Laura Posted October 24, 2018 Posted October 24, 2018 4 minutes ago, Zaflis said: Some post in LL (i completely forgot who or what thread even) got me search for a new mod, which i found: https://www.nexusmods.com/skyrim/mods/31463/?tab=description It will make containers so they don't have (Empty) tag in them, before you even check inside. I think it's a perfect match with this mod. I don't think that would work. The Devices aren't really in the chests and the keys you find only spawn when you've openend it.
Rogwar002 Posted October 24, 2018 Posted October 24, 2018 Spoiler On 10/23/2018 at 9:18 PM, Psalam said: Believe whatever you like. Removing those items placed by DD often breaks a game. I have had it in personal experience and I have seen it on the Technical threads. If you have a game that you just have to keep playing (I have such a game right now) and a DD item causes something about that playthrough to be unacceptable then I would remove it through the console and accept the consequences (it will take some time but the game will probably break). In general, I would also recommend against it. DD Items from DDa, DDi, DDe and DCL will not break your game by removing it via console. It is not possible. The scripts are asking for the items on the actor. If the item is not there, the script will end. It is not possible to have residues in the save. The game will not save, what is not there This is not faith, but the knowledge of the code I read in the script files the authors are providing. I will prove my point by removing the rubberdollquestitems via console. See attached pdf. Made screenshots from before, after and new game. There is really nothing left. I removed Questitems to prove my point. example removing.pdf
Zaflis Posted October 24, 2018 Posted October 24, 2018 3 hours ago, Laura 'Lokomootje' said: I don't think that would work. The Devices aren't really in the chests and the keys you find only spawn when you've openend it. It's not the point. When you normally see an empty container while not restrained, you can choose not to risk it and skip it. But if you don't know it's empty or not, you are more likely to take the risk for loot. It's other thing when you're bound and chasing after keys, then even empty containers are fine for key chances. And it's immersive anyway, you don't have a crystalball to know what is inside something you haven't peeked in yet
Laura Posted October 24, 2018 Posted October 24, 2018 20 minutes ago, Zaflis said: It's not the point. When you normally see an empty container while not restrained, you can choose not to risk it and skip it. But if you don't know it's empty or not, you are more likely to take the risk for loot. It's other thing when you're bound and chasing after keys, then even empty containers are fine for key chances. And it's immersive anyway, you don't have a crystalball to know what is inside something you haven't peeked in yet Good point. Not knowing that the chests are empty will make us loot more chests, making makes them a bit more dangerous. I like the way you think.
josh97 Posted October 25, 2018 Posted October 25, 2018 2 hours ago, Laura 'Lokomootje' said: Good point. Not knowing that the chests are empty will make us loot more chests, making makes them a bit more dangerous. I like the way you think. I use this mod. Click me click me. It removes the empty tag until you have checked the container.
TheBrave61 Posted October 25, 2018 Posted October 25, 2018 I no longer have the wiggle animation when wiggling on the ground in a hogtie all other animations seem to be working fine. Has anybody experienced this before? and what was your fix will otherwise post up more info later. Thanks
Lupine00 Posted October 26, 2018 Posted October 26, 2018 15 hours ago, TheBrave61 said: I no longer have the wiggle animation when wiggling on the ground in a hogtie all other animations seem to be working fine. Has anybody experienced this before? and what was your fix will otherwise post up more info later. Thanks This is a known bug. You can't fix it easily. The script properties holding those animations are full of None. Not sure if the actual animation assets are present or not. 1
SirCrazy Posted October 26, 2018 Posted October 26, 2018 Suggestion: (Quest) A blacksmith wants to make a new device designed to help out on the battle field. (Optional) The dragon born obtains the requested materials for the device. After which the dragon born is locked into an enchanted yoke. The yoke is enchanted so that it contentiously heals/enhances all nearby allies while in combat. The problem is that the only way to get it off is to acquire some enchanted item located in a small dungeon. The dragon born will be required to bring along a companion to fight through the enemies while the yoke keeps the companion alive. (Optional) The companion may or may not mess with the dragon born before assisting with the removal of the yoke. Basically the goal of this quest is to force a role reversal. Normally companions are just pack mules or enemy bait and the dragon born is the hero who decimates everyone. In this quest the companion is the one who gets to take all the glory. The closest thing we have to this right now is the cursed collar quest after the armbinder is equipped. But unless the companion is already decked-out in good gear, they are not much help and are better left behind. 1
Lupine00 Posted October 27, 2018 Posted October 27, 2018 4 hours ago, SirCrazy said: Suggestion: (Quest) A blacksmith wants to make a new device designed to help out on the battle field. (Optional) The dragon born obtains the requested materials for the device. After which the dragon born is locked into an enchanted yoke. The yoke is enchanted so that it contentiously heals/enhances all nearby allies while in combat. The problem is that the only way to get it off is to acquire some enchanted item located in a small dungeon. The dragon born will be required to bring along a companion to fight through the enemies while the yoke keeps the companion alive. (Optional) The companion may or may not mess with the dragon born before assisting with the removal of the yoke. This sounds like a fun quest. It doesn't have any particular binding to DCL, so you could just make it yourself as a standalone (DD based) quest.
