EnragedRabisu Posted December 25, 2014 Posted December 25, 2014 *SPOILER* *SPOILER* so im wearing the cursed collar and am at the stage where i wear the armbinders. (it went from collar > plugs > belt > bra > harness > arm binders) the quest updated to ''find the hidden cache'' but the arrow is still pointing at where i got the armbinders. the chest is gone and i cant open the invisible chest. it still says ''arcane chest'' when hovering over it. anyone? please Well Ornate chest do respawn eventually but um.. it takes quite some time. Not that I know for sure the item will be there when it comes available again. okay, but i just put the armbinders on at the place i found em. and it wont trigger into the next stage. i looked at the note, put the binders on. and then it went ''find the hidden cache'' but the quest marker wont change to another place.. so what should i do? wait? keep on sleeping for 24 hours ingame? Have you already tried saving and restarting Skyrim? It seems like the quest marker hasn't updated, as it should just point to another location.
AimoHauki Posted December 25, 2014 Posted December 25, 2014 *SPOILER* *SPOILER* so im wearing the cursed collar and am at the stage where i wear the armbinders. (it went from collar > plugs > belt > bra > harness > arm binders) the quest updated to ''find the hidden cache'' but the arrow is still pointing at where i got the armbinders. the chest is gone and i cant open the invisible chest. it still says ''arcane chest'' when hovering over it. anyone? please Well Ornate chest do respawn eventually but um.. it takes quite some time. Not that I know for sure the item will be there when it comes available again. okay, but i just put the armbinders on at the place i found em. and it wont trigger into the next stage. i looked at the note, put the binders on. and then it went ''find the hidden cache'' but the quest marker wont change to another place.. so what should i do? wait? keep on sleeping for 24 hours ingame? I recommend loading from before you touched the chest in the first place. Not sure if the chest even can respawn if you are in the same dungeon and it takes weeks anyway if my memory serves me.
Hy2RoGeN Posted December 25, 2014 Posted December 25, 2014 . . I recommend loading from before you touched the chest in the first place. Not sure if the chest even can respawn if you are in the same dungeon and it takes weeks anyway if my memory serves me. yeah i did that. restarted skyrim as well, didnt work
Kimy Posted December 25, 2014 Author Posted December 25, 2014 *SPOILER* *SPOILER* so im wearing the cursed collar and am at the stage where i wear the armbinders. (it went from collar > plugs > belt > bra > harness > arm binders) the quest updated to ''find the hidden cache'' but the arrow is still pointing at where i got the armbinders. the chest is gone and i cant open the invisible chest. it still says ''arcane chest'' when hovering over it. anyone? please Well Ornate chest do respawn eventually but um.. it takes quite some time. Not that I know for sure the item will be there when it comes available again. okay, but i just put the armbinders on at the place i found em. and it wont trigger into the next stage. i looked at the note, put the binders on. and then it went ''find the hidden cache'' but the quest marker wont change to another place.. so what should i do? wait? keep on sleeping for 24 hours ingame? The armbinder is the last piece you need to put on before the quest should send you to the Deep Dark Dungeon. There is no chest after the armbinder. At this point you should be wearing belt, bra, harness, collar, gag, boots, arm cuffs, leg cuffs and the armbinder.
Kimy Posted December 25, 2014 Author Posted December 25, 2014 No, the non-steel one comes from ZAP. The textures for the ZAP Yoke are custom though and are bundled with Cursed Loot. Make sure you have put them in the correct location (in case you are not using a mod manager, which should have done that automatically).
