Zaflis Posted August 19, 2018 Posted August 19, 2018 2 small bugs i've come across: - Bound girls don't reset. 1) If you free them, they just stay naked in the streets of Whiterun. Still there weeks later. 2) If you attempt to free them but don't have key right then, you'll never be able to talk to them again. And so they'll be stuck forever. You cannot even kill them as they're essential. I did change the number of bound girls during playthrough though, first it was 5, then 0. - I've set chance to be tied up during solicitation up a little. But when they put armbinder on me and afterwards they tell they will release me, they remove all the restraints but the armbinder. This has happened several times, armbinder is never removed. But it's not a high security one and with my settings it's not a huge hassle to get out of.
junky1234 Posted August 19, 2018 Posted August 19, 2018 I have a problem where after reading the letter about the cursed collar, no quest activates. It used to work in older version. Is this normal?
Slagblah Posted August 19, 2018 Posted August 19, 2018 1 hour ago, Zaflis said: - Bound girls don't reset. 1) If you free them, they just stay naked in the streets of Whiterun. Still there weeks later. 2) If you attempt to free them but don't have key right then, you'll never be able to talk to them again. And so they'll be stuck forever. You cannot even kill them as they're essential. I did change the number of bound girls during playthrough though, first it was 5, then 0. There is a Console-based workaround for this issue, which I think is fairly effective. The Bound Girls dialog is controlled by the girl having a particular token in her inventory, specifically a Gold Piece. So if you target the girl in Console and type, "removeitem F 1", then you'll be able to talk to her again and will get the "What happened to you..." dialog tree. After you go through that again, they should be re-queued for removal. In my experience, the failure to remove BG issue is intermittent, so re-queueing is usually effective at making them go away the second time around.
El_Duderino Posted August 19, 2018 Posted August 19, 2018 11 hours ago, Lupine00 said: As I've never seen this mechanic work correctly, even in games with "nothing" bug DCL in, I'm interested to see if anyone has. Do the bound NPCs sometimes follow? Do enemies kill them? Can you really get one to the slaver in Whiterun and sell them without the townspeople murdering them first? I don't quite remember the exact circumstances of the surrendered NPC following. As I've mentioned earlier, I usually use the kill or rob options in the dialog (which works fine for me). I am not sure at all if the few times that I put the enemy in chains involved cell changes or not and if I even made it Whiterun before running into trouble again (*cough* populated Skyrim mods).
Lupine00 Posted August 19, 2018 Posted August 19, 2018 1 hour ago, El_Duderino said: I don't quite remember the exact circumstances of the surrendered NPC following. As I've mentioned earlier, I usually use the kill or rob options in the dialog (which works fine for me). I am not sure at all if the few times that I put the enemy in chains involved cell changes or not and if I even made it Whiterun before running into trouble again (*cough* populated Skyrim mods). On the occasions I can talk to them, kill or let go and take stuff both work ok. Binding works ok unless I want them to follow. Not sure what binding amounts to if you don't ask them to follow though...
S4WDU5T Posted August 19, 2018 Posted August 19, 2018 12 hours ago, Lupine00 said: As I've never seen this mechanic work correctly, even in games with "nothing" bug DCL in, I'm interested to see if anyone has. Do the bound NPCs sometimes follow? Do enemies kill them? Can you really get one to the slaver in Whiterun and sell them without the townspeople murdering them first? I've had the surrender function work sporadically in earlier versions1, either by luck or random chance even got a few to the Slaver in Whiterun without too much issue. A follower would always kill the surrendered NPC before you could activate the [Surrender] dialog tree with them (no follower frameworks installed), when alone I'd always choose "Bind them in full set of restraints" in that tree, but still saw about a 50-50 chance they would follow when told, otherwise they would just turn around and sandbox in place. Often they would be fully bound and following but suddenly go aggro on a nearby fox or rabbit and give chase, wildly kicking at the beast because armbinder but would resume following once it was dead. Early on the Whiterun Guards and/or the stablehands and horses outside the city would murder my captive before I could even get to the gate, I believe that issue was fixed but there were still randoms that could run up and kill them, mostly Thalmor patrols, and still saw times that the outside Guards would ignore the Bandit, but once thru the gate the City boys triggered immediately (factions not applied after cell change?). Usually my best chance for a successful sell-off would be a fast travel to Dragonsreach once the captive started following, timed to arrive in the middle of the night so less crowded and hopefully no Guard nearby, then bolt down the steps to the Slaver and initiate dialog quickly to avoid any sudden City issues. 1"Earlier versions" meaning up to and including 6.3, as since updating to 6.4 I've come to realize the surrenders aren't happening at all. I haven't seen one surrender attempt even after cranking up the chances for it in the MCM, I'd somewhat forgotten they were a thing that could happen until your post jogged my memory and it dawned on me they stopped. ?
