Sarfin Posted November 8, 2018 Posted November 8, 2018 Here are a couple of bugs i have experienced: Chloe cannot be dismissed as follower - I have to do it via concole command. Dominant Sasha puts you in a Yoke - But not remove it after leaving the city. Leah/Leon cannot be submitted to by talking to them - No talk options to do so.
neosuduno Posted November 8, 2018 Posted November 8, 2018 Chloe 's inventory is still ending up in mine. I think it may be due to her rags being refreshed every time the game loads.
MrEsturk Posted November 9, 2018 Posted November 9, 2018 So I'm liking the XDFF system but I'm wondering how you add a new rule script to the list of possible enforced rules. I've already scripted one but for the life of me I can't find were the list of dcur_df_baserule referencealiases are stored so new ones can be added for registration or were the actual code for the "dcur_df_registerrules" event is. Kimy could you write a quick a dirty tutorial on how to insert a new rule into the randomized list, or anyone else that might understand how to do it for that matter? Or just point my goofy ass to were the actual code for the event that actually registers all the vanilla rules is? Oh also I had one idea: a spell that will turn any follower into a XDFF dom. Could be something that can be added/removed from your spell book through MCM. I already coded such a spell for my personal use. Would be nice for anyone that just wants to "hack" the follower of their choice into a XDFF follower.
Lupine00 Posted November 9, 2018 Posted November 9, 2018 14 hours ago, Kimy said: I agree with a lot of your post. Mind you that I -do- consider XDFF a work in progress, and said so from the get go. This is just the first step in a longer journey. A lot of the things you named (such as events) are actually on my to-do list for further development of XDFF. You can also expect to see some feature that allows you to check the currently active rule-set. XDFF is a fairly complex system, so I thought developing it while collecting feedback from users is the best course of action. Well that's good to know. I did qualify everything with phrases, like it's early days yet, etc. I'm trying to be ... constructive ... and you are getting feedback, and all is well. I hope. Another topic, I'm not sure how you arrived at the decision to use properties rather than functions. Presumably, there is reasoning behind it. While properties are easy to edit in the CK, they are harder to change in an update release (because their values are in the save), whereas if they were functions, it would be easy for scripts to be updated any time (because the 'values' are in the script file.
Lupine00 Posted November 9, 2018 Posted November 9, 2018 14 hours ago, coffeeink said: i think i found the bug with terminating after sleeping: Correct me if i'm wrong If you'd read the existing posts, you'd see this was already discussed.
CovertDemon Posted November 9, 2018 Posted November 9, 2018 Hopefully starting a new game will get rid of Nazeem telling my character to remove her non-existant restraints. Unless that wasn't fixed.
Lupine00 Posted November 9, 2018 Posted November 9, 2018 17 hours ago, Jappa123 said: I was hyped for XDFF and im not saying that im disappointed more like i expected something different like maria eden slavery with a lot of interactions. Overall i could just copy Lupine00 post from above, he described it quite well. I certainly wasn't expecting ME. I'm not disappointed in XDFF at all. It's a solid piece of code, and makes a huge mass of spaghetti that was Leon into something modular, maintainable, and extensible. The bugs that are showing up now are easy to find, easy to fix. That's a good sign. XDFF means that Kimy can grow Leon, Leah and Sasha easily, easily sharing code between them, and she can, in future, add new dominant followers with minimal effort. It's likely that an update to DCL will let you make Actors of your choice into dominant followers (at your own risk). Adding that would be trivial, but it's still not zero work. XDFF is still getting worked out. Again, thanks to Kimy for giving the community something that should bring enjoyment. If only I'd known she was doing this before I started my follower mod. But, on the up-side, having taken a different path I'm not dependent on DCL, which is a rather large install that not everyone wants all of the time. Some might have preferred it if XDFF was its own mod; I'm not sure. 6 hours ago, MrEsturk said: So I'm liking the XDFF system but I'm wondering how you add a new rule script to the list of possible enforced rules. I've already scripted one but for the life of me I can't find were the list of dcur_df_baserule referencealiases are stored so new ones can be added for registration or were the actual code for the "dcur_df_registerrules" event is. There is actually some help in dcur_df_QuestScript.psc and more in the base class (which you clearly found). The core to all this is dcur_df_QuestScript. If you make a quest, and add this script, you can make your own XDFF quest that has custom dialogs; anything you like. You'll need to put the required aliases into it - like you'll find in dcur_dominantfollower quest, and that's pretty much the bare minimum config you need to get going. The easy way in the CK is to replicate the aforementioned