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21 hours ago, Reesewow said:

I was referring to DCUL's spontaneous attacks specifically - I personally also use Defeat for combat-related attacks (no DAymoyl - I've almost never had issues with Defeat stand-alone with the settings I use, but DA was always more trouble than it was worth in my load orders).

 

People have asked for rape resist in DCL before, and Kimy has shot it down - she hates the key-mashing game in SL Defeat, and cannot think of an alternative.

 

SL Adventures has a "run away to escape rape" game, but it only works sensibly on odd occasions, and the rest of the time the rapist is already on top of you when the chase starts, or you're running along in the wild and you never even see them. I generally find that SLA adds less than expected over DCL, and doesn't bring bang-for-buck in terms of how it sits in my load order.


Personally, I'd be fine if resist were simply an all or nothing, based on stats with a bit of randomness... Like the hogtie game, but with only one phase.

 

For example, if you hit the "resist" key, you make a resist attempt based on your stats vs theirs, and if you get lucky, the animation is stopped and they go into "run away" mode or something.

 

If it doesn't work, you get a failure message box, the rape continues, and then you and suffer a penalty for trying to resist - an extra rape, add devices, or something?

 

Resist doesn't have to mean key mashing. 

 

I can also imagine a variation of the full hogtie game about resisting rape. "You struggle and manage to pull your left wrist from your attacker's grip," and all that sort of thing, played in message box menus.

 

But it's probably not likely to happen, and probably not that much interest in having it anyway.

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How do you complete the dollmaker's "tie 5 people" quest? I have tried combat surrender option but i can't tie my victims, it doesn't appear as an option. And if i use [Restraints] dialog and the other gets tied up with me, it doesn't count. So do i have to do something like buy the spell? I had bought 5 gags and 5 armbinders before so that can't be reason for no dialogs.

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3 hours ago, Zaflis said:

How do you complete the dollmaker's "tie 5 people" quest? I have tried combat surrender option but i can't tie my victims, it doesn't appear as an option. And if i use [Restraints] dialog and the other gets tied up with me, it doesn't count. So do i have to do something like buy the spell? I had bought 5 gags and 5 armbinders before so that can't be reason for no dialogs.

It is through the [Restraints] dialog, but only the random variant of that where you tie them up counts. The Tie Player and Tie Both variants do not count.

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1 hour ago, TheFallen018 said:

Hey, has anyone else been experiencing CTD when entering some cities, such as Whiterun? I find that it always CTDs when I try to go into Whiterun, but as soon as I disable this plugin, it's fine. Any clues?

Possibly out of mememory. Try with enb disabled if you use it

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4 hours ago, TheFallen018 said:

Hey, has anyone else been experiencing CTD when entering some cities, such as Whiterun? I find that it always CTDs when I try to go into Whiterun, but as soon as I disable this plugin, it's fine. Any clues?

Likely a bound girl walking there with restraints that you can't render. I had this sort of issue with other mod and ended up reinstalling latest HDT extension. You need it for all the chain harnesses and shackles to show properly. You can set bound girls to 0 but then you may crash eventually anyway if you get those restraints on yourself.

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Interesting behaviour with surrendering NPCs...

 

Historically, there was nothing you could do with a surrendered NPC. You couldn't start any dialog with them.

This seemed to get fixed in the current version, so now ... sometimes ... you can talk to them.

 

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.

 

However, if you're on your own, and you chat to a surrendered NPC (and sometimes you still can't seem to talk, but sometimes you can) you can bind them and make them follow you.

 

However, they do not follow. They just stay where they are.

 

You can walk off and leave them, they won't follow. You can change cell multiple times, and never see them again. It seems like they are lost, but...

 

Then, you change cells into a shop interior, and they materialize. Despite being previously bound, they are now unbound, and hostile to all and sundry. Usually there is a fight with a shop keeper.

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For some reason DCL crashes my game in the loading screen and even on a new game. Only conflicting files are DDx, KS Hairdos and a couple of mods overriding shinycontrast_e.dds.

 

Will do some testing to hopefully fix that on my own, but I´m very glad if someone can help me on this one.

modlist.txt

Papyrus.0.log

 

#Edit 1 found some errors in papyrus log:

 

