Kimy Posted November 26, 2018 Author Posted November 26, 2018 Version 7.2 - Added: Dominant Sasha will now occasionally unlock (generic) wrist restraints. - Added: The whore collar is now a separately configurable trap with its own MCM slider. - Changed: Going Shopping: The quest no longer makes you go to temple stores. - Changed: Chloe: You no longer HAVE to use the Whiterun carriage to go to Falkreath, so if certain inconsiderate 3rd party mods break the carriage driver, the quest will no longer get stuck. - Changed: XDFF: Removed rule forcing you to keep your master as follower at all times. - Fixed: XDFF: Sleeping no longer messes up the quest in some situations - Fixed: XDFF: Message text is now using the correct text substitution function. - Fixed: XDFF: The naked rule will now accept wearing catsuits and hobble dresses as obeying the rule. - Fixed: XDFF: Another attempt to try preventing Leon's quest wiping XDFF restraints when handing over the player to XDFF. - Fixed: Progressive bondage no longer equips corsets if they are disabled in MCM - Fixed: Gas traps no longer trigger self-bondage if you don't have any restraints in your inventory. - Fixed: Sasha's Armbinder and the Slaver's Armbinder now use the correct struggle animations. - Fixed: The good folks of Whiterun will no longer attack your captured bandits. - Fixed: Courier in Chains: The yoke will be getting removed when the quest ends. - Fixed: Another forgotten version number 7
Kimy Posted November 26, 2018 Author Posted November 26, 2018 Another little quality of life update fixing and polishing some things. No new game needed, but as always, make sure not to change the load order when updating. I hope I got most glaring 7.0 issues by now, so we can slowly move to adding new fun things again! \o/ 9
DonQuiWho Posted November 27, 2018 Posted November 27, 2018 EDITED - Hopefully reads better, and makes more sense. Excuse? It's very late here.... Thanks for the updates @Kimy And their being, as ever, straight overwrite enabled If I may, a quick question? I've not got much time right now, but I had another quick attempt to sort out my odd animation issues problem I noted that if I take Chloe out of Helgen Cave, on immediately meeting some baddies, my player seems to get defeated OK, but Chloe merely goes to bleedout, and then recovers, and the fight starts over again while the player stands doing nothing. Chloe never gets defeated. Her health even shows at 206 using additional console info - with the players still being 100 FWIW, this is using - the vanilla game follower mechanism, as opposed to, say, AFT (in which I always set all followers to a 'no combat healing/recovery' setting) - baddies from a new mod on Nexus - Enemy Plus - which I am beginning to suspect may add creatures that look like the base game items, but have subtle difference If I ask Chloe to 'wait' before/clear of the combat location, the player gets beaten down as expected Has Chloe got any characteristics that make her a bit special? My apologies if this is in the bumff somewhere, and I have just missed it (FWIW restraints are added - even if all rape restraints settings are at 0% - and the console does show a run through of about 20/30 'DD' prefaced anims - none of which kick in as I guess the 'other half' of the anim is an invalid actor for this purpose. As 'hardcore options' are off, and all set to 0% the beat down just repeats ad infinitum. [Although I did note on one run through that, even tho 'hardcore outcome' was off, but I had forgotten to reset Simple Slavery from a 5% to 0% chance, Simple Slavery still kicked in], Right now, I'm not too worried about this bit as it matches what you implied would happen, and I need to check that further so this bit of info is just a passing observation to which I don't need any reply, thanks) EDIT 2 : Here's a log, with a load of restarts, (some of which had MCM changes made), just in case it helps I've also added a second log where I reran this just to check if I had the right setting for the line that shows '[DCUR] - Rejected: Bandit Riekling Warrior. Reason: Actor is humanoid creature, disabled in MCM.' Humanoid creatures ARE checked in the MCM, so I'm not certain why it is disabled The smaller log has the rerun, all 'rape' tied up/restraints settings at 0%, hardcore off, but on 1st Simplke slavery left at 5% and player sent there, on second start, set to 0% and the player gets repeatedly knocked unconscious, then hopes mercy will be show, and then gets up to be knocked down again There is no rush for any reply as I'm away for a few days now, but wanted to get this done before I went Papyrus.0.log Papyrus.0.log
Corsec Posted November 27, 2018 Posted November 27, 2018 10 hours ago, Zaflis said: There's a mod that does i guess just the same thing but doesn't conflict with other mods, that is "Better Fast Travel": https://www.nexusmods.com/skyrim/mods/15508 It doesn't remove original carriage drivers or their dialogs, just alters them slightly. You have some customizability in MCM. I picked CFTO over BFT because I read the 'Masterlist: Dangerous, Outdated and Superseded Mods' list which said BFT was outdated, buggy and incompatible with the unofficial patches. You can read it here- https://steamcommunity.com/app/72850/discussions/0/523890681422555089/
MrEsturk Posted November 27, 2018 Posted November 27, 2018 3 hours ago, Kimy said: Version 7.2 ... - Fixed: XDFF: Sleeping no longer messes up the quest in some situations Unfortunately there is a still a glitch in the XDFF system where sleeping will sometimes "complete" all random rules. One of those weird glitches that only happens when Skyrim is feeling like being an asshole. I didn't get it in previous savecodes but started getting it just yesterday and now its non-stop for me (both in 7.1 and 7.2) But I found the source of the bug. Its in the OnSleep event of dcur_df_QuestScript. For some reason your "no cheat by sleep" algorithm causes random rules to automatically clear sometimes. When I disabled that section of code the glitch went away completely. Haven't figured out whats wrong with it as I only just figured out it was the problem. But if you get more reports of rules being cleared on sleep that would be the cause.
