kaldwin Posted December 7, 2018 Posted December 7, 2018 @kimmy Is there a reason the "surrender on disarm" MCM option for combat surrender was removed for the 7.0 release? Tried to sneak up on a group of bandits (no melee weapons. That's ok khajiit has claws). I was discovered, but was forced to surrender before I could equip any spells. I tried disabling "unarmed" as a rape trigger, but it doesn't seem to have any bearing on combat surrender. only way I can fight unarmed is to disable combat surrender entirely. *side note* Doesn't effect tavern brawls. I double checked just to be sure.
Rotte boy Posted December 7, 2018 Posted December 7, 2018 I have a little problem... A cursed chest put me in a straightjacket, and I can't get out of the bloody thing now. When I try to unlock it with keys, it just gives me the "try again later" message. Does it work like an armbinder where you have to find a sharp object in a container, or do I just have to get lucky with the keys? I have the sharp object chance at 10%, and I have opened at least 30+ containers so far, so I doubt that it works like an armbinder.
kaldwin Posted December 7, 2018 Posted December 7, 2018 43 minutes ago, ManlyMads said: I have a little problem... A cursed chest put me in a straightjacket, and I can't get out of the bloody thing now. When I try to unlock it with keys, it just gives me the "try again later" message. Does it work like an armbinder where you have to find a sharp object in a container, or do I just have to get lucky with the keys? I have the sharp object chance at 10%, and I have opened at least 30+ containers so far, so I doubt that it works like an armbinder. sharp object doesn't work with straight jackets. You just have to get lucky. Also it takes 2 restraint keys to unlock, not 1
Rotte boy Posted December 7, 2018 Posted December 7, 2018 2 minutes ago, kaldwin said: sharp object doesn't work with straight jackets. You just have to get lucky. Also it takes 2 restraint keys to unlock, not 1 you gotta be kidding me... Well thanks for the help nonetheless.
RetroGray Posted December 7, 2018 Posted December 7, 2018 Just seconding that I would also quite appreciate an option to disable combat surrender when unarmed but otherwise fine. I've been trying to slim down my load order a bit and I'm fairly sure that change is all I'd need to switch to DCLs inbuilt combat surrender function rather than something like Defeat + Captures which, while largely functional, are somewhat buggy and no longer being updated. Similarly, could I request a "follower prevents rape" option for non-combat rape? Pretty much if I have a follower with me it'll be through the XDFF system or Devious Followers, and in either case there's a vastly increased chance of the player character being naked, restrained, aroused, or all of the above which is pretty much a guaranteed trigger. If you've picked up a badass follower for protection, and you're dealing with all of their rules and restrictions as a result, it'd be nice if they could at least stop random unarmed peasants overpowering you.
Lupine00 Posted December 7, 2018 Posted December 7, 2018 41 minutes ago, ManlyMads said: you gotta be kidding me... Well thanks for the help nonetheless. I was able to struggle out of a straitjacket applied by Devious Cidhna on the first attempt. I'm not sure if DC deliberately set it up that way, or whether it was just the default behaviour. (And it's possible I was just very lucky). But... my guess is that they are quite a bit easier to struggle out of than an armbinder, unless you get a special quest one. And that makes sense to some extent. They should be easier to struggle out of, even if it's just for balance.
Lupine00 Posted December 7, 2018 Posted December 7, 2018 6 hours ago, kaldwin said: Is there a reason the "surrender on disarm" MCM option for combat surrender was removed for the 7.0 release? Tried to sneak up on a group of bandits (no melee weapons. That's ok khajiit has claws). I was discovered, but was forced to surrender before I could equip any spells. I tried disabling "unarmed" as a rape trigger, but it doesn't seem to have any bearing on combat surrender. only way I can fight unarmed is to disable combat surrender entirely. This clearly has some questionable quirks now. I got repeated surrenders, due to the random disarm feature in DCL, against archers that couldn't even path to me (in Broken Oak Cavern or whatever it's called, before I dropped the bridges). I hoped it might be fixed in 7.2 - I guess it's still in progress. It looks like the only fix for the case with unarmed combat is to bring the checkbox back, because I don't see any efficient way that DCL would tell the difference between "unarmed on purpose" and cases where you dropped weapons due to DCL, or another mod that makes you drop weapons (Hormones, SLD). Probably, Defeat (without DAMOYL) is the best alternative, if you are having problems with DCL. If you use Defeat, probably best not to enable stuns against the player, as they work badly with magic attacks and produce highly inappropriate player surrenders.