Slorm Posted December 25, 2014 Posted December 25, 2014 @Kimy Following EnragedRabisu's comments on the issue of comparing the roll to weights, I was having a look through the scripts dcur_onactivatecontainer and had a question. Please bear with me a little as my background is in SQL I know nothing of papyrus syntax. Looking at these sample lines for example if chance < dcumenu.chastitykeyweightdone = trueaddto.AddItem(libs.chastityKey, 1)returnelsechance = chance - dcumenu.chastitykeyweightif chance < 1chance = 1endifendIfif chance < dcumenu.restraintskeyweightdone = trueaddto.AddItem(libs.restraintsKey, 1)returnelsechance = chance - dcumenu.restraintskeyweightif chance < 1chance = 1endifendIf If the weightings are set to the same value for both types of keys (say 50) and chance < 50 it would on the face of it seems that condition 1 (chastity key) would always be true so the second condition (restraint key) would never be tested. The same would apply to the weightings on the events, so I was wondering what in the script prevents that happening
EnragedRabisu Posted December 25, 2014 Posted December 25, 2014 @Kimy Following EnragedRabisu's comments on the issue of comparing the roll to weights, I was having a look through the scripts dcur_onactivatecontainer and had a question. Please bear with me a little as my background is in SQL I know nothing of papyrus syntax. Looking at these sample lines for example if chance < dcumenu.chastitykeyweight done = true addto.AddItem(libs.chastityKey, 1) return else chance = chance - dcumenu.chastitykeyweight if chance < 1 chance = 1 endif endIf if chance < dcumenu.restraintskeyweight done = true addto.AddItem(libs.restraintsKey, 1) return else chance = chance - dcumenu.restraintskeyweight if chance < 1 chance = 1 endif endIf If the weightings are set to the same value for both types of keys (say 50) and chance < 50 it would on the face of it seems that condition 1 (chastity key) would always be true so the second condition (restraint key) would never be tested. The same would apply to the weightings on the events, so I was wondering what in the script prevents that happening Chance is rolled randomly before that code there. function checkforcommonkeys(ObjectReference addto) ; It could be that the libs aren't initialized at this time if dcumenu == None return endif if !dcumenu.enableescapeoptions || (!dcumenu.escape_containersenabled && dcur_origintype == is_container) || (!dcumenu.escape_corpsesenabled && dcur_origintype == is_deadbody) if dcur_debug libs.notify("Common keys cannot drop here.") endif return endif if !(dcumenu.nokeyswithoutrestraints && dclibs.getDDitemcount(libs.playerref) == 0) && Utility.RandomInt(0,100) < dcumenu.keydropchance int chance = 0 int grandtotalweight = dcumenu.chastitykeyweight + dcumenu.restraintskeyweight + dcumenu.piercingkeyweight bool done = false int bailout = 0 while !done chance = Utility.RandomInt(1, grandtotalweight) if chance < dcumenu.chastitykeyweight done = true addto.AddItem(libs.chastityKey, 1) return else chance = chance - dcumenu.chastitykeyweight if chance < 1 chance = 1 endif endIf if chance < dcumenu.restraintskeyweight done = true addto.AddItem(libs.restraintsKey, 1) return else chance = chance - dcumenu.restraintskeyweight if chance < 1 chance = 1 endif endIf if chance < dcumenu.piercingkeyweight done = true addto.AddItem(libs.piercingKey, 1) return else chance = chance - dcumenu.piercingkeyweight if chance < 1 chance = 1 endif endIf if !done bailout += 1 if bailout > 20 return endif endif endwhile endif endfunction So if the roll is less than 50, you'll get a chastity key. If it's more than 50, the code subtracts the chastity key weight (50) and then makes sure the chance variable is still at least 1. If it's less than restraints key weight at that point (it should be), you get a restraints key.
Warrunner Posted December 25, 2014 Posted December 25, 2014 With a clean save and the new patch, everything seems to be working fine on an old save, despite it not being recommended that you upgrade. Thank you very much for your hard work and Merry whatever-winter-holiday-you-celebraate (PS: The non-steel Yoke still needs a model/texture) It has a texture from DD Assets 2.8.3; You should make sure you have the latest version of the assets. I'm wrong, It's ZAP. See below. Either way, make sure you're up to date on the mod's requirements. I'm fully up to date on the requirements: Steel Yoke works fine with a model, the other one does not. As has been reported many times by others.