MrEsturk Posted November 27, 2018 Posted November 27, 2018 40 minutes ago, Corsec said: I picked CFTO over BFT because I read the 'Masterlist: Dangerous, Outdated and Superseded Mods' list which said BFT was outdated, buggy and incompatible with the unofficial patches. You can read it here- I've used BFT for over a year and have never had any issues with it. It worked fine when I was developing S_L_U_T_S Redux, a mod that uses the carriage driver NPCs. As well as Slaverun, another mod that adds dialog/quests to the carriage drivers. BFT always worked fine and never disrupted those quests.
Corsec Posted November 27, 2018 Posted November 27, 2018 1 hour ago, MrEsturk said: I've used BFT for over a year and have never had any issues with it. It worked fine when I was developing S_L_U_T_S Redux, a mod that uses the carriage driver NPCs. As well as Slaverun, another mod that adds dialog/quests to the carriage drivers. BFT always worked fine and never disrupted those quests. That's good to know, thanks. I'll try BFT with my next game.
neosuduno Posted November 27, 2018 Posted November 27, 2018 Just a suggestion, but I feel like there could be more events related to sleeping. As it is, it is either rape or Jack, but nothing else. Being robbed of gold and tied and gagged could be another option (and of course, keys would be taken).
Hanshurtig11 Posted November 27, 2018 Posted November 27, 2018 Thx for the Update Kimy !! But.. maybe its only me, but i have a texture glitch now. I used the max res texture, as recomended, and now have several missing textures for devious devices. If i remeber right, i used the midsize (1024) before. regards. On a second sight, it seems to be only DCL used devices, like High security collar, and the not so devious clothing like gloves and catsuites. Edit: Works when i chose 1024er Textures again.
Nazzzgul666 Posted November 27, 2018 Posted November 27, 2018 10 hours ago, Kimy said: It absolutely shouldn't matter if ZAP's filter is enabled or not. ZAP and DD are no longer aware of each other (the can't recognize each other's devices anymore), so chances that the ZAP filter is interfering with DD 4.x mods should be a good approximation to zero. Emphasis on "should" - we're still talking about Skyrim here. I didn't try with 4.1 and 4.2, but with 4.0 i still had problems at least under certain conditions (playing Whiterun Brothel Revamped which has a special animation from spacehamster, it didn't play at all unless i disabled the filter). I didn't do any further testing to figure out if that's the only case, but i thought it might be worth a try.^^ Anyways, thanks for the update.
Lupine00 Posted November 27, 2018 Posted November 27, 2018 11 hours ago, Kimy said: That would solve the problem, but at the cost of making every single DD mod in existence re-compiling their scripts. Yeah, well there are obvious ways around that. But it doesn't matter, having looked at it, I see you have other problems. Anyway, seems most of these messages would be prevented just by not running bound-girl processing while a menu is open, which is purely a DCL issue.
El_Duderino Posted November 27, 2018 Posted November 27, 2018 6 hours ago, MrEsturk said: 7 hours ago, Corsec said: I picked CFTO over BFT because I read the 'Masterlist: Dangerous, Outdated and Superseded Mods' list which said BFT was outdated, buggy and incompatible with the unofficial patches. You can read it here- I've used BFT for over a year and have never had any issues with it. It worked fine when I was developing S_L_U_T_S Redux, a mod that uses the carriage driver NPCs. As well as Slaverun, another mod that adds dialog/quests to the carriage drivers. BFT always worked fine and never disrupted those quests. There is one semi-serious bug in BFT that I'm aware of: if you have are playing with gold (septims) to have weight in your game and are using the "allow travel when over encumbered" feature in BFT. Whenever you use the BFT carriage in these circumstances, the current weight of your gold will be placed on your char's Carryweight as a permanent debuff. But there are a few workarounds (don't use gold weight, don't use that feature in BFT, or simply use player.modav carryweight # every now and then) so it's not that critical (not quest breaking or stuff like that).