Lupine00 Posted August 20, 2018 Posted August 20, 2018 16 hours ago, S4WDU5T said: since updating to 6.4 I've come to realize the surrenders aren't happening at all. They happen for me. Certainly not at the specified percentage, but they happen. Clearly, some mysterious factors are at work here.
Zaflis Posted August 20, 2018 Posted August 20, 2018 You must have "Combat surrender" enabled, it's same toggle for player and enemies. It also means that you can't use Death Alternative or Defeat mods as they conflict. But i don't see the point in enemy surrender, you can't enslave or bind them anyway. It's just for robbing them of their loot, which you can do anyway if you loot corpse. Or i don't know maybe you need other mods for that like Simple Slavery? I don't have it or SD... whatevers so don't know.
Lupine00 Posted August 20, 2018 Posted August 20, 2018 2 hours ago, Zaflis said: you can't enslave or bind them anyway That issue, and how it functions is what this discussion is all about. It works, in certain limited circumstances (the immediate fast travel trick). SD+ and SS have nothing to do with enslaving and selling defeated enemies though. SD+ is a player slavery mod, and SS is a player slavery gateway. Even though there are some pretty huge limitations, I'll still take DCL combat surrender over DAmoyl + SL Defeat.
S4WDU5T Posted August 20, 2018 Posted August 20, 2018 4 hours ago, Zaflis said: You must have "Combat surrender" enabled, it's same toggle for player and enemies. Thank you, this would explain what I thought was a version issue! ? On updating I had turned off what I thought was "my" Surrender option and at the same time cranked up the chances of assumed "enemy" Surrender, nothing suggested they were linked or the same for "me vs them". I changed some settings to try and mesh better with the S_L_U_T_S mod when the option for bound combat was added to that one, having the surrender enabled in this bypassed any chance of combat in that, she'd just immediately give up and allow a rape/theft of her goods, even though she's wearing pony boots with solid hooves on them and is free enough to kick at an attacker, or if all else fails, run awayyyyyy! If they want a piece of the Dragonborn, by Asura they're gonna have to work for it! ? 4 hours ago, Zaflis said: But i don't see the point in enemy surrender, you can't enslave or bind them anyway. After they put away their weapon and put up their hands in surrender, talking to them should have a [Surrender] dialog tree with the option to rob, rape or bind them in restraints, once you bind them talking to them again should have options to rape or make them follow you, with the intent of taking them to the Slaver in the Whiterun market to sell your new "prize" to. This is where events seem to go sour on a somewhat random basis, even if their follow package kicks in (it doesn't do so consistently) actually getting them into the city alive to sell off is a matter of blind luck or timing tricks with fast travel, there doesn't seem to be any guaranteed success path to follow. ? Out of probably two dozen or more surrendered NPC's in the past, I've managed to successfully sell only two. Both times the Slaver paid not with gold but with 3-4 random DD keys and an enchanted weapon, which could be a highly desirable payday depending on how deviously your Skyrim is built, those keys can be scarce! ?
Zaflis Posted August 21, 2018 Posted August 21, 2018 6 hours ago, S4WDU5T said: After they put away their weapon and put up their hands in surrender, talking to them should have a [Surrender] dialog tree with the option to rob, rape or bind them in restraints, once you bind them talking to them again should have options to rape or make them follow you, with the intent of taking them to the Slaver in the Whiterun market to sell your new "prize" to. This is where events seem to go sour on a somewhat random basis, even if their follow package kicks in (it doesn't do so consistently) actually getting them into the city alive to sell off is a matter of blind luck or timing tricks with fast travel, there doesn't seem to be any guaranteed success path to follow. ? That's the thing, i do reliably get [Surrender] dialog (before i intentionally set the enemy surrender chance to 0%), but i didn't have those "rape" and "bind" options at all. Now that i think about it, i was still in combat with others though... Do i need to finish the fight and he/she will still be waiting hands up? When i did like that they all paused the fight, i think.