Lupine00 Posted December 7, 2018 Posted December 7, 2018 22 minutes ago, RetroGray said: Similarly, could I request a "follower prevents rape" option for non-combat rape? Pretty much if I have a follower with me it'll be through the XDFF system or Devious Followers, and in either case there's a vastly increased chance of the player character being naked, restrained, aroused, or all of the above which is pretty much a guaranteed trigger. If you've picked up a badass follower for protection, and you're dealing with all of their rules and restrictions as a result, it'd be nice if they could at least stop random unarmed peasants overpowering you. While it's an obvious option for people not using XDFF - and is one of the reasons to use SLAdventures rapes instead of DCL right now - XDFF is another case again. Spoiler One of the little niggles with DCL is that sometimes it picks up followers and applies rapes to them, even when you don't have follower support enabled, and other times fails to pick up followers. At least, it used to in 6.X; it may be fixed in 7+. Sometimes it says it knows your follower, then doesn't rape them anyway - Sasha in particular - will be marked as detected in the MCM, but sometimes gets bound and raped and sometimes just sits around eating bread while the bandits take turns with you - all in the same game, possibly even minutes apart. It would make sense for this to be handled by XDFF rule or configuration, so an XDFF master may choose to let others use you, or keep you for themselves, or force you to solicit for them. These are - technically - all rules you could implement if you wanted them.
RetroGray Posted December 8, 2018 Posted December 8, 2018 This is all really good information, thanks very much! It looks like Defeat is staying in my load order for now. I have it set for "Essential - On Bleedout" only, which is mostly reliable and doesn't conflict too badly with other mods. Follower support for mods seems like a tricky issue all round. I'd tried SLAdventures for exactly this reason but it mostly seems to ignore followers entirely. I'm assuming it just isn't playing nicely with Nether's Follower Framework. At least DCL is aware of and handles my followers. I'll probably just manually turn off (random, non-combat) rape while I have a follower. I'm typing follower too much...
Lupine00 Posted December 8, 2018 Posted December 8, 2018 5 hours ago, RetroGray said: Follower support for mods seems like a tricky issue all round. I'd tried SLAdventures for exactly this reason but it mostly seems to ignore followers entirely. I'm assuming it just isn't playing nicely with Nether's Follower Framework. At least DCL is aware of and handles my followers. I'll probably just manually turn off (random, non-combat) rape while I have a follower. I gave Teutonic some notes on how to detect followers in all the major follower frameworks, including NFF, so I think at some point in the future SLAdv will detect followers in frameworks, but it's probably not the most desired feature right now. Incidentally, NFF makes a big song and dance about how it's new and shiny, but its code is no better than UFO or AFT. EFF is cleaner, more efficient, and more featureful. I went through all the frameworks in some detail so I could figure how to integrate them properly with DF. Sadly, not a single framework was designed so that cooperating mods could "legitimately" block follower dismissal. You have to patch every single one. I particularly dislike the frameworks that needlessly overwrite a file in the vanilla follower implementation. I particularly dislike this, as it creates an absolute conflict with any other mod that has the same idea, and isn't necessary. 1
Zaflis Posted December 8, 2018 Posted December 8, 2018 13 hours ago, RetroGray said: It looks like Defeat is staying in my load order for now. I have it set for "Essential - On Bleedout" only, which is mostly reliable and doesn't conflict too badly with other mods. I'm using Naked Dungeon's defeat feature myself. It can lock player in a furniture and a chance to rob her from gold (and was it items too?). It also makes player essential (invulnerable). It also has a rape feature when npc sees player without clothing and can rob player. It's for a more challenging playthrough when you play for survival, not as much for questing.