SirCrazy Posted October 28, 2018 Posted October 28, 2018 Suggestion: (Modification/option) For the bound shopping quest, rather than send a defenseless person across Skyrim with valuable goods, the shop keepers would require local deliveries instead. Also rather than remove all bondage items, they would only remove the least restrictive one. If the dragon born is bound up in several items, she would would have to make several deliveries to get them all removed. For example: If the dragon born is wearing leg cuffs, a gag and an armbinder then after making the first delivery the shop keeper would remove only the leg cuffs. The next delivery would get the gag removed and the last delivery would get the armbinder removed (assuming more items are not added while making deliveries). If you wanted to be mean, you could have a cool down for each vendor so that the dragon born would have to go to different vendors to get all the items removed. Some towns don't have many vendors. If you wanted to be really mean, the vendors could randomly not need any deliveries and may instead add more devices. 4
LinksSword Posted October 28, 2018 Posted October 28, 2018 if i want serena to work with this will using "addfac 5c84e 1, work without problems? is it safe can anyone confirm? i rather not install follower mod during midgame.
LinksSword Posted October 29, 2018 Posted October 29, 2018 I can't get the rubber collar to expand? is it because i already beaten rubber doll quest previously? i can use setstage and that works but this is not a solution i want.
LinksSword Posted October 29, 2018 Posted October 29, 2018 also a weird thing equiping the curse collar does not activate the rubber doll quest but i still get the rubber doll is feeding on your arousal when i did a new save.
LinksSword Posted October 29, 2018 Posted October 29, 2018 Actually i tried setstage on rubber doll collar then went and removed it in mcm and then i equip another doll collar and now it is working what?
Lupine00 Posted October 29, 2018 Posted October 29, 2018 8 hours ago, LinksSword said: I can't get the rubber collar to expand? is it because i already beaten rubber doll quest previously? i can use setstage and that works but this is not a solution i want. There is some sketchy behaviour on repeating this quest. Also sometimes it doesn't start properly, or instantly completes, leaving the quest broken, if started via Devious Cidhna. Seems like once you start seeing expansion, it's probably working ok.
Ursur1major Posted October 29, 2018 Posted October 29, 2018 Has anyone else had issues with the Armbinders not getting equiped properly by this mod lately? As in, the Armbinder is there, you can try to struggle out of it and all, but your hands don't go behind your back and you can still use your hands and equip weapons. Manually equiping the Armbinder works like normal, and if I save and restart the game the armbinder beigns working properly again.
Zaflis Posted October 29, 2018 Posted October 29, 2018 2 hours ago, Ursur1major said: Has anyone else had issues with the Armbinders not getting equiped properly by this mod lately? As in, the Armbinder is there, you can try to struggle out of it and all, but your hands don't go behind your back and you can still use your hands and equip weapons. I have played with lots of different mod combinations, but i don't know any serious bugs related to armbinders. Only things i know are visual ones, such as arms showing out and without hands during some animations, or certain armbinders maybe clipping at elbows (this one is very rare if any). The petsuit is actually much worse when it comes to animations and limbs coming out of suit, maybe that's why it's not included in cursed loot table yet.