unmog Posted August 21, 2018 Posted August 21, 2018 I know its not specifically related to cursed loot, but I had a question about the inflatable plugs. It says you have to wait for pressure to release so I've tried waiting in game hours at a time, and going to sleep, but that apparently doesnt work at all. I've also tried just doing a dungeon and checking later but it's only achieved with them getting bigger than when I started. Apparently theyre no joke when both are full to almost bursting, even though it says at that point it only causes pain and discomfort. Am I supposed to just idle in a corner away from everyone so they cant keep squeezing them and leave my computer running or something? Id like some specifics if anyone knows since I dont want to have to cheat out of them. But Id think going to sleep or using the wait function should work. Edit Yup... nevermind. I did some experimentation by cranking up the in game time to 60 and just sitting in a corner, apparently it takes 5 hours in game time to deflate by one level, so it can litterally take all day. But it doesnt deflate by using the wait or sleep function so you have to wait or sleep 4 hours, then let time pass by the last hour for them to actually deflate it seems else it skips the moment and forgets~ I guess~ What made it impossible for me is I slowed down time some in my game so I would trigger the bump or someone would squeeze them when I would go to sell things which made it so they never deflated, something kept causing them to inflate which would reset the 5 hour deflate time. Seems pretty extreme of a wait time to deflate, especially considering I could just take a knife to the hose or pump and it would immediately deflate.
Reesewow Posted August 21, 2018 Posted August 21, 2018 1 hour ago, unmog said: What made it impossible for me is I slowed down time some in my game so I would trigger the bump or someone would squeeze them when I would go to sell things which made it so they never deflated, something kept causing them to inflate which would reset the 5 hour deflate time. Seems pretty extreme of a wait time to deflate, especially considering I could just take a knife to the hose or pump and it would immediately deflate. Yea, they are probably balanced around default timescales - and they can be pretty hardcore even then if you are unlucky or foolishly inflate them to max yourself. I *think* the plug bump event might be in the DD events list however, so you may be able to reduce its chances of happening in your game.
unmog Posted August 21, 2018 Posted August 21, 2018 31 minutes ago, Reesewow said: Yea, they are probably balanced around default timescales - and they can be pretty hardcore even then if you are unlucky or foolishly inflate them to max yourself. I *think* the plug bump event might be in the DD events list however, so you may be able to reduce its chances of happening in your game. Yea, I found that and reduced it to 0, though my default time is much lower than normal so I never was able to make it to that 5 hour in game time to actually reduce it. Wish there was an option to adjust it, say to one hour. But hey, now I know and I was able to get out of it. Still, sleeping or using the wait function -should- have worked just as well.
Lupine00 Posted August 21, 2018 Posted August 21, 2018 16 hours ago, S4WDU5T said: On updating I had turned off what I thought was "my" Surrender option and at the same time cranked up the chances of assumed "enemy" Surrender, nothing suggested they were linked or the same for "me vs them". It's true there is no particular reason that combat surrender for the player, and for enemies should be bound together. Seems that they ... just are. There are so many things to wish for in terms of combat surrender tweaks, it's hard to consider this a biggie. Outcomes that make more sense more often, more control over outcomes, and more dependable recognition of defeats would probably be higher on my list. I find combat surrender very useful, but you get oddities Such as being repeatedly health recharged because your follower is still up; you can treat this as an "honor scheme" if you like, and manually surrender if you like. Or let the follower(s) try to win by themselves. So it's doesn't do much harm. Or when you get defeated outdoors, there's now really limited outcomes (I believe that theft was disabled outdoors because temporary spawns could end up holding your gear and de-pop immediately). I would be OK with a hardcore theft mode where your stuff is either "just gone", or sent to a "known" chest in some nasty, bandit filled location that respawns on a frequent basis. It was just silly when your gear got put on a frost atronarch or something. There could be more "context" to it, such as bandit defeats being much more likely to end in enslavement, while animal defeats more likely to end in port-to-inn. Though I'd be the first to admit it's not always trivial to determine what kind of group defeated the player - but if it threw out a cloak on hostiles and had a bit of a guess based on the races round about, it would be better than nothing maybe. Just possibilities... 4 hours ago, Reesewow said: Yea, they are probably balanced around default timescales - and they can be pretty hardcore even then if you are unlucky or foolishly inflate them to max yourself. I *think* the plug bump event might be in the DD events list however, so you may be able to reduce its chances of happening in your game. I found that on default settings, and default timescale, you simply cannot get inflatable plugs out... No way. No how. Unless you were lucky and they weren't pumped at all on insertion. This is unlikely unless you put them in yourself. Usually, the only way you can get them out is to hide out somewhere you can't get "bumped". It can take several days, and you can bump them yourself too if you're unlucky. Best to do nothing but sleep until they deflate. At first I thought they were typical Kimy, and only count down based on REAL hours, but I don't believe they do. The logical alternative to this, is to turn the event chance down. Fortunately, it is an event you can control.
