Zaflis Posted December 28, 2018 Posted December 28, 2018 6 hours ago, Rogwar002 said: This faulty equipping sometimes happen, when your scriptlag is above a certain point. Most cases bad written mods are the root cause for this to happen. I have also reported this bug a while back. But let me put it this way, i have never seen a report about slavegag in this thread after 7.0 that would say the item is working properly. One point i went so far as give myself all high security gags from DD, which are for many parts matching items to DCL's slavegag. They were working fine, the black model, locking and everything. But i did also give myself the slavegag which, like when trap equips it was still bugged.
Zor2k13 Posted December 28, 2018 Posted December 28, 2018 I just finished the chloe quest and I have a question. I noticed her makeup and lipstick seems to be absent is this intentional?
Pixeletta Posted December 28, 2018 Posted December 28, 2018 Going to second Maddac here. My Slave Gag is broken as well, with the exact same issue. 1
legraf Posted December 28, 2018 Posted December 28, 2018 On 12/27/2018 at 5:43 PM, Lupine00 said: From your report, I can't tell whether this is a genuinely faulty item, or just one that didn't get applied right in the first instance. If you could identify the item in the console, that could help. If you select your character in the console, you can hit tab and bring up stats on the selected actor. You can them look through your equipped items and see if that item is equipped there, and what form ID it has. Like Maddac and Pixeletta, and I think Zaflis, the "Slave Gag" does nothing. It equips/unequips without appearing on the character or firing any dialogues or effects (including the usual gag effect on dialogue). It is item xx028065 No, it is item xx02A065, my apologies.
ePiKnight Posted December 28, 2018 Posted December 28, 2018 XDFF question (I use an SE port but this thread is far more active): I played through the Leon quest a while back but decided not to go into the slavery options because I was reading how buggy it was back then and didn't want to fight through that. Now that it seems to be at least improved, I would love to go back and try out the XDFF stuff, but if I try to resetquest for Leon and replay it, the quest breaks in several locations (nothing is unlocking) and is not possible to complete (beginning with trying to stash your items in the locker - it functions as a normal locker rather than actually what it did in the first quest playthrough). I tried skipping to the end with setstage and having claudius take me back to Leon's house, chose the XDFF option and then nothing happened (Leon says the whole "I have a sister" line, I go to bannered mare and leah just has the normal follower interaction). Is there something I'm doing wrong here? I would use one of the mods that allows XDFF for any follower but none of them have been ported to SE afaik (and I have exactly 0 experience with doing such things), so this seems like my only option until some sort of replayable content gets added in. Thanks in advance!
Forgetandeatcake Posted December 28, 2018 Posted December 28, 2018 7 hours ago, legraf said: Like Maddac and Pixeletta, and I think Zaflis, the "Slave Gag" does nothing. It equips/unequips without appearing on the character or firing any dialogues or effects (including the usual gag effect on dialogue). It is item xx028065 Hi I'm also having the same problem. Walked through a door, triggered a trap, slave gag 'equiped' but no sign of it on my face. I could remove it/drop it like any normal armour piece. My followers themselves still were tied up by the trap though
Rogwar002 Posted December 28, 2018 Posted December 28, 2018 20 hours ago, Zaflis said: But i did also give myself the slavegag which, like when trap equips it was still bugged. Hm. Maybe I didn´t write it all clear: the Slave Gag is not bugged or has a mistake in his script. The script itself sometimes in scriptheavy setups doesn´t work properly. Not the Slave Gag nor DCL is responsible for the error. 14 hours ago, legraf said: Like Maddac and Pixeletta, and I think Zaflis, the "Slave Gag" does nothing. It equips/unequips without appearing on the character or firing any dialogues or effects (including the usual gag effect on dialogue). It is item xx028065 Wrong. The Inventory Device is xx02A065 and the script device xx02A064. Both are linked correctly to each other in the current DCL v 7.2. Your reference doesn´t even exist in DCL.
Lupine00 Posted December 29, 2018 Posted December 29, 2018 12 hours ago, pandacake978 said: I'm also having the same problem. Walked through a door, triggered a trap, slave gag 'equiped' but no sign of it on my face. I could remove it/drop it like any normal armour piece. My followers themselves still were tied up by the trap though It may be that trying to equip devices on multiple followers is adding too much script load all at once. Do you have a lot of followers? Try ... not having so many? This might be OK normally, but on top of the extra loading from the door transition, it's just too much to work reliably. You may also be getting one of those odd cases where Skyrim decides a thread can't run, even though it should be able to, and it remains stuck until you load or change cell again. This may either be blocking the proper completion of the DD code itself (because it is stalled), or is coming from elsewhere and causing a stack dump when DD is trying to run. You could check for the latter in your papyrus log. DD has quite a lot of implicit threading so in theory a lot can happen in parallel, but I suspect there are some bottlenecks on checks against the player for when message boxes might need to be presented - and though those checks come up false for followers, they still result in latencies and possibly serialisation against the player and game objects. I guess you'd have to start looking at SKSE source to know for sure, but it does seem to fit observed behaviour.
