Fylix_Aerou Posted December 1, 2018 Posted December 1, 2018 I'm having an issue with the Chloe quest. The second visit to the Hall of the Dead after Chloe takes all of the ingredients Nazeem isn't showing up after I talk to him. The quest arrow is in the spot where he would stand and Chloe can't seem to not wait outside despite already following me. I've tried waiting days and he won't show up at the Hall of the Dead.
DavidWillers Posted December 1, 2018 Posted December 1, 2018 On 11/25/2018 at 6:37 PM, Nazzzgul666 said: Go to ZAP MCM and disable "override animations" or something like that, it's a checkbox in the middle of the left side, probably sexlab page. Then try if it works. hmm that doesn't seem to work for me either... any other ideas?
Nazzzgul666 Posted December 1, 2018 Posted December 1, 2018 4 minutes ago, DavidWillers said: hmm that doesn't seem to work for me either... any other ideas? Â Like i already mentioned, stack dumps might have broken your save. Fastest way to test it would be to start a new game, if it works there you may try reloading older saves until you find one where it still works.
DavidWillers Posted December 1, 2018 Posted December 1, 2018 21 minutes ago, Nazzzgul666 said: Â Like i already mentioned, stack dumps might have broken your save. Fastest way to test it would be to start a new game, if it works there you may try reloading older saves until you find one where it still works. Thank you, gonna try that. I have found another problem. This has nothing to do with cursed loot but I thought you might be having a solution. My character seems to sometimes start walking away shortly before a sex animation... especially in whiterun. Near the bannered mear my character gets teleported away outside of whiterun and starts floating into the air while doing a animation.
lingmuling Posted December 1, 2018 Posted December 1, 2018 Hi, Kimy. This is an awesome mod and I have been using the mod for serveral years. Recently, I notice that the rape function did not function properly. When the Rape function get trigerred, NPC flash to me, do nothing and disappear. Is it a known issue?Â
Lupine00 Posted December 1, 2018 Posted December 1, 2018 1 hour ago, lingmuling said: Hi, Kimy. This is an awesome mod and I have been using the mod for serveral years. Recently, I notice that the rape function did not function properly. When the Rape function get trigerred, NPC flash to me, do nothing and disappear. Is it a known issue? Something is wrong with your SexLab installation, or possibly, your DCL has become broken and can't call SexLab.  It is not expected behaviour in DCL.  While people do seem to have this issue occasionally, it's due to problems in their game, not a consistent DCL problem. Read back in the forum, you'll see.
kaldwin Posted December 2, 2018 Posted December 2, 2018 Has anyone else ran into this bug: In the MCM under miscellaneous options, "explosive traps on cursed containers" is ticked, and "Unequip gear instead of drop" is not ticked. This causes my characters cloths (body, gloves, boots) to fly off when opening a cursed container. OK fine. Opened a container while wearing a straitjacket and the straitjacket flies off. That's not supposed to happen, right? bondage mittens/gloves also fly off but not my ballet boots.
Siudhne Posted December 2, 2018 Posted December 2, 2018 Idea: Sleep attacks with %-bondage chance (as configurable in the "rape" tab). 3
Lupine00 Posted December 2, 2018 Posted December 2, 2018 8 minutes ago, Siudhne said: Idea: Sleep attacks with %-bondage chance (as configurable in the "rape" tab). Gets my vote.
chipstick Posted December 2, 2018 Posted December 2, 2018 Hi Kimy, Â May I ask which script controls the misogyny function - namely which NPCs will demand sex from the player? You recently added a check so that non-unique NPCs would not do so. I'd very much like to revert that in my own playthrough. Problem is, I can't locate the function in any of the source scripts. Went through all of them but have been unsuccessful so far. Â If I just know which script to poke around in, I'm pretty sure I'll work it what changes are needed. Not asking for any instructions or anything. Â Looked through DCUR-library and DCUR-clocktick, but can't see any functions gatekeeping which NPCs are valid for misogynistic demands yet. Â I would *really* appreciate it if you could name the script I need to look at. Â Thanks. Â Edit: A MCM option for this NPC filter would be lovely.
Lupine00 Posted December 2, 2018 Posted December 2, 2018 Presumably there was some very practical reason for stopping non-unique NPCs from having misogyny dialogs? Â It must have been done to prevent a problem; would be nice to understand what it fixes. Â Â Non-hostile, non-unique NPCs aren't normally all that common in towns, mostly they are wanderers: stormcloaks, imperial soldiers, vigilants, hunters, and so on. At first glance there seems no particular reason for them not to have the dialogs, though you probably don't talk to them all that often, so it would be unusual to trigger it. Â Of course, some mods add a bunch of extra travellers, but again, the player rarely chats to the non-unique ones, so it's something that wouldn't be triggered often. Â My guess is this avoids a problem with some mod I'm unaware of that adds lots of male generic characters who it seems inappropriate for? But I really have no idea. That's why I'm wondering.
themanticore Posted December 2, 2018 Posted December 2, 2018 Hello, I'm having a problem installing the latest update of cursed loot on the NMM. It reaches about 40% and then says an error occurred. I haven't had this problem with earlier updates. Any ideas?