LinksSword Posted October 30, 2018 Posted October 30, 2018 Is it safe to use standard follower faction on Serena through console? so that she is detected by DCL??? please does anyone know if this has potential issues? or am i golden?
VorlonAD Posted October 30, 2018 Posted October 30, 2018 I have one of those rare opportunities where I am restraint free and unloaded all my gear, however some things were still adding weight to my inventory but not showing. I seem to have acquired a dcur_slavefollowertoken XX0c0038. TES5Edit says its Non-Playable. It does not seem to be having any effect and Free Me in the MCM does not remove it. Is it safe to remove it with the console without breaking anything?
alyaya Posted October 30, 2018 Posted October 30, 2018 @Kimy On 10/28/2018 at 9:44 AM, SirCrazy said: Suggestion: (Modification/option) For the bound shopping quest, rather than send a defenseless person across Skyrim with valuable goods, the shop keepers would require local deliveries instead. Also rather than remove all bondage items, they would only remove the least restrictive one. If the dragon born is bound up in several items, she would would have to make several deliveries to get them all removed. For example: If the dragon born is wearing leg cuffs, a gag and an armbinder then after making the first delivery the shop keeper would remove only the leg cuffs. The next delivery would get the gag removed and the last delivery would get the armbinder removed (assuming more items are not added while making deliveries). If you wanted to be mean, you could have a cool down for each vendor so that the dragon born would have to go to different vendors to get all the items removed. Some towns don't have many vendors. If you wanted to be really mean, the vendors could randomly not need any deliveries and may instead add more devices. @Kimymaybe its time for another update on patreon *wink *wink
Lupine00 Posted October 30, 2018 Posted October 30, 2018 18 hours ago, Ursur1major said: Has anyone else had issues with the Armbinders not getting equiped properly by this mod lately? As in, the Armbinder is there, you can try to struggle out of it and all, but your hands don't go behind your back and you can still use your hands and equip weapons. Manually equiping the Armbinder works like normal, and if I save and restart the game the armbinder beigns working properly again. I think you're the first person to mention an issue quite like that with the current versions of DCL and DD. The armbinders are generally working fine. Some elbowbinders might have some glitches, possibly, but situational, or simply clipping problems. Could it be a non-DD mod that is forcing different animations? Something that uses old Zaz code? Also check: Did you run FNIS? Did you possibly corrupt your FNIS in MO (if you use it) by doing a FNIS for another profile? Did something else possibly corrupt your FNIS output somehow? Could simply be a problem with your install, or your PC, or the old favourite, stack dumps.
Ursur1major Posted October 30, 2018 Posted October 30, 2018 1 hour ago, Lupine00 said: I think you're the first person to mention an issue quite like that with the current versions of DCL and DD. The armbinders are generally working fine. Some elbowbinders might have some glitches, possibly, but situational, or simply clipping problems. Could it be a non-DD mod that is forcing different animations? Something that uses old Zaz code? Also check: Did you run FNIS? Did you possibly corrupt your FNIS in MO (if you use it) by doing a FNIS for another profile? Did something else possibly corrupt your FNIS output somehow? Could simply be a problem with your install, or your PC, or the old favourite, stack dumps. I do still have Zaz7 for compatibility but from my understanding that shouldn't affect my DD installation as their animation directories are separate since DD v4? And I properly updated DD at that time with a clean removal of the old files before installation. Other than that the only mod that overwrites a DD mod is Expansion by Cursed Loot, and Cursed Loot gets overwritten by Devious Followers but I believe that's intended? Don't run anything else that could pull different animations like described and wouldn't that still unequip my weapons and prevent the use of my characters hands? Always run FNIS whenever I install, update or uninstall any mod that is tied to FNIS Do use Mod Organizer but have never on this installation of Skyrim used the profiles since they don't work very well Not impossibly that my FNIS output has been corrupted as the actors in my sexlab animations seem pretty desyncronized from each other at times, but once again I feel that the script attached to the Armbinder that prevents use of the characters hands should still kick in, unless I've misunderstood how that works