Lupine00 Posted December 8, 2018 Posted December 8, 2018 5 minutes ago, Zaflis said: Naked Dungeon's defeat feature myself It works reliably for you? It would constantly put the camera in insane places for me, causing all kinds of weird collision problems ... or I'd get those reset to location 0,0 mammoth camp drops. Almost never played an animation I could see, because the camera would be stuck in a wall, or a door, or the ground - and the camera clipping would send the game insane and screw up everything. Just with Naked Dungeons. Never seen it with anything else. OK maybe Deadly Pleasures, but that probably wasn't my problem... I had to revert to an earlier save to drop it out of my game. Due to me having Zaz 8+ possibly? Or a SLAL pack it didn't like?
Zaflis Posted December 8, 2018 Posted December 8, 2018 1 hour ago, Lupine00 said: It works reliably for you? Well.. i've not extensively tested it cause i don't get defeated that often at all. I turned off the outdoors furniture. No camera problems or getting stuck issues yet, just that the furniture was high up in air while player stood on ground. Propably works better on other specific dungeons. But it's better than what DCL have so far. The being struggled on ground part with no animations is downputting, and i have bumped up chance for simple slavery a bit too. Which in turn can start Cursed Collar, Rubber doll, Leah dom or bondage adventure. Does DCL even make player essential? There is no situation where i'd want game to go reload old save. If i'm stuck i'll do it myself.
loniceraa Posted December 8, 2018 Posted December 8, 2018 Hi there! I've just recently gotten around to trying out Skyrim, and this mod seems essential to an interesting playthrough. I am having a few problems, however. Full disclosure: I'm playing on special edition with version 7.1, and I have no experience with papyrus scripting. So if you want to ignore this, that's okay, but I think what I've found is relevant to the supported Oldrim version of DCL. The main problem I've been having is containers not triggering consistently, apparently due to the mutex conditions in the "dcur_onactivatecontainer" script. Excerpt of an example papyrus log: Spoiler [12/08/2018 - 10:15:15AM] [DCUR] Opened a door. [12/08/2018 - 10:15:15AM] [DCUR] Door is not locked as required, aborting. [12/08/2018 - 10:15:23AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 10:15:30AM] [DCUR] Scanning for followers [12/08/2018 - 10:15:30AM] [DCUR] Mutex is active (update running): Trap event aborted. [12/08/2018 - 10:15:30AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 10:16:54AM] [DCUR] Looted a container. [12/08/2018 - 10:17:04AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 10:17:04AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 10:17:11AM] [DCUR] Mutex is active (update running): Trap event aborted. [12/08/2018 - 10:17:12AM] [DCUR] Periodical update starts [12/08/2018 - 10:17:14AM] [DCUR] Sex attacks are out of cooldown. Checking conditions! I did some investigating, and this particular scenario I believe is caused by enabling the "trap only locked doors" feature. Particularly, in the relevant script fragment, Spoiler Function Fragment_10(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE If dclibs.containermutex || !akTargetRef.Is3DLoaded() || dclibs.clocktickmutex if dcumenu.debuglogenabled && dclibs.clocktickmutex debug.trace("[DCUR] Mutex is active (update running): Trap event aborted.") endif if dcumenu.debuglogenabled && !akTargetRef.Is3DLoaded() debug.trace("[DCUR] Object not loaded: Trap event aborted.") endif if dcumenu.debuglogenabled && dclibs.containermutex debug.trace("[DCUR] Mutex is active (script already running): Trap event aborted.") endif return Endif dclibs.containermutex = True dclibs.oref = akTargetRef String name = "" dclibs.dcur_origintype = dclibs.is_door if dcumenu.debuglogenabled debug.trace("[DCUR] Opened a door.") endif if dcumenu.lockeddoorsonly && !akTargetRef.IsLocked() if dcumenu.debuglogenabled debug.trace("[DCUR] Door is not locked as required, aborting.") endif return endif if (akActor == Game.GetPlayer()) dclibs.RegisterForSingleUpdate(1.0) endIf dclibs.containermutex = False ;END CODE EndFunction there's no "dclibs.containermutex = False" clause if the function short-circuits on a locked door. So, until the next clocktickshort() execution