quest. You really don't want to have to fill out all those device properties again by hand! Or you can simply change the existing dcur_dominantfollower, if your intent is also to change Leon and Leah; which will save you a bit of faffing around. Kimy doesn't indicate if her expected use pattern is for you to make a new quest, or modify the existing one; there are obviously cases where you might want to do one or the other. However, I suspect that if you make a new one, you might possibly come across a bug or two that is caused by an assumed reliance on the existing quest in some way, but I think those are bugs that should be found and fixed IF they exist, as the system would be overly restrictive if you could only have one quest and one set of rules. You will need to map the aliases you've created on your (new) quest into the matching properties in the dcur_df_QuestScript script. This is obviously already done if you use the existing one. The rule scripts need to be added to the Player alias in the quest, so that they can execute on the player. Also, the Register() function in dcur_df_QuestScript can be used to register rules. So, you could have some other quest add rules into the dcur_dominantfollwer quest, if you like. You can have up to 125 rules (a curious number). The registered and active rules are kept in an array - you can inspect them you wish, because they're exposed as properties. The registered rules are kept in an array property called Registry. The active rules are in an array property called Slots. Slots and Registry are not pre-loaded with values via their properties - you'd be advised not to try and populate them that way; they are created and initialised in script by calling: StartQuest( masterActor ) This intialises the rules, both Registry and Slots to an empty state. It sets a new master to the master alias The master will be made into a potential follower, but not actually set as a follower; that's left to the player. The player will get a collar. There are two collars built in normal and strict. You can set up the properties to use different collars if you make compatible collars of your own. A mod event "dcur_df_registerrules" is sent when rules should be registered, so other scripts, possibly on other quests, can listen and register rules at this point. The base rule quest listens for this event and registers your rule, so normally you can consider them "self registering". Following DRY, I believe there's a little bit of the startup that should simple be replaced with a call to the Initialize() function, and the debug check added to that function, but that's incidental. There's also a little optimisation that can be done in Register, I'm sure Kimy will spot it now I've mentioned it. During startup, and periodically, if there are less slotted rules than the configured limit, a new rule may be added; there's some randomness involved. Now, the mod event is how you get your rules set, and it should be evident that you have no idea what other mods may have rules that hear that event and react... There is a small hazard here, as mods responding to the event should be sure they check the source of the event is (one of) the quest(s) they are expecting, or else rules could be added to unexpected XDFF quests, where they are not supposed to go. But the main thing is that with a shared resource like dcur_dominantfollower unexpected rules may very well be added there, so be defensive. If you use your own quest, and if listeners are well behaved and check the originator, you should be safe. However... The base rule will always blindly auto-add your rule, unless you override that functionality. The base rule implementation doesn't check the event source, because it has no way to know what sources it should listen to, so if you add rules for your mod/quest, and don't want them to be added to every single XDFF quest at startup, you must override the following: Event OnRegisterRule(string eventName, string strArg, float numArg, Form sender) RegisterRule() EndEvent Perhaps, before this gets set in stone, Kimy could change RegisterRule() so that it takes the sender Form as a parameter, so developers who want to register selectively can override at the RegisterRule() level instead? It would be a little more flexible. If developers could override RegisterRule, they can call the base version in their override after filtering, while allowing non-breaking changes to the event in the base script if the framework wants to add its own filter system down the track. Right now, overriding it is no good, because you don't know the sender at that point. Obviously, just because you have a rule registered doesn't mean it must be used automatically. You can set the ManualRule property true, which will stop it being used at random, or you can just have the EnactRule function deactivate the rule if it's not supposed to be running. I think that's the gist of it. Kimy will surely correct me if I am wrong 2
MetZwerg Posted November 9, 2018 Posted November 9, 2018 hmmm the version number in the mcm still says version 6.4 .... and is it correct, that there are no means to adjust the new whore collar event ? as my char is wearing it now, but there is no trace of it in the mcm... i would like to set the likeliness of the whore collar... i did make a complete clean install, by the way....
