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Just found this mod a bit ago, seem to be having some very odd crashing issues with it. In spoiler text due to a very minor spoiler (i.e. when it occurs) and a mod list (fairly short due to uninstalling everything and purging the data directory trying to get this to run right).

Spoiler

During the initial quest, when I track the shipment down and get the items equipped on my character, I get a CTD followed by a crash on load until I restart the computer. I am running a legit copy of classic Skyrim through steam with all expansions, and am not using any SE mods. I've been using mods for years, and did some CK level modding back in the  Morrowind days, so I know the easy stuff. All pre-req's are installed (through NMM in case that matters). After the initial issues, I uninstalled everything, purged the data directory, and reinstalled with a light selection of additional mods (see list below). New character was a standard female Breton, clean classic start (I'd forgotten how long it was). I think I modified the scale due to not having a resizer in yet, but that shouldn't cause crash on game load. The issue persisted. The persistent crashes on launch (at the Bethesda logo) after an initial crash are making me think this is some sort of RAM related issue (dirty pointer or the like since a reboot solves the issue, although seems like more would be having issues if that was the case). System specs are well over recommended. Have confirmed that anti-virus not liking the scripts is not the issue (didn't really expect it to be, but it's easy to check). Anyone have thoughts? I'm guessing that just advancing the quest past this stage isn't the solution.

 

Mod list:

 

-Esm's-

 

Skyrim+ all DLC's + update

All 4 unofficial patches

hdtHighHeel (b0_5)

ApachiiHair (1_6_Full)

OblivionHairPackAIO

HepsyHair

UndergroundBathhouse

ZaZAnimationPack (8.0)

RaceCompatability

Skykids (+races and eye compatibilities)

SexLab (1.62 full)

SexLabAroused (2.8b)

DeviousDevices:Assets (2.8.3)

DeviousDevices:Integration (most recent)

DeviousDevices:Expansion (most recent)

UNPetite - Hmm What to wear (possible conflict due to slots?)

 

-ESP's-

 

XPMSE

Racemenu (3.4.5) + Plugin + SOS + UUNP Morphs + Overlay Compilation

SkyUI (5.1)

FNIS (7.4.5)

FNIS SexyMove (7.1)

EyesOfBeauty (v9)

SOS Lite (1.04)

SexLab-AmarousAdventures (2.07.02)

MertaAssassinArmor

BVLT (better vamp lord transformation)

HearthfireMultipleKid (+last name)

Underground bathhouse addons (invite any, darkroom as separate cell, adoption addon)

RaceCompatability

Skykids addons (playable + replacer +DB replacer +HF replacer) (possible issue here due to the playable option? Don't use it, but I think it's stock with the mod, so I'd need to find another child replacer. Didn't occur to me until writing this, I ignore the playable options)

FNIS Spells (5.0.1)

SexLabDefeat (5.3.5)

12FemaleBrows (very creatively named)

Prision (RavenBleak 1.0)

DeviouslyCursedLoot (most recent)

 

Also installed -no ESP's/ESM's (I think I got them all)

 

Bodyslide (configured for UUNP bodies, weight morphs used, all items batch built)

A body, UNP body as a base (UNPB prior to bodyslide)

A body texture mod (Fair Skin Compilation 10.0.1)

FNIS Creatures

FNIS Behavior

Fuz Ro D-oh Silent Voice

HDT Physics (14.28)

SKSE (1.7,3)

 

-FNIS Output-

FNIS Behavior V7.4.5   12/10/2018 9:46:17 PM
Skyrim 32bit: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"

Reading DD V4.0.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 493 alternate animations) ...
Reading DD2 V4.0.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ...
Reading DD3 V4.1.0  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 102 alternate animations) ...
Reading DDSL V4.0.0 ...
Reading Defeat V5  ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ...
Reading Deviously Cursed Loot V6.3  ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading FNISBase V7.4.5 ...
Reading FNISCreatureVersion V5.3 ...
Reading FNISSexyMove V7.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 18 alternate animations) ...
Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading SexLab V1.62 ...
Reading SexLabAroused V?.? ...
Reading SexLabCreature V1.61 ...
Reading XPMSE V7.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack V8.00  ( 276 furniture, 43 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files...
No GENDER directory male
 16 GENDER modifications for Animations\female
Alternate Animation mods: 5 sets: 42 total groups: 189 added file slots: 1406 alternate files: 1107

Create Creature Behaviors ...
Reading SexLabCreature V1.62 ...