resets that mutex condition, which could take up to 30 seconds, no container (or corpse, door, plant...) [DCUR] event will occur. Another papyrus test excerpt (note that this is with "low performance mode" enabled in the MCM -> low frequency clocktickshort() calls): Spoiler [12/08/2018 - 11:39:18AM] [DCUR] Opened a door. [12/08/2018 - 11:39:18AM] [DCUR] Door is not locked as required, aborting. [12/08/2018 - 11:39:20AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:22AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:23AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:25AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:26AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:27AM] [DCUR] Scanning for followers [12/08/2018 - 11:39:28AM] [DCUR] Mutex is active (update running): Trap event aborted. [12/08/2018 - 11:39:28AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:30AM] [Zad]: OnContainerChanged() [12/08/2018 - 11:39:31AM] [Zad]: OnContainerChanged() [12/08/2018 - 11:39:31AM] [DCUR] Looted a container. [12/08/2018 - 11:39:32AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:39:33AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:39:38AM] [DCUR] Looted a container. [12/08/2018 - 11:39:40AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:39:41AM] [DCUR] Looted a container. [12/08/2018 - 11:39:43AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:39:47AM] [DCUR] Opened a door. [12/08/2018 - 11:39:47AM] [DCUR] Door is not locked as required, aborting. [12/08/2018 - 11:39:49AM] [DCUR] Mutex is active (update running): Trap event aborted. [12/08/2018 - 11:39:49AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:50AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:52AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:54AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:55AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:57AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:39:59AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:00AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:02AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:04AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:05AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:07AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:08AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:10AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:11AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:13AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:14AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:16AM] [DCUR] Looted a container. [12/08/2018 - 11:40:17AM] [DCUR] Looted a container. [12/08/2018 - 11:40:19AM] [DCUR] Looted a container. [12/08/2018 - 11:40:20AM] [DCUR] Looted a container. [12/08/2018 - 11:40:22AM] [DCUR] Looted a container. [12/08/2018 - 11:40:23AM] [DCUR] Looted a container. [12/08/2018 - 11:40:25AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:40:27AM] [DCUR] Looted a container. [12/08/2018 - 11:40:29AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:40:32AM] [DCUR] Looted a container. [12/08/2018 - 11:40:34AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:40:37AM] [DCUR] Looted a container. [12/08/2018 - 11:40:39AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:40:42AM] [DCUR] Opened a door. [12/08/2018 - 11:40:42AM] [DCUR] Door is not locked as required, aborting. [12/08/2018 - 11:40:43AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:46AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:48AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:51AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:53AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:56AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:40:59AM] [DCUR] Mutex is active (script already running): Trap event aborted. [12/08/2018 - 11:41:02AM] [DCUR] Looted a container. [12/08/2018 - 11:41:04AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:41:04AM] [DCUR] Calculated chance for cursed loot = 0.920000% I tested with the "trap only locked doors" option disabled, and this specific problem disappears, so I'm reasonably convinced this is the culprit. Seems like an easy fix, but who knows... I'll probably just turn off the doors trigger altogether for now, seems like the simplest solution. Next issue: containers seem to be blocked by periodic