Slorm Posted December 25, 2014 Posted December 25, 2014 @Kimy Following EnragedRabisu's comments on the issue of comparing the roll to weights, I was having a look through the scripts dcur_onactivatecontainer and had a question. Please bear with me a little as my background is in SQL I know nothing of papyrus syntax. Looking at these sample lines for example if chance < dcumenu.chastitykeyweight done = true addto.AddItem(libs.chastityKey, 1) return else chance = chance - dcumenu.chastitykeyweight if chance < 1 chance = 1 endif endIf if chance < dcumenu.restraintskeyweight done = true addto.AddItem(libs.restraintsKey, 1) return else chance = chance - dcumenu.restraintskeyweight if chance < 1 chance = 1 endif endIf If the weightings are set to the same value for both types of keys (say 50) and chance < 50 it would on the face of it seems that condition 1 (chastity key) would always be true so the second condition (restraint key) would never be tested. The same would apply to the weightings on the events, so I was wondering what in the script prevents that happening Chance is rolled randomly before that code there. function checkforcommonkeys(ObjectReference addto) ; It could be that the libs aren't initialized at this time if dcumenu == None return endif if !dcumenu.enableescapeoptions || (!dcumenu.escape_containersenabled && dcur_origintype == is_container) || (!dcumenu.escape_corpsesenabled && dcur_origintype == is_deadbody) if dcur_debug libs.notify("Common keys cannot drop here.") endif return endif if !(dcumenu.nokeyswithoutrestraints && dclibs.getDDitemcount(libs.playerref) == 0) && Utility.RandomInt(0,100) < dcumenu.keydropchance int chance = 0 int grandtotalweight = dcumenu.chastitykeyweight + dcumenu.restraintskeyweight + dcumenu.piercingkeyweight bool done = false int bailout = 0 while !done chance = Utility.RandomInt(1, grandtotalweight) if chance < dcumenu.chastitykeyweight done = true addto.AddItem(libs.chastityKey, 1) return else chance = chance - dcumenu.chastitykeyweight if chance < 1 chance = 1 endif endIf if chance < dcumenu.restraintskeyweight done = true addto.AddItem(libs.restraintsKey, 1) return else chance = chance - dcumenu.restraintskeyweight if chance < 1 chance = 1 endif endIf if chance < dcumenu.piercingkeyweight done = true addto.AddItem(libs.piercingKey, 1) return else chance = chance - dcumenu.piercingkeyweight if chance < 1 chance = 1 endif endIf if !done bailout += 1 if bailout > 20 return endif endif endwhile endif endfunction So if the roll is less than 50, you'll get a chastity key. If it's more than 50, the code subtracts the chastity key weight (50) and then makes sure the chance variable is still at least 1. If it's less than restraints key weight at that point (it should be), you get a restraints key. Many thanks for the explanation I'll look in the CK wiki to get an explanation on how the randomiser works in detail. I can follow the logic but if there are more possible outcomes... Ah I think I see how it works now as grandtotalweight will always increase according to the number of devices and amount of weighting. I'll work a couple of examples on a spreadsheet tomorrow to make sure I've grasped how it works, thanks for your help
EnragedRabisu Posted December 25, 2014 Posted December 25, 2014 With a clean save and the new patch, everything seems to be working fine on an old save, despite it not being recommended that you upgrade. Thank you very much for your hard work and Merry whatever-winter-holiday-you-celebraate (PS: The non-steel Yoke still needs a model/texture) It has a texture from DD Assets 2.8.3; You should make sure you have the latest version of the assets. I'm wrong, It's ZAP. See below. Either way, make sure you're up to date on the mod's requirements. I'm fully up to date on the requirements: Steel Yoke works fine with a model, the other one does not. As has been reported many times by others. Okay, I went and looked in the CK just to be sure. The Steel yoke is the one Kimy modified the ZAP model for and that's the model in Cursed Loot's files. The Heavy Yoke comes from DDA-2.8.3. If you're sure that you're up to date on DDA, check if you have the mesh file at "Skyrim\Data\meshes\devious\devices\koffii\yokeIron_go.nif". If you're missing that, you may want to reinstall DDA; I'd even recommend redownloading it to be sure.