 4656 animations for 15 mods successfully included (character)
 322 animations for 1 mods and 18 creatures successfully included.

 

EDIT::sigh: After writing all that, I tried it again stripping my character first, and it's working fine. Guessing it's was either bad FNIS generation earlier or 'Hmm what to wear' conflicts.

EDIT2: Confirmed it to be slot conflict related, but still can't explain the persistent crashing after a conflict. Might be worth looking into

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@Kimy

 

Quick heads up re the DCL Rape MCM options - a follow up to the issue I raised a week or so ago

 

For some reason, Rieklings don't seem to be included as valid actors, irrespective of whether or not the MCM setting to allow 'humanoid' creatures is checked or not (I'm not sure exactly what the 'Default' setting is as it seems to be the opposite of that for creatures - so I tried both ? )

 

My PC surrenders and the log then states that, for either setting, the Actor is a humanoid creature, disabled in MCM.  The scene fails to generate, although the PC can be equipped with a pile of gear.

 

Using the same Riekling actors with Goubo's 'Defeat' as the main combat driver, they do generate the expected NPC/PC events, interactions and animations

 

So, are DCUR's 'humanoids' just limited to a specific list?  Or do your valid humanoid (and maybe also creature) actors maybe only include base game actors, ie excluding those from DLCs eg Dragonborn etc?  Either way, it would be really helpful to know which groups will function 'normally', and which will just 'pass through'

 

PS:  This is as tested with both 7.1 and 7.2.  And, remembering my manners, thanks again for all the efforts you put into this

 

FWIW the relevant DCUR only Log extract is

 

Spoiler

 

[DCUR] - List has: 4 actors
[12/11/2018 - 12:23:54PM] [DCUR] - Trying to select: 1 actors for rape scene.
[12/11/2018 - 12:23:54PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:54PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:55PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:55PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:55PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:55PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:55PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:55PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:55PM] [CF][Creature] ["Bandit Riekling Scout" [Actor < (FF002B69)>]] aroused
[12/11/2018 - 12:23:56PM] [CF][Creature] Equipping aroused armour on ["Bandit Riekling Scout" [Actor < (FF002B69)>]]; gender=1
[12/11/2018 - 12:23:56PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:56PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:56PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:56PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:56PM] [DCUR] - Rape event cancelled. No mobs found.
[12/11/2018 - 12:23:56PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnEquipped(Justine: Red Ebonite Gag (Ball) (Simple))
[12/11/2018 - 12:23:57PM] [Zad]: No menus are open. Equipping silently.
[12/11/2018 - 12:23:57PM] [Zad]: Sending device event DeviceEquippedGag(Justine:1)
[12/11/2018 - 12:23:57PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnEffectStart(gag)
[12/11/2018 - 12:23:57PM] [Zad]: OnEffectStart(gag-noFood)
[12/11/2018 - 12:23:57PM] [Zad]: OnEquipped(Justine: Red Ebonite Straitjacket)
[12/11/2018 - 12:23:57PM] [Zad]: No menus are open. Equipping silently.
[12/11/2018 - 12:23:57PM] [Zad]: Sending device event DeviceEquippedStraitJacket(Justine:1)
[12/11/2018 - 12:23:57PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnEffectStart(armbinder-noLockpicks)
[12/11/2018 - 12:23:57PM] [Zad]: StoreInFridge(gag-noFood)
[12/11/2018 - 12:23:57PM] [Zad]: OnEquipped(Justine: Rubber Gloves)
[12/11/2018 - 12:23:57PM] [Zad]: No menus are open. Equipping silently.
[12/11/2018 - 12:23:57PM] [Zad]: SyncInventory(): Equipping Gag.
[12/11/2018 - 12:23:57PM] [Zad]: SyncInventory(): Equipping StraitJacket.
[12/11/2018 - 12:23:57PM] [Zad]: Set slot mask to [0]: 0
[12/11/2018 - 12:23:57PM] [Zad]: Sending device event DeviceEquippedRubber Gloves(Justine:1)
[12/11/2018 - 12:23:57PM] [Zad]: SyncInventory(): Equipping Rubber Gloves.
[12/11/2018 - 12:23:58PM] [Zad]: OnEffectStart(): Bound Effects
[12/11/2018 - 12:23:58PM] [Zad]: EvaluateAA([Actor < (00000014)>])
[12/11/2018 - 12:23:58PM] [Zad]: UpdateControls()
[12/11/2018 - 12:23:58PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0
[12/11/2018 - 12:23:58PM] [Zad]: OnEffectStart(): Bound Effects
[12/11/2018 - 12:23:58PM] [Zad]: EvaluateAA([Actor < (00000014)>])
[12/11/2018 - 12:23:58PM] [Zad]: UpdateControls()