update events (dclibs.clocktickmutex conditions) surprisingly frequently. A couple examples, in the same space without much going on (edit: Whiterun Jorrvaskr basement area is where this was tested): Spoiler [12/08/2018 - 11:41:35AM] [DCUR] Looted a container. [12/08/2018 - 11:41:36AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:41:37AM] [DCUR] Looted a container. [12/08/2018 - 11:41:37AM] [DCUR] Calculated chance for cursed loot = 0.460000% [12/08/2018 - 11:41:37AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:41:38AM] [DCUR] Calculated chance for cursed loot = 0.460000% [12/08/2018 - 11:41:39AM] [DCUR] Periodical update starts [12/08/2018 - 11:41:40AM] [DCUR] Mutex is active (update running): Trap event aborted. [12/08/2018 - 11:41:41AM] [DCUR] Sex attacks are out of cooldown. Checking conditions! [12/08/2018 - 11:41:44AM] [DCUR] Looted a container. [12/08/2018 - 11:41:46AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:41:46AM] [DCUR] Calculated chance for cursed loot = 0.920000% (new log, "low performance mode" unticked) [12/08/2018 - 11:52:24AM] [DCUR] Scanning for followers [12/08/2018 - 11:52:26AM] [DCUR] Periodical update starts [12/08/2018 - 11:52:29AM] [DCUR] Sex attacks are out of cooldown. Checking conditions! [12/08/2018 - 11:53:49AM] [DCUR] Periodical update starts [12/08/2018 - 11:53:51AM] [DCUR] Sex attacks are out of cooldown. Checking conditions! [12/08/2018 - 11:53:54AM] [DCUR] Looted a container. [12/08/2018 - 11:53:56AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:53:56AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:53:57AM] [DCUR] Looted a container. [12/08/2018 - 11:53:58AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:54:00AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:54:00AM] [DCUR] Looted a container. [12/08/2018 - 11:54:02AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:54:03AM] [DCUR] Looted a container. [12/08/2018 - 11:54:03AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:54:05AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:54:05AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:54:06AM] [DCUR] Looted a container. [12/08/2018 - 11:54:08AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:54:08AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:54:09AM] [DCUR] Looted a container. [12/08/2018 - 11:54:10AM] [DCUR] Periodical update starts [12/08/2018 - 11:54:11AM] [DCUR] Checking for Cursed Loot event. [12/08/2018 - 11:54:12AM] [DCUR] Calculated chance for cursed loot = 0.920000% [12/08/2018 - 11:54:12AM] [DCUR] Mutex is active (update running): Trap event aborted. [12/08/2018 - 11:54:13AM] [DCUR] Sex attacks are out of cooldown. Checking conditions! So...yeah. Probably not the greatest example, as 1/6 or 1/7 containers not triggering isn't terrible, I suppose. But my anecdotal experience has been more frequent than that, and it feels particularly irksome when I open that final ornate chest in a dungeon and...nothing. Final thought: I'm actually not sure how much of a problem this is, but the container-specific code that decides how long to wait to call dclibs.OnUpdate() event based on container type might be incompatible with SMIM ( https://www.nexusmods.com/skyrim/mods/8655/ ), as it adds animations to barrels, urns, etc., possibly making them take longer than 0.1 seconds to open? Spoiler if (akActor == Game.GetPlayer()) ; Ok, it's dirty trick time. DD is checking whether or not a menu is open in order to determine if the player equipped a device voluntarily or not. When this event triggers, the container menu WILL be open (we're looting a box after all), so DD would consider this a voluntary equip, which it is NOT! So what we're doing is registering an update event that will patiently wait until the player is done looting the container and then trigger, so no menu will be open and we can force all the bondage gear on the player we want. ; containers with animations open slower than those without, so this event will get fired -before- the container actually opens and the menu appears, which is baaaaaad - so we're going to add some more delay to containers with animations. if name == "Barrel" || name == "Large Sack" || name == "Sack" || name == "Urn" || name == "Burial Urn" dclibs.RegisterForSingleUpdate(0.1) else dclibs.RegisterForSingleUpdate(1.2) endif Might be worth checking out. Thanks for reading!