EnragedRabisu Posted December 25, 2014 Posted December 25, 2014 I think your method for randomizing based on weights has a bit of a bug. When you set weights to 1 or less, they can no longer trigger. I suspected this when I looked at the scripts for your mod, but I'm testing it now (by setting pony boots to weight 2 and slave boots to weight 1 and triggering events as often as possible), and I've yet to get slave boots (I got 15-20 Pony boots during this test). I'm not sure how far to test this before deciding it's not just a case of bad luck (since I should get slave boots 1 in 3 times). Basically, you take the chance roll and compare it to the weight of the first scenario/item, but you check to see if it's LESS than the weight. If it's equal, it fails, and then you subtract the weight and make sure the chance is at least 1 again. This means that nothing with a weight of 1 can succeed, even if it's not the first item in the list. The problem with this is that your roll is always 1 or greater, so I'm not sure what the best solution is. Can you roll 0 to (grandtotalweight - 1) and just make sure chance is 0 or greater instead? This would let 1 weights work for the integer rolls and allow for the 0.5-1 weights on special event rolls to work as well. The other option is to check for <= instead, but I'm not familiar enough with Papyrus to know if that's an option. Looking into this further, I'd say rolling 0 to grandtotalweight - 1 is the best option for randomint, but I'd say randomfloat should be 0 to grandtotalweight. Either way, continue checking to see if the chance roll is less than the individual weights (so a weight of 0 can never trigger). Also, is there a technical reason you don't remove basic armcuffs/collars instead of defaulting to regular armbinders when the scripts roll yokes? Also, also, is the success rate of solicitation supposed to be 0 when the NPC's arousal is more than 30? This only succeeds if the roll succeeds AND the person you're speaking to isn't particularly aroused; That seems strange. If Utility.RandomInt(1,100) < chance && Aroused.GetActorArousal(akSpeaker) < 30
Kimy Posted December 26, 2014 Author Posted December 26, 2014 Also, is there a technical reason you don't remove basic armcuffs/collars instead of defaulting to regular armbinders when the scripts roll yokes? Also, also, is the success rate of solicitation supposed to be 0 when the NPC's arousal is more than 30? This only succeeds if the roll succeeds AND the person you're speaking to isn't particularly aroused; That seems strange. If Utility.RandomInt(1,100) < chance && Aroused.GetActorArousal(akSpeaker) < 30 also: No, it was a design decision. I could just as easily try to remove arm cuffs. And then fall back to armbinders. Actually that's what I will do. also also: Yes, that's intentional. If you're not in the mood at all, even the most attractive person on the planet won't be able to coerce you into having sex.
Black714 Posted December 26, 2014 Posted December 26, 2014 Thanks, I like the mods, By The Way If I Can Suggest, to make a Gag, Arm binder, or blindfold in disable state in default, because I got some problem when deliver a delivery in capture dream mods. and sometime CTD when blindfold mode.
bahamut2119 Posted December 26, 2014 Posted December 26, 2014 Ran into a issue got the slut collar put on me then later a full harness and heavy yoke. When I got back to town it reported I didnt have a yoke key on me so I went hunting found on but had to steal it then went to someone to have it removed but they never acknowledged the key so I cheated in a key and tryed again still no key reported. I used the safeword right after checking with a few others and reloading just incase a script didn't start right or or something still no go. After I used the safe work I looked in my inventory and sure enough had 12 yoke keys.... Edit: Just had to shut off those dammit they worked fine last char I started a new one today 2nd yoke in a row confirmed keys in inventory and they say they can't remove it.