GronkyDonky Posted November 27, 2018 Posted November 27, 2018 Thanks Kimy. Happy to see this mod continually updated through the years.
Lupine00 Posted November 27, 2018 Posted November 27, 2018 I could get hung up over carriage travel if it was different from fast travel in any significant way, but it isn't really. You can just COC to a location, then hit the wait key, it achieves just about the same thing, and once you've been there once, fast travel is no different. Unless you consider the trivial fees meaningful. Now and again, you've had a disaster, maybe they are, but usually in those kind of situations you can't use a carriage anyway, due to quest restrictions or whatever. I tend to ban bound carriage use when bound etc too. I don't even use a mod for it, just don't use them. Now, if carriages carried a risk of interruptions and ambushes, that would make them a lot more immersive, and I'd consider them "fun", rather than the dialog menu for fast-travel that they mostly are. There are a couple of mods that attempt to do this sort of thing, but I didn't find them too satisfactory. Definitely space for a great new mod there.
Zaflis Posted November 27, 2018 Posted November 27, 2018 The fast travel being enabled bug is still there in 7.2. To my understanding there's 2 ways to control fast travel in Skyrim mods: 1) Periodic events (update?) that check conditions and toggle it on or off. Obviously this adds minor stress to papyrus. Player can open map just after zoning and able to fast travel always. 2) Event when player opens map, and check at that point. Not many mods use this (some do) but it's a script-light way to implement it, and it ensures that player can't fast travel when mod doesn't want him to. I assume DCL is currently using way 1.
Lupine00 Posted November 27, 2018 Posted November 27, 2018 1 hour ago, Zaflis said: 2) Event when player opens map, and check at that point. Not many mods use this (some do) but it's a script-light way to implement it, and it ensures that player can't fast travel when mod doesn't want him to. This also fails if there is script lag. There's a way (3) where the script detects that you have travelled, after you arrive, and sends you back again. I think some early anti-cheat efforts might have been like that, but they were never features, more easter-eggs. Oh wait, there's a way (4)... You write a SKSE plugin to block it, and it has API calls that turn it on and off. You can probably block COC with this too. DCL's mechanism was fine for most people, up until now, so it will probably be sorted eventually. In the meantime, just don't try to fast travel
Lupine00 Posted November 27, 2018 Posted November 27, 2018 Quote - Added: Dominant Sasha now occassionally will unlock (generic) wrist restraints. What about the other things that people keep getting stuck in when Sasha is in charge? Was all that stuff working as intended anyway?
Gameplayer Posted November 27, 2018 Posted November 27, 2018 On 11/24/2018 at 7:57 AM, Lupine00 said: I do not! Is it a lot? But not knowing how to use it, he wouldn't know that it could help him. And letting him know that might empower him to look up a tutorial that shows him how to make the very limited use of it that he needs without too much pain? Not if he only looks at his list of installed mods rather than at the actual plugins list. Indeed. But why not bring up the issue of persistent changes in saves - which is a super-useful point - right away, instead of saving it for a response to me. Choosing to make the oddly-specific about killable children suggests you had some reason to believe he was running that in particular, maybe? I don't know. Is there something I'm missing? Is there some reason you suspect he would most likely be running KC, and not one of the vampire mods you refer to later. Did he ask you about it in the past? Surely, KC would stand out like a sore thumb, while the vampire mods would be easy for anyone to overlook? I'll take your word for it that so many mods edit children. But I've used a few mods here and there, and never once tripped DCL's alarm, unexpectedly, or otherwise. But I guess it never occurred to me to install a mod so I could kill friendly NPCs, let alone children. It does? I can imagine somebody doing it, maybe. Most of the problems I see people bring up with say ... DCL ... don't seem to be due to this. In fact, if there was one problem people have with DCL, it's that they didn't run Bodyslide, and if there was a second problem, it's that something stack-dumped and broke their game, and if there's a third it would be Devious Devices doing something odd. In fact, removed a mod during a playthrough would probably be around number twenty-two in my top twenty of things that people do to break DCL, but I guess if you go looking for that issue you probably find more cases of it. It may well be that many times, people have removed a mod and it has broken their game, and they never mentioned it because they believe removing mods is simple and harmless. I hadn't considered it that common. I guess everything is relative, in that respect. I don't see it being spoken of that much, but I guess I don't read reddit either. Its not a Bodyslide issue. Its not a stack dump issue. Its not doing something odd. DCL is literally doing exactly what its designed to do and that's shut itself down when there is a mod that introduces specific changes to child actors.