Spoiler

    Line 58: [08/18/2018 - 08:43:57PM] Error: Failed to find variable ::zad_GagPreEquipMsg_var used in dcur_slaveGagScript.OnEquippedFilter()
    Line 116: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_lockedglovesquestscript attached to dcur_RubberGlovesQuest (BE04E128) cannot be initialized because the value is the incorrect type
    Line 116: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_lockedglovesquestscript attached to dcur_RubberGlovesQuest (BE04E128) cannot be initialized because the value is the incorrect type
    Line 125: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_shacklesquestscript attached to dcur_shacklesQuest (BE025F88) cannot be initialized because the value is the incorrect type
    Line 125: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_shacklesquestscript attached to dcur_shacklesQuest (BE025F88) cannot be initialized because the value is the incorrect type
    Line 387: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_lb_lockedglovesquestscript attached to dcur_lockedRubberGlovesQuest (BE044463) cannot be initialized because the value is the incorrect type
    Line 387: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_lb_lockedglovesquestscript attached to dcur_lockedRubberGlovesQuest (BE044463) cannot be initialized because the value is the incorrect type
    Line 390: [08/18/2018 - 08:44:08PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E7) is not the right type
    Line 390: [08/18/2018 - 08:44:08PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E7) is not the right type
    Line 391: [08/18/2018 - 08:44:08PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E8) is not the right type
    Line 391: [08/18/2018 - 08:44:08PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E8) is not the right type
    Line 392: [08/18/2018 - 08:44:08PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E9) is not the right type
    Line 392: [08/18/2018 - 08:44:08PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E9) is not the right type
    Line 432: [08/18/2018 - 08:44:08PM] Warning: Property lockedglovesscript on script dcur_mastercontrollerscript attached to dcur_mastercontroller (BE025A23) cannot be initialized because the script no longer contains that property
    Line 432: [08/18/2018 - 08:44:08PM] Warning: Property lockedglovesscript on script dcur_mastercontrollerscript attached to dcur_mastercontroller (BE025A23) cannot be initialized because the script no longer contains that property
    Line 504: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_lockedglovesquestscript attached to dcur_RubberGlovesQuest (BE04E128) cannot be initialized because the value is the incorrect type
    Line 504: [08/18/2018 - 08:44:08PM] Error: Property struggleIdles on script dcur_lockedglovesquestscript attached to dcur_RubberGlovesQuest (BE04E128) cannot be initialized because the value is the incorrect type
    Line 517: [08/18/2018 - 08:44:09PM] Error: Property struggleIdles on script dcur_shacklesquestscript attached to dcur_shacklesQuest (BE025F88) cannot be initialized because the value is the incorrect type
    Line 517: [08/18/2018 - 08:44:09PM] Error: Property struggleIdles on script dcur_shacklesquestscript attached to dcur_shacklesQuest (BE025F88) cannot be initialized because the value is the incorrect type
    Line 526: [08/18/2018 - 08:44:09PM] Error: Property struggleIdles on script dcur_lb_lockedglovesquestscript attached to dcur_lockedRubberGlovesQuest (BE044463) cannot be initialized because the value is the incorrect type
    Line 526: [08/18/2018 - 08:44:09PM] Error: Property struggleIdles on script dcur_lb_lockedglovesquestscript attached to dcur_lockedRubberGlovesQuest (BE044463) cannot be initialized because the value is the incorrect type
    Line 752: [08/18/2018 - 08:44:09PM] Warning: Property lockedglovesscript on script dcur_mastercontrollerscript attached to dcur_mastercontroller (BE025A23) cannot be initialized because the script no longer contains that property
    Line 752: [08/18/2018 - 08:44:09PM] Warning: Property lockedglovesscript on script dcur_mastercontrollerscript attached to dcur_mastercontroller (BE025A23) cannot be initialized because the script no longer contains that property
    Line 815: [08/18/2018 - 08:44:09PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E7) is not the right type
    Line 815: [08/18/2018 - 08:44:09PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E7) is not the right type
    Line 816: [08/18/2018 - 08:44:09PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E8) is not the right type
    Line 816: [08/18/2018 - 08:44:09PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E8) is not the right type
    Line 817: [08/18/2018 - 08:44:09PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E9) is not the right type
    Line 817: [08/18/2018 - 08:44:09PM] Error: Element of property struggleIdles on script dcur_lbquestscript attached to dcur_lbquest (BE04039A) cannot be bound because <NULL form> (0F0444E9) is not the right type

 

 

#Edit 2 found these Errors in other posts so theyre not the problem. I'm guessing its a load order problem, will try to sort that out.

 

#Edit 3 nothing so far, tes5edit spat some more errors out:

Spoiler

[00:00] Checking for Errors in [73] Deviously Cursed Loot.esp
[00:00] dcur_effShackles "Armbinder Script" [MGEF:73026A56]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [060284F5] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [060284EB] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [060284EC] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [060284ED] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [060284EE] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [060284EF] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [060284F0] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [060284F1] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [060284F2] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [060284F3] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [060284F4] < Error: Could not be resolved >
[00:00] dcur_efflockedGloves "Locked Gloves Script" [MGEF:730449C6]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [060284F5] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [060284EB] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [060284EC] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [060284ED] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [060284EE] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [060284EF] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [060284F0] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [060284F1] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [060284F2] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [060284F3] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [060284F4] < Error: Could not be resolved >
[00:00] dcur_efflockedRubberGloves "Locked Gloves Script" [MGEF:7304E129]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [060284F5] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [060284EB] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [060284EC] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [060284ED] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [060284EE] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [060284EF] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [060284F0] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [060284F1] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [060284F2] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [060284F3] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [060284F4] < Error: Could not be resolved >
[00:01] dcur_shacklesQuest "Shackles Quest" [QUST:73025F88]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [06032CBE] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [06032CBF] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [06032CC0] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [06032CC1] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [06032CC2] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [06032CC3] < Error: Could not be resolved >
[00:01] dcur_lbquest "A Damsel in Distress" [QUST:7304039A]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [060444E7] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [060444E8] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [060444E9] < Error: Could not be resolved >
[00:01] dcur_lockedRubberGlovesQuest [QUST:73044463]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [06032CBE] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [06032CBF] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [06032CC0] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [06032CC1] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [06032CC2] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [06032CC3] < Error: Could not be resolved >
[00:01] dcur_RubberGlovesQuest [QUST:7304E128]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [06032CBE] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [06032CBF] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [06032CC0] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [06032CC1] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [06032CC2] < Error: Could not be resolved >
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [06032CC3] < Error: Could not be resolved >