 

 

 

 

Link to comment
6 hours ago, donkeywho said:

@Kimy

 

Quick heads up re the DCL Rape MCM options - a follow up to the issue I raised a week or so ago

 

For some reason, Rieklings don't seem to be included as valid actors, irrespective of whether or not the MCM setting to allow 'humanoid' creatures is checked or not (I'm not sure exactly what the 'Default' setting is as it seems to be the opposite of that for creatures - so I tried both ? )

 

My PC surrenders and the log then states that, for either setting, the Actor is a humanoid creature, disabled in MCM.  The scene fails to generate, although the PC can be equipped with a pile of gear.

 

Using the same Riekling actors with Goubo's 'Defeat' as the main combat driver, they do generate the expected NPC/PC events, interactions and animations

 

So, are DCUR's 'humanoids' just limited to a specific list?  Or do your valid humanoid (and maybe also creature) actors maybe only include base game actors, ie excluding those from DLCs eg Dragonborn etc?  Either way, it would be really helpful to know which groups will function 'normally', and which will just 'pass through'

 

PS:  This is as tested with both 7.1 and 7.2.  And, remembering my manners, thanks again for all the efforts you put into this

 

FWIW the relevant DCUR only Log extract is

 

  Reveal hidden contents

 

[DCUR] - List has: 4 actors
[12/11/2018 - 12:23:54PM] [DCUR] - Trying to select: 1 actors for rape scene.
[12/11/2018 - 12:23:54PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:54PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:55PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:55PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:55PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:55PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:55PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:55PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:55PM] [CF][Creature] ["Bandit Riekling Scout" [Actor < (FF002B69)>]] aroused
[12/11/2018 - 12:23:56PM] [CF][Creature] Equipping aroused armour on ["Bandit Riekling Scout" [Actor < (FF002B69)>]]; gender=1
[12/11/2018 - 12:23:56PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:56PM] [DCUR] - Found: Bandit Riekling Scout
[12/11/2018 - 12:23:56PM] [DCUR] - Processing: Bandit Riekling Scout. Is Creature.
[12/11/2018 - 12:23:56PM] [DCUR] - Rejected: Bandit Riekling Scout. Reason: Actor is humanoid creature, disabled in MCM.
[12/11/2018 - 12:23:56PM] [DCUR] - Rape event cancelled. No mobs found.
[12/11/2018 - 12:23:56PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnEquipped(Justine: Red Ebonite Gag (Ball) (Simple))
[12/11/2018 - 12:23:57PM] [Zad]: No menus are open. Equipping silently.
[12/11/2018 - 12:23:57PM] [Zad]: Sending device event DeviceEquippedGag(Justine:1)
[12/11/2018 - 12:23:57PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnEffectStart(gag)
[12/11/2018 - 12:23:57PM] [Zad]: OnEffectStart(gag-noFood)
[12/11/2018 - 12:23:57PM] [Zad]: OnEquipped(Justine: Red Ebonite Straitjacket)
[12/11/2018 - 12:23:57PM] [Zad]: No menus are open. Equipping silently.
[12/11/2018 - 12:23:57PM] [Zad]: Sending device event DeviceEquippedStraitJacket(Justine:1)
[12/11/2018 - 12:23:57PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnContainerChanged()
[12/11/2018 - 12:23:57PM] [Zad]: OnEffectStart(armbinder-noLockpicks)
[12/11/2018 - 12:23:57PM] [Zad]: StoreInFridge(gag-noFood)
[12/11/2018 - 12:23:57PM] [Zad]: OnEquipped(Justine: Rubber Gloves)
[12/11/2018 - 12:23:57PM] [Zad]: No menus are open. Equipping silently.
[12/11/2018 - 12:23:57PM] [Zad]: SyncInventory(): Equipping Gag.
[12/11/2018 - 12:23:57PM] [Zad]: SyncInventory(): Equipping StraitJacket.
[12/11/2018 - 12:23:57PM] [Zad]: Set slot mask to [0]: 0
[12/11/2018 - 12:23:57PM] [Zad]: Sending device event DeviceEquippedRubber Gloves(Justine:1)
[12/11/2018 - 12:23:57PM] [Zad]: SyncInventory(): Equipping Rubber Gloves.
[12/11/2018 - 12:23:58PM] [Zad]: OnEffectStart(): Bound Effects
[12/11/2018 - 12:23:58PM] [Zad]: EvaluateAA([Actor < (00000014)>])
[12/11/2018 - 12:23:58PM] [Zad]: UpdateControls()
[12/11/2018 - 12:23:58PM] [Zad]: EvaluateAA: Applying animSet = 0, animState = 0
[12/11/2018 - 12:23:58PM] [Zad]: OnEffectStart(): Bound Effects
[12/11/2018 - 12:23:58PM] [Zad]: EvaluateAA([Actor < (00000014)>])
[12/11/2018 - 12:23:58PM] [Zad]: UpdateControls()