kplh Posted December 26, 2014 Posted December 26, 2014 Oh boy, I got the Cursed Collar quest and that took me about 3.5h to complete and I even needed to use some console commands: with fast travel disabled and me not having my own horse (I stole one later ) that's quite a trip. During the quest I ran into few issues: 1) If Collar triggers the "You're being watched by lustful eyes" while on a horse... it messed up a lot - the character gets dismounted, but not dismounted - the horse and character move separately using same controls. 2) Deviously Helpless "helped" me out at one point, by giving me extra restraints which meant I could not equip the Cursed items while wearing those, and while looking for a key for those I found some extra items... and I was in a bandit camp in a middle of nowhere which did not have much containers to loot. I'm not sure if this is intended, but if not maybe equiping cursed item should force remove other items of same type - "Magic from the Cursed <item> unlocks and loosens <item>, like it knows you that you won't be unrestrained for too long"? (Cheated in some keys for this one) 3) After finishing the quest and removing the 'gifts' I re-equiped my gear just to find out that collar effect is still on. (Used the safeword option to fix it) 4ish) This could be caused by any mod and not by Cursed Loot, but just in case - using carriage to travel to Falkreath kept CTDing during load screen, other cities seemed fine.
Herethak Posted December 26, 2014 Posted December 26, 2014 Ran into a issue got the slut collar put on me then later a full harness and heavy yoke. When I got back to town it reported I didnt have a yoke key on me so I went hunting found on but had to steal it then went to someone to have it removed but they never acknowledged the key so I cheated in a key and tryed again still no key reported. I used the safeword right after checking with a few others and reloading just incase a script didn't start right or or something still no go. After I used the safe work I looked in my inventory and sure enough had 12 yoke keys.... Edit: Just had to shut off those dammit they worked fine last char I started a new one today 2nd yoke in a row confirmed keys in inventory and they say they can't remove it. Do you have a heavy yoke or a steel yoke? Steel yokes use normal restraints keys to unlock, only heavy yokes use the yoke keys.
EnragedRabisu Posted December 26, 2014 Posted December 26, 2014 Also, also, is the success rate of solicitation supposed to be 0 when the NPC's arousal is more than 30? This only succeeds if the roll succeeds AND the person you're speaking to isn't particularly aroused; That seems strange. If Utility.RandomInt(1,100) < chance && Aroused.GetActorArousal(akSpeaker) < 30 also also: Yes, that's intentional. If you're not in the mood at all, even the most attractive person on the planet won't be able to coerce you into having sex. Right, the intended behavior seems to be that their arousal should be greater than 30, but you're checking if it's less than 30 instead. So right now it only succeeds when they're NOT in the mood. I apologize if I'm bugging you by bringing up all of these random things, but I really like your mod, so I've been using it as a learning experience for Papyrus. The side effect of that is that I've been fixing seemingly unintended behaviors to work as I imagine they were intended to (just to see if I can, mostly). If you want me to stop, just let me know, and I'll keep my thoughts to myself. I don't want to burn you out or anything.
Slorm Posted December 26, 2014 Posted December 26, 2014 Just on a point of curiosity. I switched to using the refined chances to trigger an event and was wondering what do places like the Goldenglow Estate Mansion come under. Once you break in for the Thieves Guild quest does it count as a dungeon or the safer city setting?
darkfender666 Posted December 26, 2014 Posted December 26, 2014 Only issue i have is still with estrus. If it triggers with yoke, armbinder or anything else, it just bugs everything, and when the animation finishes i can t no longer control character camera distance. Would be really good to unequip anything from this mod and reequip it later when triggering estrus. Also usual issues with silly chances that act weird but i guess is something with skyrim. P.S. question: how do i unequip the steel yoke? Even if i have the yoke key the character says the key is missing. But with the other yoke everything works fine.
gheavy Posted December 26, 2014 Posted December 26, 2014 Thanks for this cool mod. I think there's a bug with the slave, slut and cursed collars. They don't seem to detect worn jewelry regardless of the MCM setting. I've tried it with a cleaned existing save and a brand new one.
EnragedRabisu Posted December 26, 2014 Posted December 26, 2014 Only issue i have is still with estrus. If it triggers with yoke, armbinder or anything else, it just bugs everything, and when the animation finishes i can t no longer control character camera distance. Would be really good to unequip anything from this mod and reequip it later when triggering estrus. Also usual issues with silly chances that act weird but i guess is something with skyrim. P.S. question: how do i unequip the steel yoke? Even if i have the yoke key the character says the key is missing. But with the other yoke everything works fine. Steel yoke uses a regular Restraints Key.