RetroGray Posted December 8, 2018 Posted December 8, 2018 1 hour ago, Zaflis said: Does DCL even make player essential? DCL does make the player essential, yeah. Reliably too, more so than Defeat which sometimes just doesn't seem to act quickly enough. DCL also prevents player death due to falling, unlike Defeat. I tried naked dungeons at some point. The combat surrender kicked in reliably and quickly but I had a lot of problems with awkward locked camera angles, clipping through walls, etc. I found it also liked to place the Zaz furniture it spawned inside existing objects, tables, ramps and so on which caused me to get physically stuck in place when they released. It was also very unreliable at returning full player control after it released. Sometimes I had inventory access but couldn't move. Other times I could move around but couldn't turn the camera. Potentially it was connected to the version of Zap I had installed or possibly it was a conflict with immersive first person. Dunno, I didn't feel like unpicking my whole load order to figure it out. I've had two other mods cause the same sort of problems. Devious Framework and Interactive BDSM, both have features that lock the player into Zaz furniture, and both broke my camera or failed to restore full player controls after their scenes had finished. Devious Framework once somehow broke my camera so that I had control of it for one or two frames and then it locked in place for 10 frames, then gave me control for two frames, and so on. It was like playing a terrible stop-frame animation that was also a mile underwater. Worse still it wasn't fixed by saving and loading. They seem to work fine for some people but honestly the camera/control problems weren't the only problems I had with those mods. 1 hour ago, Zaflis said: The being struggled on ground part with no animations is downputting, Yeah, I recall this animation working in DCL 6.x, not sure what's happened to it.
navitude89 Posted December 8, 2018 Posted December 8, 2018 I am not a programmer nor do I know anything about what it takes to make a mod as complex as this. All I can say is that I love this mod! However, as I have upgraded from previous versions it seems like this mod has become much more intensive and is frequently causing more ctds. I have done a fresh install and have narrowed the amount of mods I have down to just 30. However it seems that after installing the latest version of Cursed Loot I am still experiencing ctds even with turning off many of the options available within the mod. Is it possible to split this mod into smaller mods? Thank you for creating this mod. I really appreciate the effort you put in, I just would like to experience less ctds.
Zaflis Posted December 8, 2018 Posted December 8, 2018 22 minutes ago, navitude89 said: the amount of mods I have down to just 30. However it seems that after installing the latest version of Cursed Loot I am still experiencing ctds even with turning off many of the options available within the mod. Can you post your load order (in spoiler tag)? One thing i noticed is too many npcs make Skyrim unstable. Immersive wenches is 1 of the most intensive ones in that part, and i had to disable it sadly. Turning all guards female is bad too, because the male has less complex model (unless you changed that too). But simply disabling a mod doesn't 100% of the time mean that the effects of the mod are gone. To know for sure you would need to clean your save or start over. With just DCL and a hundred simple mods i can play hours and hours straight without crashing.
Corsec Posted December 9, 2018 Posted December 9, 2018 Getting hostile enemies during combat surrender. They initially become peaceful, then become hostile again and start attacking during rape scenes. I'm not sure which mod could be conflicting, I disabled WIldcat. No other scripted combat mods are installed. Rape and robbery events from the Defeat mod works fine and don't have the same behaviour.
TomTheCline Posted December 9, 2018 Posted December 9, 2018 I understand that Supply and Demand can spawn anywhere, and not just in the normal Supply and Demand location (Cragslane); its random. However, HOW, random. I've been going around all the places you can find bandits in the area surrounding Riften and I'm running out of places to visit (I think I have 2 left). How far do I need to expand my search? This is fun and all, but at some point I'd like to change my outfit.
kaldwin Posted December 9, 2018 Posted December 9, 2018 On 12/7/2018 at 12:21 PM, kaldwin said: @kimmy Is there a reason the "surrender on disarm" MCM option for combat surrender was removed for the 7.0 release? Tried to sneak up on a group of bandits (no melee weapons. That's ok khajiit has claws). I was discovered, but was forced to surrender before I could equip any spells. I tried disabling "unarmed" as a rape trigger, but it doesn't seem to have any bearing on combat surrender. only way I can fight unarmed is to disable combat surrender entirely. *side note* Doesn't effect tavern brawls. I double checked just to be sure. @kimmy *UPDATE* Wearing armbinders or straitjackets does not cause me to auto surrender. I was wearing an armbinder while fighting bandits, kind of surprised how may kicks I was getting in. I kill 2, loot their corpses, find something sharp, break free of my armbinder, then I'm forced surrender to the last one.