 

 

 

 

If you haved read the Description from Kimmy, then wouldn't you ask this Question.

 

For You: This Mod dosend need any DLC´s Aka no ( Dawnguard/Dragonborn ...) also no Reiklings.

 

Mfg. Vampi

 

 

Ps. Sorry for my bad English,

Link to comment
On 11/19/2018 at 12:00 AM, Laura 'Lokomootje' said:

Talk to him. He should have a dialogue option like "Why are you looking at me like that?".

Does it happen after a certain time and this is also possible with leah because nothing is happening :/

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1 hour ago, DidiDovah said:

Does it happen after a certain time and this is also possible with leah because nothing is happening :/

I just had a look in the CK. As far as I can tell, the quest should always be available.

The quest can only be started by talking to Leon. Leah will come later.

Link to comment
3 hours ago, Vampir2005 said:

If you haved read the Description from Kimmy, then wouldn't you ask this Question.

 

For You: This Mod dosend need any DLC´s Aka no ( Dawnguard/Dragonborn ...) also no Reiklings.

 

Mfg. Vampi

 

 

Ps. Sorry for my bad English,

Thank you very much for that

 

But I'll wait to see what Kimy says ?

 

 

Link to comment
6 hours ago, donkeywho said:

But I'll wait to see what Kimy says

I think you're going to find it's as you guessed. There is a race check, and Reiklings aren't checked because they can't be without creating a Dragonborn dependency, or going to ... some significant extra effort.

 

It's a known fact Reiklings can't do rapes anyway. They reproduce using a bizarre combination of trees and pig-spanking. Any Reikling that even has a penis is a product of sinister Daedric corruption.

Link to comment
4 hours ago, Lupine00 said:

I think you're going to find it's as you guessed. There is a race check, and Reiklings aren't checked because they can't be without creating a Dragonborn dependency, or going to ... some significant extra effort.

 

It's a known fact Reiklings can't do rapes anyway. They reproduce using a bizarre combination of trees and pig-spanking. Any Reikling that even has a penis is a product of sinister Daedric corruption.

Hush!  Don't frighten the natives.  There are lots of these Corrupted Daedrics over in The Slough of SLAL, and many that have acquired, fitted and brought into operation The Mad Man's Gun

 

Reason I wanted to hear from @Kimy is that I don't know if including DLC NPCs as valid options in the valid creature lists means that it is absolutely NECESSARY to create a hard dependency on those. 

 

I don't pretend to know enough myself to be certain of that, but it feels counter intuitive to just assume it has to be so.  Plenty of mods have 'soft' dependencies and work fine. 

 

If it is, so be it, but would that then also possibly make parts of DCL non-operative in DLC lands? 