Lupine00 Posted November 9, 2018 Posted November 9, 2018 On the topic of ME though ... As well as cursed loot events... When Whore Collar is finally configurable, can we get it so that innkeepers will hand it out or force it on you as a result of dialog interactions? e.g. PC is naked, or doesn't have money for a room, and talks to innkeeper... The following dialog is enabled. "Please, I've lost everything and I need food and somewhere to sleep. Can you help me?" Innkeeper snaps Whore Collar on you, rents you a room for free and gives you some food and drink. "Of course missy. Now get to work and earn your keep. Charity is a dirty word in this establishment." Or... PC is bound, and not in a quest or blockgeneric collar, attempts to talk to innkeeper. "Ah, you must be the new whore. You're late. Here's your collar... Now get to work." Collar added whether PC wanted it or not, chance configurable. We can then pretend the money goes to the innkeeper. There you go, ME lite! 1
Lupine00 Posted November 9, 2018 Posted November 9, 2018 49 minutes ago, MetZwerg said: hmmm the version number in the mcm still says version 6.4 .... Nothing wrong with your install. The MCM is still set to show 6.4 in 7.1 scripts; also returns version 62 if you check the integer version with a script.
MetZwerg Posted November 9, 2018 Posted November 9, 2018 another problem that i have at the moment is, that if a customer uses bondage, the dialouge for getting your money gets stuck at the just let me unlock you part...
jigwigigx Posted November 9, 2018 Posted November 9, 2018 Is anyone else having an invisible chloe problem or does she have some kind of spell effect in her magic inventory? It happens mostly when I load a save or go through a door into something but I can get her back by opening her inventory, taking something off her e.g. a garment, and giving it back.
Zaflis Posted November 9, 2018 Posted November 9, 2018 18 minutes ago, jigwigigx said: Is anyone else having an invisible chloe problem or does she have some kind of spell effect in her magic inventory? It happens mostly when I load a save or go through a door into something but I can get her back by opening her inventory, taking something off her e.g. a garment, and giving it back. That's HDT system having "spasms" with the iron chains. You can also load some old save and then back to the current one and it should reset HDT.
Lupine00 Posted November 9, 2018 Posted November 9, 2018 8 minutes ago, Zaflis said: That's HDT system having "spasms" with the iron chains. You can also load some old save and then back to the current one and it should reset HDT. The "easy" fix for this is ... Look at Chloe. (Yes, she's invisible, but you will still get an activation message if you are close enough). Bring up console. Click with mouse to select Chloe - check the object selected has the correct name. Type "disable" into the console. Type "enable" into the console. Exit console. Chloe should re-appear. Don't disable then fail to re-enable Chloe before leaving console, or you might find it's a lot harder to get her back. 2
itami_no_hana Posted November 9, 2018 Posted November 9, 2018 56 minutes ago, Lupine00 said: The "easy" fix for this is ... Look at Chloe. (Yes, she's invisible, but you will still get an activation message if you are close enough). Bring up console. Click with mouse to select Chloe - check the object selected has the correct name. Type "disable" into the console. Type "enable" into the console. Exit console. Chloe should re-appear. Don't disable then fail to re-enable Chloe before leaving console, or you might find it's a lot harder to get her back. Slightly off-topic, but still relevant question - what is the cure for when it is the player character who gets invisible? I usually run showracemenu and it works, but I'm wondering if there is another way to do it. 1
lastbytescout Posted November 9, 2018 Posted November 9, 2018 You could try "setactoralpha 1" with selected NPC or PC. Sometimes NPCs disappear again a few seconds after disable/enable, in most cases this fixed it permanently.
Guest Posted November 9, 2018 Posted November 9, 2018 Can somebody give me an advice on SL Defeat vs Cursed Loot Defeat system? Which do you prefer and why? What settings are you using?
Sorrow_421 Posted November 9, 2018 Posted November 9, 2018 I have "SD+ v3.6.1" and if I get enslaved by an NPC and they try to strip me, the devices re equip again but only the devices from this mod. The same happens when I get arrested through "POP" they can't strip the devices from this mod. I also have "DDequip" and "Deviously Enslaved Continued" because I see the mod connects to SD+ and POP. Is this supposed to happen? Do I have to change the theme of the devices in MCM cause I saw that Ebonite wants DDexpansion. Or is something incompatible? Or is this how it's supposed to be?