LHM Posted November 27, 2018 Posted November 27, 2018 Has anyone been able to escape from Leon's collar? It seems like the amount of combinations left just increases indefinitely. EDIT: managed to escape after the counter reached like 10k or something... But he didn't unlock the bondage gear I had (a chastity belt and the elbowbinder).
Snook001 Posted November 27, 2018 Posted November 27, 2018 Hi, I love your mod, have been using it now since... wow, I don't know, probably its beginning. So far I don't have problem with it and I must congratulate you on a mod well maid, kudos ?. I was wondering if you could have Leon or Leah take over the player entirely? What I mean by that: Once the player is enslaved, they decide where to go, they chose the quests, they accompany the player in the dungeons to complete the quest and they go back to the city of the giver of the quest. Once in the city, the player is lead in the inn to prostitute herself and is watched by a bouncer. While Leon or Leah are leaving the inn to presumably meet the giver of the quest and get the bounty on top of selling all the loot. They come back after a few game hours with new quests (from the game, I would say a max of 10 quest at a time should be reasonable). They either get some sleep (the player sleep full restraint on the floor) or off they go to their new adventures. Off course all the heavy lifting and most of the fighting would be done by the player and she would be directed by her owner. Also you could have a zapping collar to prevent the player from escaping or disobeying to her owner. Just an idea like that, hope you will like it?. 1
darkfender666 Posted November 27, 2018 Posted November 27, 2018 i read the update. How do i start courier in chains quest? didn t find it. Already saved Chloe and i get mentioned future works but didn t find any.
Kimy Posted November 27, 2018 Author Posted November 27, 2018 7 hours ago, Lupine00 said: Yeah, well there are obvious ways around that. But it doesn't matter, having looked at it, I see you have other problems. Anyway, seems most of these messages would be prevented just by not running bound-girl processing while a menu is open, which is purely a DCL issue. I do that already, but apparently some of these messages still slip through. Probably script lag, I dunno. It actually shouldn't happen, but I guess a super-small chance for it to happen will still make it happen for some of DCL's many, many users.
bubba999 Posted November 27, 2018 Posted November 27, 2018 8 hours ago, Snook001 said: Hi, I love your mod, have been using it now since... wow, I don't know, probably its beginning. So far I don't have problem with it and I must congratulate you on a mod well maid, kudos ?. I was wondering if you could have Leon or Leah take over the player entirely? What I mean by that: Once the player is enslaved, they decide where to go, they chose the quests, they accompany the player in the dungeons to complete the quest and they go back to the city of the giver of the quest. Once in the city, the player is lead in the inn to prostitute herself and is watched by a bouncer. While Leon or Leah are leaving the inn to presumably meet the giver of the quest and get the bounty on top of selling all the loot. They come back after a few game hours with new quests (from the game, I would say a max of 10 quest at a time should be reasonable). They either get some sleep (the player sleep full restraint on the floor) or off they go to their new adventures. Off course all the heavy lifting and most of the fighting would be done by the player and she would be directed by her owner. Also you could have a zapping collar to prevent the player from escaping or disobeying to her owner. Just an idea like that, hope you will like it?. I wish somebody could do that. You can roleplay something like that using Devious Followers, where you RP that you are just following orders while always wearing a collar and cuffs. You can set it so that she will demand most of your gold or even control it. Throw in SLUTS and rp your Mistress ordering you to haul freight while she acts as bodyguard....
Guest Posted November 27, 2018 Posted November 27, 2018 22 hours ago, Kimy said: - Changed: XDFF: Removed rule forcing you to keep your master as follower at all times. Thanks.
Snook001 Posted November 28, 2018 Posted November 28, 2018 5 hours ago, bubba999 said: I wish somebody could do that. You can roleplay something like that using Devious Followers, where you RP that you are just following orders while always wearing a collar and cuffs. You can set it so that she will demand most of your gold or even control it. Throw in SLUTS and rp your Mistress ordering you to haul freight while she acts as bodyguard.... Yeah, I have that mod too, but it don't do it just wright. Role play is fun but there is soooo... many quest we don't know about. One of the point would be that the mod would enslave the player and make her do all the quest. Leon or Leah would bring the player to various location and get a quest. Then she would direct the player to do the quest and receive the prize. Of course, no repeatable quest like the Dark brother hood one or others. I know I haven't done them all. But a master or mistress forcing the player to do all the quest would be awesome. We only need a program that will read the quest and select them at random and never select those done. Make belief will only make you do the same quest, occasionally finding a new one and missing a lot of them. Well, I could be wrong, would not be the first time.. or the last ?. Has anyone done all the quest? I mean all of them, even the hidden one? How many there is? I'm talking about a mod that would enslave the player and make her do all of them ?
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