legraf Posted December 29, 2018 Posted December 29, 2018 6 hours ago, Rogwar002 said: Hm. Maybe I didn´t write it all clear: the Slave Gag is not bugged or has a mistake in his script. The script itself sometimes in scriptheavy setups doesn´t work properly. Not the Slave Gag nor DCL is responsible for the error. Wrong. The Inventory Device is xx02A065 and the script device xx02A064. Both are linked correctly to each other in the current DCL v 7.2. Your reference doesn´t even exist in DCL. I mistranscribed the slave gag ID, went back and fixed it in my earlier post too for clarity. I don't see any obvious errors, and I'm no expert, but it sure does seem there's something specifically haywire with SlaveGag, despite your kind assurances. 1 hour ago, Lupine00 said: It may be that trying to equip devices on multiple followers is adding too much script load all at once. Do you have a lot of followers? Try ... not having so many? This does seem to be Slave Gag specific behaviour, and should not have anything to do with load in this case, as simply equipping the device in inventory, in a quiet moment, also fails. To test, I loaded up a game now, added a Slave Gag and a Ball Gag (xx04b069) in inventory, and tried equipping the Slave Gag - a sound plays, a little "equipped" arrow appears in inventory, but nothing else. I unequipped it, and equipped the Ball Gag - as usual, there's the pre-equipping warning dialogue and various expected effects. I've attached a papyrus log in case it's in any way helpful... certainly there are many errors relating to dcur_slaveGagScript, but I'm hardly an expert on such things. Still, I do think there's something fishy here. Papyrus.1.log
Zaflis Posted December 29, 2018 Posted December 29, 2018 10 hours ago, Rogwar002 said: Hm. Maybe I didn´t write it all clear: the Slave Gag is not bugged or has a mistake in his script. The script itself sometimes in scriptheavy setups doesn´t work properly. Not the Slave Gag nor DCL is responsible for the error... Please no speculation... If you believe you can make a better test, let us know how it reacts. Slave gag is purely an item from DCL, it doesn't exist in DD itself, only the item model. I didn't check if DCL copied the assets but that's not relevant.
Lupine00 Posted December 29, 2018 Posted December 29, 2018 8 hours ago, legraf said: I've attached a papyrus log in case it's in any way helpful... certainly there are many errors relating to dcur_slaveGagScript, but I'm hardly an expert on such things. Still, I do think there's something fishy here. The log has a good clue to the cause of the problem: dcur_slaveGagScript is throwing some serious looking errors. A cursory inspection of the script throwing those errors points to a likely cause. dcur_slaveGagScript extends a non-existent script: dcur_hisecgagscript There is no such script, compiled or source, in the 7.2 distribution of DCL. I grepped through the compiled scripts and the sources, and found that string in only one place, as the first line of dcur_slaveGagScript, which reads: Scriptname dcur_slaveGagScript extends dcur_hisecgagscript Clearly, this script is designed to inherit vital variables, like "libs", but does work, now that its base object doesn't exist. The base object must have existed when it was compiled, but isn't in the DCL 7.2 distribution, and not in the 7.0 distribution either. dcur_hisecgagscript is present in the 6.4 distribution, but not in 7.2 Further conclusions can't be drawn without digging through the item in the CK, but it looks a lot like this item is completely broken, and if it works sometimes and not others, that's quite strange, given the severity of the information in the log and the status of the script. It shouldn't work at all. Those users who smooshed their DCL 7 over the top of their DCL 6 might get different results, as they would pick up the old 6.4 script. 1
Lupine00 Posted December 29, 2018 Posted December 29, 2018 To add a little more info, from the CK. The items Rogwar002 identified, named Slave Gag, use the script: dcur_slaveGagScript. I can't bring up the properties on this script in the CK ... likely due to the missing base. The dcur_hisecPanelGag and dcur_hisecBallGag objects have their own scripts, which are different. I suspect that the slave gag could be rewritten to use the current panel gag script as a base, as the plug and the inflation are conceptually similar. But it wouldn't just be swapping the base, the old hisecgagscript is quite different to the panelgag + gag composite. Any such change needs an ESP change or patch, because the properties are currently useless. Or maybe not, if you just drop the old scripts in... But my guess is that old script was based on DD3.X, and that's why it was replaced, but TBH, I haven't done more than glance at it for an instant. The important part, is that the item is broken in the distribution, and needs a fix of some kind, it's not just erratic behaviour in one person's game. 1
PraetorDragoon Posted December 29, 2018 Posted December 29, 2018 I appear to have an issue with dcur_slaveGagScript as well. Loading a saved game freezes. There is also something with the dcur_supplyquestscript, from the looks of it. Papyrus log added. Papyrus.3.log