Reesewow Posted August 21, 2018 Posted August 21, 2018 8 hours ago, unmog said: Still, sleeping or using the wait function -should- have worked just as well. I *think* sleeping/waiting does work, but you need to wait for a DD event to trigger after each sleep/wait. So basically sleep for a time (no clue how long the deflate timer is off the top of my head) then wait until you see the message that they have deflated a bit and repeat. Obviously just the cheaty tactic to get it out immediately, the hope is that you can find event chance values that will allow you to have the plug eventually fully deflate naturally despite the occasional bump/sneaky NPC.
Jaxaxus Posted August 21, 2018 Posted August 21, 2018 Hey Kimy I have a question only sort of related to DCL and two suggestions for DCL. The first is that I´m trying to learn skyrim moddig and would be interseted in making some devious mods once I get the basics. I´m not a great artist or moddeler though so I´ll keep it to coding as much as possible. Are you able to tell me some good recources to get into modding. I´m generally able to figure stuf out when I get the basics so thats mainly what I´m looking for. (I already browsed through the devious devices github for a bit.) My first suggestion I would assume is named something like devious stages which make a device able to have different stages. I.E An armbinder to pulls tighter resulting in less chance of escape and greater debuffs. Or a plug vibrating at a slower or faster rate epending on its stage. Now the concept stages is not a complete concept but something like this would be amazing I think. This is mainly used for immersive purposes as now being equipped with a devious device can be even more exciting and extended. It also may act as an setup for the other suggestion I have which would probably be even more extensive. The second suggestion is Linking devious devices. With this I mean a framework that gives devious devices inputs (What happens when it is triggered by another device I.E The plugs start slowly vibrating.) and outputs (When another device is triggered, which device and which input of given device. I.E when my blindfold is removed.) And example usage of this could be: you have been equipped with a full set of devious devices and decide to struggle in your armbinder: Succes! your armbinder is lose but now your plugs start vibrating and you leg iron chains become smaller hindering your step. The biggest inspiration for this i took from a little online adventure game: http://aelie.altervista.org/escape/?g=aelie02 I think that this second suggestion would greatly benefit the ablity for people to create little quests and the like with devious devices. Particularly something like the game would be cool to me. Anyway I think you're a great modder and hope you keep delivering us exciting new devious adventures. And i do not think that all the fuss right now is warranted. -Jaxaxus P.S Is it possible to change a dress when equipped with chastity so it pulls back or for pants to go over the worn plugs in the creation kit? It may not be but it would be an extra bit of immersion if possible. Not a biggie tho!
Lupine00 Posted August 23, 2018 Posted August 23, 2018 Replacing the individual device scripts on DD items isn't that complicated. The per-device scripts are fairly simple and leverage stuff in the DD libraries. The existing scripts are written to work with keywords and be fairly generic by type, but there's nothing to stop you making specific scripts for your own items using the existing ones as templates. It would be possible to code up stages and inputs/outputs using named variables on StorageUtil, and interact with them in a completely dependency free way. If you wanted to make a quest, you could do that for your quest specific items. This is something for the DD forum though, I think - not so much DCL specific.