TomTheCline Posted December 9, 2018 Posted December 9, 2018 What is the name of the gag that gets equipped in Supply and Demand? I got fed up and added the fetch item. I had search all of the the Riften area, which is the hint we were given. As far as I know it was bugged. To answer my own question, it appears to be an Ebonite ball gag, however its a specific one with the item id: dcur_sadq_gag_Inventory or xx0E7AEF. Or so I thought. That's whats in the CK at least. ?♀️
Lupine00 Posted December 9, 2018 Posted December 9, 2018 12 hours ago, Zaflis said: But it's better than what DCL have so far. The being struggled on ground part with no animations is downputting, and i have bumped up chance for simple slavery a bit too. Which in turn can start Cursed Collar, Rubber doll, Leah dom or bondage adventure. Does DCL even make player essential? There is no situation where i'd want game to go reload old save. If i'm stuck i'll do it myself. DCL makes the player essential. I've always found the DCL combat surrender pretty reliable. Even when it doesn't work, it only fails in benign ways, not like Defeat, which can often leave you with no alternative but reload (and I had similar issues with Naked Dungeons). However, since 7.X it's started making you surrender to archers that are miles away unless you disable drop weapon (even then it will do it if some other mod makes you drop your weapon). With Naked Dungeons, I did have furniture enabled, but I tried quite a few different dungeons. Furniture sort of worked. Better than the sex scenes. But you could always exit the furniture immediately. I think there were other things not working about ND too. Perhaps, if I tried it in a setup with more or less nothing else... Some people seem to have it working, so there's either some secret requirement, or something it secretly hates. Or they turn off almost everything and just use the strip on enter part.
Zaflis Posted December 9, 2018 Posted December 9, 2018 10 hours ago, kaldwin said: kimmy .... You are summoning the wrong demon (typo) But i assume topic creator is subscribed to new posts anyway. But about the ND, as i mentioned it has a rape feature and it's a game changer. Should DCL also have optional chance for stealing all items? It expands to guards punishing player when seen naked. It's quite different again from DCL which required civilian reports and bounty first. But i have to agree most of these features are colliding, even though they don't break eachother's scripts. Even the "sleep naked" rule is almost same. With the tiny difference that ND strips player before sleeping, and DCL when she wakes up. I just like that game is given an opportunity in that time to react on the status some way, not that i know much actually happens during sleep. Even more features like prostitution VS solicitation. The former is a risky way to try get out of restraints or get relief on the arousal, but there is a good chance you get wrapped up more tightly instead. Reminder: Spoiler
navitude89 Posted December 9, 2018 Posted December 9, 2018 19 hours ago, Zaflis said: Can you post your load order (in spoiler tag)? One thing i noticed is too many npcs make Skyrim unstable. Immersive wenches is 1 of the most intensive ones in that part, and i had to disable it sadly. Turning all guards female is bad too, because the male has less complex model (unless you changed that too). But simply disabling a mod doesn't 100% of the time mean that the effects of the mod are gone. To know for sure you would need to clean your save or start over. With just DCL and a hundred simple mods i can play hours and hours straight without crashing. Kek, found it??? You right. I have a compilation of npc mods, and behavior changing mods... Bijin, Wench, Hydra, and quite a few others that I find essential for "immersion". Guess I'm going to cut this mod. Funny thing is that DCL works until I try to edit setting in MCM, then it crashes within 15 seconds there after... Thanks.
kaldwin Posted December 9, 2018 Posted December 9, 2018 6 hours ago, Zaflis said: You are summoning the wrong demon (typo) But i assume topic creator is subscribed to new posts anyway. wait, I'm tagging the wrong kimmy? no wonder I'm haven's getting any responses
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