Link to comment

Noticed an oddity with combat surrender. I have rape enabled, combat surrender enabled, and under combat rape outcomes I have "heal" set to 0, but the other outcomes are set between 10 and 60. Now my poor character got clobbered by a war hammer in the hands of an orc bandit. She already had taken some damage so the blow would have killed her but of course with combat surrender enabled she is essential and should have gone to bleedout and then had a combat rape inflicted on her - but instead she staggered a moment, her health returned to full, and her attacker sheathed his weapon but quickly pulled it out again and renewed the attack - but since he had not healed, she killed him this time.  I mean second chances are all very nice, but I don't think that's what was supposed to happen. And I have noticed this in other fights as well, so it's not a one time glitch.

 

I don't know if it makes a difference but I do have SD+ 3.61 installed, but I am using it without DAYMOYL. I don't think I have any other mods that effect player mortality.

Link to comment
2 hours ago, firebinder said:

I mean second chances are all very nice, but I don't think that's what was supposed to happen. And I have noticed this in other fights as well, so it's not a one time glitch.

Not a new glitch in DCL combat surrender. It seems likely this is caused by a script-lag race condition, and was somewhat mitigated in 7.X but - apparently - can still happen occasionally.

 

I doubt that SD+ has anything to do with it, it doesn't heal you.

 

DCL 6.X used to do this quite frequently, so it's almost certainly that old bug.

 

Whether Kimy can easily fix this case, or whether it's intrinsic to the design, is another matter.

 

Combat surrender functionality tends to rely on OnHit checks, and the threaded nature of these leads to complexity and interactions in code that can be hard to handle and even harder to diagnose when they have problems. Sexlab Defeat (for example) gets in much bigger muddles than DCL, and sometimes can't quite decide whether you are in a sex scene, or combat, so three draugr are trying to beat you to death, while one is trying to hump you.

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Im having an issue with the "Shopping Quests". Whenever I accept them, the items equip and display just fine, but, I never get any other options when visiting the shops to purchase things. I dont have a list or anything in my inv. Nothing happens past the equipping of the items regardless of where I go. One in particular says "Visit a general goods store". So I went to the one in Falkreath, nothing, so I tried Whiterun, nothing, riverwood, nothing. Something isnt working correctly, but my manager reports no errors neither does loot. =/

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5 hours ago, Lupine00 said:

Not a new glitch in DCL combat surrender. It seems likely this is caused by a script-lag race condition, and was somewhat mitigated in 7.X but - apparently - can still happen occasionally.

 

I doubt that SD+ has anything to do with it, it doesn't heal you.

 

DCL 6.X used to do this quite frequently, so it's almost certainly that old bug.

 

Whether Kimy can easily fix this case, or whether it's intrinsic to the design, is another matter.

 

Combat surrender functionality tends to rely on OnHit checks, and the threaded nature of these leads to complexity and interactions in code that can be hard to handle and even harder to diagnose when they have problems. Sexlab Defeat (for example) gets in much bigger muddles than DCL, and sometimes can't quite decide whether you are in a sex scene, or combat, so three draugr are trying to beat you to death, while one is trying to hump you.

Now that you mention it I guess I have seen this in earlier versions of DCL. It seems more common now though, but that might be due to other mods I have loaded that are script intensive. I have a LOT of mods (not Sexlab Defeat though). I may have to do some pruning. In any case, I guess the honest thing to do when I notice that this has happened would be to just hit the manual surrender key. 

 

As for your draugr - well, their brains have been eaten by worms, and besides it may have been a looooong time since they last had sex so priorities might be a little messed up for some of them :) 

Link to comment
On 11/28/2018 at 3:50 PM, Greaminator said:

Hey im new to this whole modding thing so i need some help

it seems i installed every mod required for this but when i get into any kind of body or leg restraints my characters body dissappears.

does anyone know what could cause this problem ?

 

ScreenShot4.jpg

I had this issue but fixed my problem check this post out...

 

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@Kimy

  • In my own rape code, I notice that firing the dhlp-Suspend event blocked guards from reacting to public indecency.
  • But, If a sexlab animation does not fire the dhlp-Suspend event before it starts , then DCL will apply Consequences from sex acts initiated by other mods. And it does it only after the animation is complete, even if delayed arrest is not selected.
  • However, if a mod issues dhlp-Suspend prior to starting an animation, DCL will not apply Consequences, even if delayed arrest is selected in the DCL MCM.