Lupine00 Posted October 30, 2018 Posted October 30, 2018 21 hours ago, Ursur1major said: Not impossibly that my FNIS output has been corrupted as the actors in my sexlab animations seem pretty desyncronized from each other at times, but once again I feel that the script attached to the Armbinder that prevents use of the characters hands should still kick in, unless I've misunderstood how that works I wasn't sure what you were seeing, I thought possibly just animation issues. Sounds more like game is broken. The quit and reload sounds like game gets corrupted while running. Consider checking your install files for damage via Steam. Check your discs for errors, etc. Do you see the same problems on a new game? If not, it's just one bad game. If it's repeatable on new games, it's something in your setup. Addendum... If you're getting a problem where animations periodically reset, then it could be like the issue being discussed on the Slaverun forums right now. However, if DD is not working at all after a while, then see above
SirCrazy Posted October 31, 2018 Posted October 31, 2018 Suggestion: Devious Shouts. These shouts would enhance the player in some way for a period of time, but then bind the dragon born after the effect ends. The more words spoken the greater the enhancement but also the greater the bondage. The words could be learned from devious books found randomly in chests the same way restraints/keys are found. Devious Magic Shout: First word increases magic power by 50% for 1 min but binds the player in 1 random generic restraint when the effect ends. Second word increases magic power by 100% for 1 min but binds the player in 3 random generic restraints when the effect ends. Second word increases magic power by 150% for 1 min but binds the player in 5 random generic restraints when the effect ends. Devious Might Shout: First word increases physical damage by 50% for 1 min but binds the player in 1 random generic restraint when the effect ends. Second word increases physical damage by 100% for 1 min but binds the player in 3 random generic restraints when the effect ends. Second word increases physical damage by 150% for 1 min but binds the player in 5 random generic restraints when the effect ends. Devious Bondage Shout: First word binds all women in a 50ft radius but also binds the player in 1 random generic restraint. Second word binds all women in a 100ft radius but also binds the player in 1 random high security restraint. Third word binds all women in a 150ft radius but also binds the player in 1 random slave restraint. Devious Speed Shout: First word grants an extra 50% movement speed for 1 min but binds the player in pony boots when the effect ends. Second word grants an extra 100% movement speed for 1 min but binds the player in slave boots when the effect ends. Third word grants an extra 150% movement speed for 1 min but binds the player in a hobble dress when the effect ends. Devious Defenders Shout: First word summons a pack of friendly wolves for 2 mins but binds the player in 1 random generic restraint. Second word summons a pack of friendly elementals for 3 mins but binds the player in an arm binder. Third word summons a pack of Demora for 5 mins but binds the player in a yoke. Devious Release Shout: First word 50% chance to remove one generic restraint but if it fails one generic restraint is added instead. Second word 50% chance to remove all generic restraints but if it fails many generic restraints are added instead. Third word 50% chance to remove all generic, high security and slave restraints but if it fails a complete set of high security and slave restraints are added. (Note: To avoid spamming you could: have a a long cool down period or always equip a gag and remove keys on a failure.) 1
Shefango Posted October 31, 2018 Posted October 31, 2018 hi! can somebody help me: DCL crash skyrim on "New Game" even if i use it without any other mods, aside from required. I played heavy modded versions before with half of the loverslab mods combined, and only DCL causes crashes. Papyrus.0.log Spoiler [11/01/2018 - 01:44:50AM] Papyrus log opened (PC) [11/01/2018 - 01:44:50AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [11/01/2018 - 01:44:50AM] warning: Replacing native function SetDisplayName on unlinked object WornObject. [11/01/2018 - 01:44:50AM] warning: Replacing native function Notification on unlinked object Debug. [11/01/2018 - 01:44:50AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [11/01/2018 - 01:44:50AM] Memory page: 128 (min) 512 (max) 76800 (max total) [11/01/2018 - 01:45:09AM] Cannot open store for class "fnissmquestscript", missing file? [11/01/2018 - 01:45:09AM] Cannot open store for class "fnissmconfigmenu", missing file? [11/01/2018 - 01:45:09AM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file? [11/01/2018 - 01:45:09AM] Cannot open store for class "_Camp_TinderTypeScript", missing file? [11/01/2018 - 01:45:10AM] ERROR: Failed to find variable ::zad_GagPreEquipMsg_var used in dcur_slaveGagScript.OnEquippedFilter()
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