Guest Posted December 2, 2018 Posted December 2, 2018 Hello, i'm having an issue with the 'Slage gag' (i am using the latest version 7.2). Basically i can equip and unequip it freely (no usual DD menu pops up) and, when equipped, the gag is invisible (in 3rd person view on the character). Every other gag (including panel gags) from DCL and DD works normally. Checking the papyrus log, i have this error Error: Unable to link "dcur_hisecgagscript" - the parent of "dcur_slaveGagScript". immediately followed by several errors like this ERROR: Failed to find variable ::Libs_var used in dcur_slaveGagScript.DeviceMenuExt() where the variable name and the function name can vary. Then, when the game is trying to equip the gag (as part of the slave set event), i get ERROR: Unable to bind script dcur_slaveGagScript to Item 5 in container  (00000014) because their base types do not match  I can provide the complete log if required. I checked and the dcur_hisecgagscript script seems to be missing from the download (if this is the problem).
itami_no_hana Posted December 2, 2018 Posted December 2, 2018 5 minutes ago, deadayo said: Hello, i'm having an issue with the 'Slage gag' (i am using the latest version 7.2). Basically i can equip and unequip it freely (no usual DD menu pops up) and, when equipped, the gag is invisible (in 3rd person view on the character). Every other gag (including panel gags) from DCL and DD works normally. Checking the papyrus log, i have this error Error: Unable to link "dcur_hisecgagscript" - the parent of "dcur_slaveGagScript". immediately followed by several errors like this ERROR: Failed to find variable ::Libs_var used in dcur_slaveGagScript.DeviceMenuExt() where the variable name and the function name can vary. Then, when the game is trying to equip the gag (as part of the slave set event), i get ERROR: Unable to bind script dcur_slaveGagScript to Item 5 in container  (00000014) because their base types do not match  I can provide the complete log if required. I checked and the dcur_hisecgagscript script seems to be missing from the download (if this is the problem). I can double that, had the same issue.
chipstick Posted December 3, 2018 Posted December 3, 2018 18 hours ago, Lupine00 said: Presumably there was some very practical reason for stopping non-unique NPCs from having misogyny dialogs? Â It must have been done to prevent a problem; would be nice to understand what it fixes. Â Â Non-hostile, non-unique NPCs aren't normally all that common in towns, mostly they are wanderers: stormcloaks, imperial soldiers, vigilants, hunters, and so on. At first glance there seems no particular reason for them not to have the dialogs, though you probably don't talk to them all that often, so it would be unusual to trigger it. Â Of course, some mods add a bunch of extra travellers, but again, the player rarely chats to the non-unique ones, so it's something that wouldn't be triggered often. Â My guess is this avoids a problem with some mod I'm unaware of that adds lots of male generic characters who it seems inappropriate for? But I really have no idea. That's why I'm wondering. I don't know what the reason is, wish I knew. Played with DCUR 5.8 from late 2016 til Oct 2018 and didnt encounter any related issues I was aware of. This is the first time I'm doing a big upgrade of my mods since then, and I would really like to revert this change. Â
Corsec Posted December 3, 2018 Posted December 3, 2018 On 12/1/2018 at 12:46 AM, Fylix_Aerou said: I'm having an issue with the Chloe quest. The second visit to the Hall of the Dead after Chloe takes all of the ingredients Nazeem isn't showing up after I talk to him. The quest arrow is in the spot where he would stand and Chloe can't seem to not wait outside despite already following me. I've tried waiting days and he won't show up at the Hall of the Dead. Â I'm having a similar issue. Duing bad weather, Nazeem keeps leaving Whiterun and walking back to Chillfurrow Farm. He also will leave the Hall of the Dead after DLC has teleported him there. I'm thinking that the Wet and Cold mod AI packages are overriding his DCL stuff. Also, he doesn't pass out asleep but stands in place, still awake. Â Are you using Immersive Citizens? What was his location and movement before the quest sent you to the Hall of the Dead? Maybe it's because his DCL AI packages haven't been set to a high enough priority and other mods are controlling the NPCs behaviour? Â You can probably make a workaround by using the console placeatme command to get him where you need him and talk to him before he leaves. Â EDIT: Confirmed. When I disable Wet and Cold in the MCM then Nazeem behaves like he is supposed to. But I don't think the Immersive Citizens AI can be turned off like that. Â On 11/29/2018 at 9:30 AM, Greaminator said: im having a problem whith some devious devices like ebonite armbider where the arms dont align with the device does anyone know what could cause this ? Â Â Seconding this. I've had this issue for years and don't know what is causing it.