 

#Edit 4 Found the error ! It wasn't actually DCL but the number of animations or better the combination of both.

I was able to run skyrim with ~12k animations without DCL and a max of 6k with DCL.

Link to comment
41 minutes ago, 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.


However,

Spoiler

if you're on your own, and you chat to a surrendered NPC (and sometimes you still can't seem to talk, but sometimes you can) you can bind them and make them follow you.

 

However, they do not follow. They just stay where they are.

 

You can walk off and leave them, they won't follow. You can change cell multiple times, and never see them again. It seems like they are lost, but...

 

Then, you change cells into a shop interior, and they materialize. Despite being previously bound, they are now unbound, and hostile to all and sundry. Usually there is a fight with a shop keeper.

 

Are you using a Follower Overhaul mod like AFT or similar? Or another mod that alters NPC combat outcomes?

 

I'm always using EFF in my game and only very rarely see behaviour like you described. When an NPC surrenders, the follower usually stops attacking them. Though I have seen rare cases where, probably due to script lag, the follower remained hostile (or got hostile again, or the surrendered NPC never got their factions/packaged set, or whatever... who knows). I generally just kill surrendered NPCs anyway, but the few times where I dragged them along to Whiterun all worked fine, too.

 

My guess is that something in your game (other mod? game issue?) is interfering in DCL handling the surrendered NPCs correctly.

Link to comment
8 hours ago, El_Duderino said:

I'm always using EFF in my game and only very rarely see behaviour like you described.

I'm using EFF.

 

8 hours ago, El_Duderino said:

My guess is that something in your game (other mod? game issue?) is interfering in DCL handling the surrendered NPCs correctly.

Possibly it's related to Wenches. However, the problem NPCs were not necessarily summoned wenches, or else I would have begun with "if the NPC is a summoned wench".

 

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?

 

* nothing in the sense of NPC or AI changes; there would still be weather, textures, models, armors, etc.

Link to comment
2 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?

 

* nothing in the sense of NPC or AI changes; there would still be weather, textures, models, armors, etc.

The only way I've ever been able to get them to follow is by using a 3rd party mod like PuppetMaster to take control of them. Of course that also suppresses hostility, so I can't say if your problem with that normally occurs. But by doing that, I can get them to the slaver in Whiterun and then selling them works just fine. I don't use any of the other follower enhancement mods.

 

Also, I've never had any problems actually talking to the surrendered NPCs, they just don't do anything beyond that.

Link to comment
1 hour ago, Slagblah said:

The only way I've ever been able to get them to follow is by using a 3rd party mod like PuppetMaster to take control of them. Of course that also suppresses hostility, so I can't say if your problem with that normally occurs. But by doing that, I can get them to the slaver in Whiterun and then selling them works just fine. I don't use any of the other follower enhancement mods.

I recall Kimy saying she'd fixed a faction bug that related to this.

 

I'm just guessing, but it's still only partially fixed, because the factions aren't reapplied on cell change (and that's probably the way around the issue).

 

These NPCs are non-unique, and in the case where you walk off and leave them, the one that finally shows up is clearly not the one you left behind, but a "similar" replacement that the game thinks is appropriate.

 

This replacement version has not had its factions fixed, so combat ensues.

 

 

In the case of Wenches, it may be that some "wench" behaviour is tainting other female NPCs, such as bandits.

e.g. The bandit I had that looked like a vanilla bandit was really a wench.

 

Another culprit might be Immersive Creatures, though the mechanic would probably be the same.

 

 

On the topic of followers murdering surrendering NPCs - I suspect there is a fix possible - and if you could talk to the NPC, initiating the dialog could "calm" the followers. Currently though, you can't talk to them when combat is ongoing ... but there must be some way to (at least) push those actors down the followers' priority list, so followers don't come and beat on helpless surrendered NPCs, while some other NPC is fireballing you. Interesting.

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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.

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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.

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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).

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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...

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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. ?

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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.

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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.

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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! ?

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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.

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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.

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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.

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