When consequences is blocked, I see an entry in the papyrus log:

[DCUR] Public Indecency not allowed to trigger. Reason: DCL Suspended.

 

However, there would seem to be an actual bug in DCUR, which causes it to block its own public indecency detections with the dhlp-Suspend event, more often than not. See spoiler for excessive detail. There's also another buglet caused by an uninitialised property on dcur_df_rule_nosex.psc, though that is so obvious I'm sure it's fixed already.

 

Spoiler

I'm not saying DCL is incorrect, as such - DCL can do as it pleases - but it seems unexpected, given that you get consequences if a suspend event doesn't block them, one might be forgiven for thinking that delayed arrest would be blocked by suspension only if it is still in effect after the animation has completed. In actuality, I see no further messages from DCL, at that point, only the one at animation start.

 

It would seem that DCL could detect and correctly respond to sex-acts from many more mods, if it didn't simply discard sex that occurred within a suspension.

 

Is there any agreement on what this suspension is supposed to do?

Should I bother firing it at all?

 

It seemed to me that its purpose was to prevent another mod from butting into your sex scene and doing something unwanted, or potentially catastrophic, such as arresting the PC, or teleporting them, or firing a message box and dressing them in bondage gear.

 

So it is desired, and intended that the suspension blocks an immediate consequences event from DCL.

That's great.

 

But why block deferred ones that occur after the dhlp-Resume when there is an explicit defer capability in DCL that the player may enable?

 

 

Well, perhaps it wasn't intended, and quite possibly was not known about. In which case, here you go.

 

I had to dig deeper. I was curious, if suspension blocks PI, then why isn't it blocked when DCUR runs a sex event?

The nature of PICanExecute is that it has many ways to block, only one way to pass, but it's only called in certain circumstances.

 

In short, if it fails the check at the animation start, no further updates will occur (clearly, this is by design) and detection will not occur, and as animation end only deals with detection that has already occurred, there isn't going to be a detection, and that's all she wrote.

 

As DCUR isn't picky about the suspension state, or who set it, it would seem plausible that DCUR doesn't issue dhlp-Suspend until after it's started a sex animation, but surely not?  In fact, there's no indication this could be the case. It's issued unconditionally in the gangbang function before it even begins to scan for rapists, so that's not how it works.

 

So, given this I was still a bit puzzled how DCUR doesn't block its own PI detection, because it should also be blocked by the suspension.

 

I went back and re-ran the rape scenarios using DCUR's own rape ... and what did I see?

 

[DCUR] Public Indecency not allowed to trigger. Reason: DCL Suspended.

 

So there wasn't a magic way that DCUR avoided being blocked. It gets blocked. By its own event suspension.

 

In short. It looks a bit like DCUR blocks its own PI functionality, and it only ever works when script lag delays the event so much that the animation start event can sometimes run first.

 

 

Incidentally, HookController is a deprecated call, and it should have been replaced in DCUR, if line 2759 of SexLabFramework.psc is to be believed, but it appears to work just fine so that would probably be a waste of life for no benefit.

 

Also, I see continual error spam from dcur_dominantfollower - dcur_df_rule_nosex.psc Line 22:

"Cannot call GetValueInt() on a None object, aborting function call"

Which would suggest that the GlobalVariable property "dcur_solicitiationacts" is not filled on that script.

This appears to be confirmed by inspection in TES5Edit, though I didn't double check in the CK.

 

 

 

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The cursed loot part of Cursed Loot isn't working for me at all.

 

I've gotten the dragon tablets for the Jarl, and after going through a few dungeons without a single device being equipped I decided to turn all chance of triggering a CL event to 100%, and then made the fine tuning multipliers below that were all at at least 1.0. I then looted two containers without any event (including key drops).

 

I HAVE been getting keys however.

 

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Papyrus.0.log

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On 12/11/2018 at 8:58 AM, Zaflis said:

Forgot to mention you needed to simultaneously "clean" DD as well. I know it's a little risky but that save i no longer have.

The whole update scheme you used was based on a false premise, but hey ... what are the chances that Kimy changed any pre-existing script properties in going from 6 to 7 ?

 

Maybe not zero.

