostfall patch (I really don't want to have to deal with "nudesuits" inside Cursed Loot). Warmbodies has set a dependency on Frostfall, so whatever they did, I can't just use the same method in Cursed Loot. Again, if a Frostfall-loving volunteer wants to put together an override patch for Cursed Loot, I'd gladly put it up in the downloads section. If not, I eventually will look into it myself, but given that I have zero experience with Frostfall it might take a while for me to get around to do it, as there are numerous other features on my do-that! stack already.
Kimy Posted December 23, 2014 Author Posted December 23, 2014 I must say Kimy, you provide support to people amazingly quickly, compared to other threads that you often have to wait days to hear anything. Thought I should just mention it Thank you! *blushes*
thingwhatsqueaks Posted December 23, 2014 Posted December 23, 2014 Due to the way I implemented them as an unofficial DD item (mind you that the DD Framework doesn't support them at this time), there is a technical limitation that makes equipping yokes on NPCs impossible for now. I am aware of the need to keep people's inventories sort of clean, which is why I am deleting most custom items and their keys on removal. The yoke is one of the few exceptions. I have no plans to drop the yoke key, but I might change the mechanics of the heavy yoke to something more interesting than just requiring yet another sort of key. Is the follower issue with yokes something that's likely to get implemented and/or supported in the future? I'm actually curious what the technical limitation on implementing this is. I, for one, definitely appreciate the efforts this mod makes towards keeping a tidier inventory. Can't think of anything at the moment but if some creative yoke escape solution comes to mind I'll post it.
TNT90 Posted December 23, 2014 Posted December 23, 2014 I'll take a shot at it, is there a common keyword or something I can use to simply identify all the relevant items or should I just create a form list and check if worn? I know the slave collar and the cursed collar will need it. Is there anything else that this needs to be active on? (I suppose I could be less lazy and look myself...)
Kimy Posted December 23, 2014 Author Posted December 23, 2014 I'll take a shot at it, is there a common keyword or something I can use to simply identify all the relevant items or should I just create a form list and check if worn? I know the slave collar and the cursed collar will need it. Is there anything else that this needs to be active on? (I suppose I could be less lazy and look myself...) Right now the slut collar, slave collar and cursed collars can enforce nudity. I guess a form list is the way to go since other items might be added in the future that require similar treatment that don't necessarily share the same keyword.
TNT90 Posted December 23, 2014 Posted December 23, 2014 Alright, I have a basic quest script written up to apply an increase in exposure points if the player has the items. Though I'm not sure on what kind of additional conditions to apply. Just having it max out exposure if the collar is equipped seems too extreme in one direction to me. But I'm not sure if I should have it prevent freezing to death by incrementing exposure points at a certain value or maybe just slow it down by restoring a percentage of points lost on update. Or maybe one could get devious with it and make it such that it will only keep the player warm if sexlab events were triggered recently or some such. Maybe along the line of the collar will restore the player's exposure to a certain level dependent on some sexlab frequency and days since last event variables. But that's likely more advanced than I can achieve at the moment. Any thoughts?
Koffii Posted December 23, 2014 Posted December 23, 2014 @ Kimy I have a *tiny* request.In the solicitation dialogue can you remove the two lines 'oh is that right' and 'absolutely'?They don't seem to have any purpose, and due to the way fus'ro'doh works, it makes the whole thing take a lot longer than if someone actually said those lines.
AimoHauki Posted December 24, 2014 Posted December 24, 2014 I have also two suggestions. One small, one a bit bigger. The small one concerns about solicitation. I would personally prefer if the fee slider would have increments of 1. I would like to have the fee set to 1 or 2 gold per level. Possibly with a few % *proficiency* bonus based on skill level related to that sex act but in any case 5 gold per level quickly yields pretty hefty hauls. My slut should be cheaper than that The bigger one is related to being a slut and getting a bondage client. It would be cool if once in bondage the customer could have a chance to KEEP you for a while. Possibly also the customer could invite some friends and one option could also be that in tandem with SD+ your customer could sell you. Oh, and when wearing a slut collar it might be funny enough if the 'clients' would give you ONE piece of gold 'for your hard work' or something. I suppose it could also be a piece of food with an appropriate insult Also do not know if it is at all your thing, but some spouse related interaction would be nice to have in the game.
bahamut2119 Posted December 24, 2014 Posted December 24, 2014 Got a idea for you with your removal dialog altho don't know if its possible i'm not much of a modder i just convert outfits/armors for myself. Sometimes when i try to solicit a smith he/she will just bind me up with the high security restraints yet i can ask him/her to remove em. Any chance of making it so a check is made to see who equipped em ie; say graymane puts the belt on me now I ask him to remove the restraint he should say no for at least a few hours. Money aint a issue to me often my current play though already has 200,0000 gold no cheats or craftable spamming done for that so the 9k i just had to pay to ditch a high security bra was nothing to me.
TNT90 Posted December 24, 2014 Posted December 24, 2014 I made a version for testing (I've only tested minimal functionality at the moment). It should slow exposure loss by 50% by adding half of lost EP back when the player has the cursed, slave, or slut collars on. DCL-FF Patch.zip
xboronx Posted December 24, 2014 Posted December 24, 2014 Has probably already been mentioned, but searching for yoke turns up way too many hits. I got an invisible yoke yesterday, but the cursed loot event also equipped other items on me, one was a normal collar. Might the collar prevent the yoke getting equipped correctly? The position was correct with the hands held up as they should when yoked, but only a collar was visible.
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