Jaxaxus Posted August 23, 2018 Posted August 23, 2018 4 hours ago, Lupine00 said: Replacing the individual device scripts on DD items isn't that complicated. The per-device scripts are fairly simple and leverage stuff in the DD libraries. The existing scripts are written to work with keywords and be fairly generic by type, but there's nothing to stop you making specific scripts for your own items using the existing ones as templates. It would be possible to code up stages and inputs/outputs using named variables on StorageUtil, and interact with them in a completely dependency free way. If you wanted to make a quest, you could do that for your quest specific items. This is something for the DD forum though, I think - not so much DCL specific. I'll put this over in the DD forum. thanks for your answer anyway!
chevalierx Posted August 23, 2018 Posted August 23, 2018 old one that not use 4.0 D.D if possible upload 6.1 or 6.2 or <6
1339378915 Posted August 25, 2018 Posted August 25, 2018 Got Something wrong recently...... My DCL ver. 6.4 was installed, the items could be found by using AIM, but the MCM doesn't show up as well as the whole mechanism doesn't work properly.
WaxenFigure Posted August 26, 2018 Posted August 26, 2018 3 hours ago, 1339378915 said: Got Something wrong recently...... My DCL ver. 6.4 was installed, the items could be found by using AIM, but the MCM doesn't show up as well as the whole mechanism doesn't work properly. Sorry but "Doesn't work properly" is hardly descriptive for what kind of problem you are having. For faster help you need to describe the problem(s) in as much detail as you can reasonably do so you don't have to do a series of Question and Answer posts. Lack of MCM menu is a damnable bug in the MCM menu code (or in the base game itself) and has nothing to do with this mod or for that matter pretty much any mod that has the problem (there MAY be a mod with an actual broken menu but I don't know of any). The SKYUI people have posted a way to force their code to reload menus which usually solves the problem, a quick web search should turn up the line you need to put into the console to fix it.
MrBig Posted August 26, 2018 Posted August 26, 2018 Kimy I have a small request (possibly small you'd know a lot better than me how easy/hard it is to add) but could you add a 'parting gift' option to the end of Leon's quest similar to the cursed collar quest. As it stands you either get enslaved or simply released and walk away; you go through all the trouble of getting bound tightly just to get released easily. 2
Lupine00 Posted August 26, 2018 Posted August 26, 2018 Perhaps I mentioned this before... NPC "comments" as reactions to bondage: the speaker should behave differently if they are also in bondage themselves. They shouldn't offer keys, or pity, or even add more devices. Instead they should say something appropriate... "Ah, your collar is almost as pretty as mine." "Be thankful, at least you're not in an armbinder. My shoulders are killing me." "If I wasn't in this belt, we could have some fun." "Mmmph!" Right now, it's really odd when an NPC in extreme bondage makes some condescending remark because you have some boots on, and very peculiar when a bound NPC with no ability to "follow through" spouts the "smoking hot" dialog. This could tie into the bondage dialog system. If you speak to an NPC with items on, it could act is if you put them on via the bondage dialog, so you could add more, or remove them? With possible consequences. Also, if you use bondage dialog on somebody, you could be able to ask them for sex, or force them if they're "helpless". As it is, some other mod is required for sex to ever happen in DCL ... except rape. 2
Mr Technician Posted August 26, 2018 Posted August 26, 2018 On 8/18/2018 at 7:22 PM, Lupine00 said: If you have a follower, typically the follower will just kill them anyway, so there's nothing you can do. Not sure how DCL would stop that. True. That depends respectfully for every mod. There are some followers (like Sofia) - which are not using standard vanilla follower slot. And a standard vanilla follower slot - gives you exactly only one follower at all times. For example: i know that Senguine Debouchery Plus - detects Sofia as a follower. Those followers can be or couldn't be detected by a mod. And offcourse if follower is a tanker/damage build and you gave them like godly weapon - it can land a hit on an enemy - before scripts catch up - so your foes will be killed before surrender. Only one remedy to that is to set up acceptable damage treshold before a surrender... For me - it was a high value - like 30% of remaining hit points. Setting up 10% almost everytime ended up in a death than a surrender. For me SexLab was generating constant lag for an execution of any script. This lag was like 8 or 9 seconds before any script execution. But DCUR traps were almost instantly executed, problem with lag happened when picking many flowers opening many containers. Becouse DCUR is calculating staff for a single container opened. I bellieve that fighting many foes - goes the same way for surrendering if you have a godly weapon and goes thruu foes like a knife thruu butter slaying everything in an instant. You will end up in no surrendering foes at all. (killing foes too fast)
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