Kimy Posted December 26, 2014 Author Posted December 26, 2014 Also, also, is the success rate of solicitation supposed to be 0 when the NPC's arousal is more than 30? This only succeeds if the roll succeeds AND the person you're speaking to isn't particularly aroused; That seems strange. If Utility.RandomInt(1,100) < chance && Aroused.GetActorArousal(akSpeaker) < 30 also also: Yes, that's intentional. If you're not in the mood at all, even the most attractive person on the planet won't be able to coerce you into having sex. Right, the intended behavior seems to be that their arousal should be greater than 30, but you're checking if it's less than 30 instead. So right now it only succeeds when they're NOT in the mood. I apologize if I'm bugging you by bringing up all of these random things, but I really like your mod, so I've been using it as a learning experience for Papyrus. The side effect of that is that I've been fixing seemingly unintended behaviors to work as I imagine they were intended to (just to see if I can, mostly). If you want me to stop, just let me know, and I'll keep my thoughts to myself. I don't want to burn you out or anything. Heh, you're right. Silly me! And I am happy to get all these little oopsies reported, so I can fix them.
Kimy Posted December 26, 2014 Author Posted December 26, 2014 Oh boy, I got the Cursed Collar quest and that took me about 3.5h to complete and I even needed to use some console commands: with fast travel disabled and me not having my own horse (I stole one later ) that's quite a trip. During the quest I ran into few issues: 1) If Collar triggers the "You're being watched by lustful eyes" while on a horse... it messed up a lot - the character gets dismounted, but not dismounted - the horse and character move separately using same controls. 2) Deviously Helpless "helped" me out at one point, by giving me extra restraints which meant I could not equip the Cursed items while wearing those, and while looking for a key for those I found some extra items... and I was in a bandit camp in a middle of nowhere which did not have much containers to loot. I'm not sure if this is intended, but if not maybe equiping cursed item should force remove other items of same type - "Magic from the Cursed <item> unlocks and loosens <item>, like it knows you that you won't be unrestrained for too long"? (Cheated in some keys for this one) 3) After finishing the quest and removing the 'gifts' I re-equiped my gear just to find out that collar effect is still on. (Used the safeword option to fix it) 4ish) This could be caused by any mod and not by Cursed Loot, but just in case - using carriage to travel to Falkreath kept CTDing during load screen, other cities seemed fine. 1. Will be fixed. 2. Will think about it, but for the most part it works as intended. I admit that it's probably possible to maneuver oneself into quite the predicament. As I said...works as intended. 3. I will look at the code again, but I didn't touch it in a while and it seems to work ok for most people. Could be a load issue. 4. No clue. There are carriages in the game? oO Just on a point of curiosity. I switched to using the refined chances to trigger an event and was wondering what do places like the Goldenglow Estate Mansion come under. Once you break in for the Thieves Guild quest does it count as a dungeon or the safer city setting? Cursed Loot itself isn't quest-aware. It reacts to whatever the game is reporting to the function. I don't think Skyrim changes location tags dynamically, so I'd not expect the behaviour to change during the game. I might be wrong, though.
Slorm Posted December 26, 2014 Posted December 26, 2014 Only issue i have is still with estrus. If it triggers with yoke, armbinder or anything else, it just bugs everything, and when the animation finishes i can t no longer control character camera distance. I've just tested this with various devices and kept the screen debug on to see what was happening: 1/ If fitted with a chastity belt estrus doesn't start and DCL falls back to the standard event 2/ If fitted with an armbinder it is forcibly stripped off before the estrus animation starts 3/ Collar/cuffs works normally and animation plays properly 4/ Bra by iteself (no belt) is an oddity for some reason the female masturbation is played rather than estrus (from the console it looks like estrus starts but is immediately replaced by the masturbation animation) This may be intentional, I don't know EDIT: 5/ Tested both yokes, both start estrus and immediately jump to armbindersolo animation (looks odd but not out of place) Looks like it all works to me
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