Rotte boy Posted December 3, 2018 Posted December 3, 2018  I tried out one of the armbinders on my PC, and when I unequipped it, my PC's arms were still locked behind her back. It only occurs when I'm either standing still of slow walking. I have tried to update FNIS and deactivate the DD mods, but the problem just returns when the mods are reenabled.
_SpaceHamster_ Posted December 3, 2018 Posted December 3, 2018 59 minutes ago, ManlyMads said:  I tried out one of the armbinders on my PC, and when I unequipped it, my PC's arms were still locked behind her back. It only occurs when I'm either standing still of slow walking. I have tried to update FNIS and deactivate the DD mods, but the problem just returns when the mods are reenabled. Try equipping it again but manipulate the locks when asked. Unequip it while running and stuff and it should fix it (for me it works).
KLongad Sirtup Posted December 3, 2018 Posted December 3, 2018 @Kimy Is it possible for you to please implement as a rule in XDFF the possibility of them being able to take ownership of any homes and its contents that the player has currently owned in game?  As well as possibly take one as their own if they don't have one currently or one they like better. Also have it so that the enslaved player character can say to their who ever is their master under XDFF some thing like the following:-  "Please master, as your slave it no longer has need of the properties which were mine. Please take them for your own and feel free to have one of them be your home."  Which would trigger the rule performing the home ownership actions and moving the home location marker of the XDFF registered follower (or sending a signal for the registered follower to utilise). Also if they have any property door keys which aren't taken by other rules then they will be taken as part of this one. In addition if there is any deeds they will be taken, also any in game statistics of property ownership by the player will need to be updated down to 0.  Depending on other rules which are applied currently under XDFF the registered individual may temporarily lend you one door key for access. During appropriate tasks which given if they are allowing you to leave just for the task.  The properties would be possibly be returned after you reach the point where you are freed. Alternatively possibly buy them back from the follower afterwards (possibly at a higher price).  If necessary this could be under a toggle for MCM to activate so that if it isn't wished for this to happen it won't by default. If checked then it will then happen. Depending on if this is applied by the XDFF system you have created.
WaxenFigure Posted December 3, 2018 Posted December 3, 2018 On 11/26/2018 at 8:32 PM, 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-  https://steamcommunity.com/app/72850/discussions/0/523890681422555089/  On 11/26/2018 at 9:12 PM, 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. It is rated an '8" which means it's very stable but has some bugs, mainly incompatibilities with USLEEP fixes (i.e. USLEEP patched something and this mod brings it back to unpatched, something that's easy to fix in TES5EDIT).
KLongad Sirtup Posted December 3, 2018 Posted December 3, 2018 @Kimy Is there currently any direct soft-dependency integration with Immersive Hair Growth and Styling? Cause the Nobles (as Doms) and Sasha (when being a Dom) may consider doing something to your looks a part of it. Â Getting the Player Character's ears or other body parts pierced and giving them piercings. Altering hair style or colour as well as keeping it to a particular length that they like. Changing make up colour and style etc.
Corsec Posted December 4, 2018 Posted December 4, 2018 Got a problem with the bright blue glowing garbage piles from 'Supply and Demand' staying after the quest is complete. Was I supposed the clean them all before the qust completed. I had at least 2 still when I moved onto the next quest phase. Â The garbage piles also clipped into the forge of the Riften blacksmith. Only the bare edge was visible. I have city mods, but I didn't think they moved the forge (JK Lite and it's patch for Dawn of Skyrim).
kaldwin Posted December 4, 2018 Posted December 4, 2018 @kimmy Have you considered giving dare and damb boxes MCM options, like probability of finding one over the other in ornate chests, or probability that a dare box is cursed? 1
Lupine00 Posted December 4, 2018 Posted December 4, 2018 Some things that aren't very obvious about DCL misogyny: Â Misogyny uses the timer used by rape, even though it's in a completely different section of the MCM. Â If you eagerly consent to a misogyny event, the player is still set as "victim" for SexLab purposes, and SexLab believes the player was raped.
Zaflis Posted December 4, 2018 Posted December 4, 2018 15 hours ago, KLongad Sirtup said: Is it possible for you to please implement as a rule in XDFF the possibility of them being able to take ownership of any homes and its contents that the player has currently owned in game? There is a mod for that, you can set any location as home to a follower. There is a new dialog "Lets talk about home...": https://www.nexusmods.com/skyrim/mods/18045
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