 

 

The reason to speak out about your post is because it gives people who read selectively false hope that your quick and easy approach is somehow valid in any real way.

 

It just isn't. If the author says a mod needs a new game, they probably aren't kidding.

 

"Clean saves" are voodoo with very limited benefits, and rather a lot of downsides.

And save cleaners are a mechanism for injecting broken null pointers into your save that will rot your game like cancer.

There are limited cases where they can be of benefit. Updating a mod is rarely one of them.

 

If you are prepared to strip all the DCUR related information from your save, then it might be able to work, or you might end up with a super-broken save that has null-pointers all through it. As there is no save mangling tool that can correctly manipulate a large save, and handle the extended strings format from SKSE, it's probably not something that would be useful anyway. There are tools that think they can; they crash rather a lot and can't run their analysis on a large save, even with 64-bit java and practically limitless memory ... You know what program I mean, right?

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2 hours ago, TomTheCline said:

The cursed loot part of Cursed Loot isn't working for me at all.

 

I've gotten the dragon tablets for the Jarl, and after going through a few dungeons without a single device being equipped I decided to turn all chance of triggering a CL event to 100%, and then made the fine tuning multipliers below that were all at at least 1.0. I then looted two containers without any event (including key drops).

 

I HAVE been getting keys however.

This is not uncommon.

 

Assuming the problem isn't simply that you don't meet the arousal threshold for cursed loot events...

Or you aren't wearing too many bondage items already, such as a set of Aradia rogue armor...

And you're not doing a DCL quest that suspends events, and most do.

 

 

It is easily fixed.

 

Finish up any DCL quest you don't want ruined forever.

 

Debug menu. Hit FREE ME!!!

Change cell. Hit FREE ME!!! again.

 

If not fixed, rinse and repeat.

 

Works for me. Reliably. Never had to hit it more than three times.

 

I notice that when this bug happens now in 7.X, if you have the debug messages on screen, you will see them scrolling past, you will even see checks against loot percentages, but magically there will NEVER be cursed loot there!

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Sup, fellas, how's it going?

Anyway. 

 

I recently updated to the 7.2 version and thus also updated DDi and Expanded to 4.2. However, this caused another mod I like playing, Slaverun, to stop working, so I decided to patch down again. So to make a short story shorter: is there an archive of older Cursed loot versions?

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21 minutes ago, xKaroka said:

I recently updated to the 7.2 version and thus also updated DDi and Expanded to 4.2. However, this caused another mod I like playing, Slaverun, to stop working, so I decided to patch down again. So to make a short story shorter: is there an archive of older Cursed loot versions?

Not unless you have your own, or know somebody who does.

 

However, if you read back in the Slaverun forum, you'll find patches for DD 4.2 etc for Slaverun, so you don't really need an old DCL.

If you don't already have it, you want the patch to fix the crawling animation that stops it constantly resetting DD idles back to default.

That can also be found by working backwards through the Slaverun forum.

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1 minute ago, Lupine00 said:

Not unless you have your own, or know somebody who does.

 

However, if you read back in the Slaverun forum, you'll find patches for DD 4.2 etc for Slaverun, so you don't really need an old DCL.

If you don't already have it, you want the patch to fix the crawling animation that stops it constantly resetting DD idles back to default.

That can also be found by working backwards through the Slaverun forum.

Well that's nice. Good to know. 

Thanks fella, I appreciate it.

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Does having 'bondage lover' (consequences tab of MCM, all the way at the bottom left) ticked make your arousal go up faster when restrained?  I've noticed that I've suddenly started getting aroused faster the more restraints I have on, and I'm trying to figure out if it's the result of new mods or fiddling with old ones.

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1 hour ago, AkiKay said:

Is it possible to add devices to cursed events somehow ? I discovered these Angeli Devices and i´d really like them to spawn in DCL aswell.

This is a perennial question on the forum.

 

Technically, it wouldn't be unreasonable to have an "extension" form list, or levelled list, for each category of items, and provide a feature in the Debug menu for players to add items by ID, and an API call or mod event for mods with new items in to register themselves.

 

So far, it just hasn't fit into the Kimy philosophy. Possibly concerns about the items not working correctly and DCL being blamed?

 

Perhaps this position might change in the future?

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