KLongad Sirtup Posted November 9, 2018 Posted November 9, 2018 @Kimy Can your mod currently detect and utilise Prison Overhaul Patched as it has now become standalone from what is referred to in the original post? The file name which also needs to be searched for and used is xazPrisonOverhaulPatched.esp. Cause at the moment if your mod is unable to detect this new standalone state then content won't be accessible. The standalone status occurred when version 3.40 of Inte's Prison Overhaul Patches was released at which point it was renamed "Prison Overhaul Patched" and given a new filename. All new downloaders of that Inte mod will be using the standalone version if they are up to date. =========================================== Also the shopping quest dialogue is available to everyone all the time including those who the player isn't enslaved to? XDFF hasn't given it as a task to do the quest currently though. Is it supposed to be visible all the time to anyone possibly even when it isn't a currently applicable activity to be carried out at the time?
jigwigigx Posted November 9, 2018 Posted November 9, 2018 7 hours ago, Lupine00 said: The "easy" fix for this is ... Look at Chloe. (Yes, she's invisible, but you will still get an activation message if you are close enough). Bring up console. Click with mouse to select Chloe - check the object selected has the correct name. Type "disable" into the console. Type "enable" into the console. Exit console. Chloe should re-appear. Don't disable then fail to re-enable Chloe before leaving console, or you might find it's a lot harder to get her back. Thanks guys.
jigwigigx Posted November 9, 2018 Posted November 9, 2018 Here's a problem I've not had before. I finished the chloe quest and got unbound and took her as follower. Then went to bleak falls barrow to get the claw and dragonstone where I got zapped with the bondage adventure quest only it was chloe that got teleported away, my pc got left behind in the barrow with the inescapable armbinder etc. Don't know what to do with this one but it will be fun finding out. ?
Rotte boy Posted November 9, 2018 Posted November 9, 2018 I accepted a quest to go shopping for some lady in an armbinder, no problem there. But I had to shop at a "Temple store/shop", where the hell do I find a "Temple store"?! I've searched through Whiterun, Solitude, and Markarth, and I found nothing. If I use the safeword command to get free a bunch of quests get bugged. (Never mind I found it)
jigwigigx Posted November 9, 2018 Posted November 9, 2018 29 minutes ago, jigwigigx said: Here's a problem I've not had before. I finished the chloe quest and got unbound and took her as follower. Then went to bleak falls barrow to get the claw and dragonstone where I got zapped with the bondage adventure quest only it was chloe that got teleported away, my pc got left behind in the barrow with the inescapable armbinder etc. Don't know what to do with this one but it will be fun finding out. ? Update: After checking that chloe wasn't invisible I got her refid intending to teleport her back to me, but instead decided to teleport my character to her first using player.moveto command to see where she was. Expecting to find her near deep folk crossing which is where I usually end up on the adventure quest, I got a surprise however when my pc reappeared in a strange dark room with Leon, Leah, Chloe and her doppelganger standing on a bed and no exit to the room. wtf?
Graphic67 Posted November 9, 2018 Posted November 9, 2018 Quote Update: After checking that chloe wasn't invisible I got her refid intending to teleport her back to me, but instead decided to teleport my character to her first using player.moveto command to see where she was. Expecting to find her near deep folk crossing which is where I usually end up on the adventure quest, I got a surprise however when my pc reappeared in a strange dark room with Leon, Leah, Chloe and her doppelganger standing on a bed and no exit to the room. wtf? Looks to me like you found Kimy's secret lab / cloning facility ? 1
ePiKnight Posted November 9, 2018 Posted November 9, 2018 Quick question about light mod compatibility: What is the compatibility with being Sasha's pet (yoke in cities) to the "Open Cities Skyrim" mod? I just tried it and walked for what felt like an eternity out of Markarth and she never freed me (in an extreme hobble dress no less) so are these two things just incompatible in a non-game crash sort of way? If i can never take off the yoke (because Sasha refuses), then I also can't take off the hobble dress and I can't fast travel....
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