Lupine00 Posted December 29, 2018 Posted December 29, 2018 On the topic of oft reported Chloe quest issues, I just played through the start of it again, this time in 7.2, and... 1) No sign of a key for the shackles on any corpses 2) When I squeeze through the opening, Chloe teleported to me 3) I found a torn note on a corpse in the spider cave - quest journal updated SILENTLY - there was no notification quest had changed 4) Conversation with the soldier suggests Chloe is with me, but she is not; she didn't follow me after the teleport I think this is as reported by many others. Non-appearance of keys (are they even supposed to exist?) seems frequent. Three play-throughs now, I've never seen any keys, or had Chloe follow me, or had dialog with the soldier ever make sense. Chloe teleport makes a nonsense of not having the keys. Chloe not following makes a nonsense of dialogue with the soldier, relating to recovering her shipment that she never asked you to recover. Silent quest updates enhance the sense that something is awry and quest not working as intended. Also... The sound of whimpering is audible too early ... perhaps? You can hear this (supposedly quiet) sound before you descend to the torture chamber - a long way off - but if you couldn't hear it until you entered the cell corridor, it would allow people to loot the good stuff from the kitchen and torture chamber without triggering Chloe. Also... Pretty much every single corpse I looted had a mage robe of some kind on it, either destruction, restoration, or illusion, but not one of them was a mage, they were all wearing armor and were soldiers, so I got double loot, and high value per weight loot too. These robes are not part of LAL. I guess some other mod could have edited the drop list, but I suspect DCL, as I don't have any mods that change drops. This seems a bug, albeit benign. It was a large haul in easy cash I probably shouldn't have got.
Vampir2005 Posted December 29, 2018 Posted December 29, 2018 For Lupine00 & all Others out there with the same Problem ( Slave Gag ), here a temporary Solution. This Script is from the Version 6.3 and testet. If you wont to try this out put it in the Script folder. Cu Vampi Ps. Don't kill me for my bad English ( it`s not my natural Language ). dcur_hisecgagscript.pex 1
LazyBoot Posted December 29, 2018 Posted December 29, 2018 6 hours ago, Lupine00 said: 1) No sign of a key for the shackles on any corpses It should be in a container (strongbox I think) In the room before the cells. The container doesn't show up until you talk to her, if I recall correctly. 1
keter682 Posted December 30, 2018 Posted December 30, 2018 1)Can anybody explain how does XDFF rule "I will unlock you in unsafe areas" work? I tried to enter Dungenons and Leah didn't unlock me, also there is no line in dialog like "Mistress please unlock me because I need to defend myself"/ 2)Does bound girls disappear when I untie them? So If I untie all 50 girls would be new girls spawn or I will have only freed-bound girls in Skyrim? 3)Can I get pet suit from cursed container? 4)Can anybody please explain how "full set" works? It will be equiped every time I get cursed container and my arousal be more than some value, or something else?
Lupine00 Posted December 30, 2018 Posted December 30, 2018 7 hours ago, LazyBoot said: It should be in a container (strongbox I think) In the room before the cells. The container doesn't show up until you talk to her, if I recall correctly. Thanks for this information. Honestly, I would never, ever, have considered backtracking to look for a magically materialising container that wasn't there before. A container that doesn't appear until after you've gone past where it is, and requires a conversation to make it appear? It's a recipe for complaints and confusion. Containers that appear out of thin air are not a mechanic I'm used to in Skyrim Certainly, not unless I've been told they will appear, and I'm doing a spell to conjure them or something. Given the structure of the quest, it needs to be impossible to get to the dust pile unless you have obtained and used the key to free Chloe, otherwise there are problems with teleporting Chloe and finding a note that has no proper purpose. It doesn't seem like stage completion requirementss were planned out in a way that makes the quest robust with respect to player choices. Of course, finding the note itself is harmless, but the completion conditions for the stage need to reflect it as just one requirement amongst others. You shouldn't be able to have the full conversation with the soldier unless you have Chloe with you and have agreed to help her recover her shipment. If the rescue of Chloe is supposed to be optional once triggered, then the quest should at least make sure the player makes the choice to abandon the quest explicitly, on purpose, not simply because they failed to find a key hidden in a back-asswards location. e.g. If rescue of Chloe is optional and you can abort the quest Spoiler The dust pile could be a talking activator, so you can explicitly choose to use it without having rescued Chloe, in which case you abandon her quest and leave her to rot - for now. It could be possible to restart it, if you come back in via the upstairs entrance. If the dust pile simply didn't work unless you've released Chloe, that would be confusing, unpleasant, and nonsensical. There needs to be a gating mechanic that is self-evident to the player. Possibly, the quest should add a locked gate at the start of Chloe's cell corridor, before you can get to the cells, or progress to the dust pile. Chloe's shackle key would also be the key for this gate, so you couldn't even get IN to the cell corridor without her key. But perhaps this is too easy and dull. Alternatively, put a locked gate on the way OUT of the corridor, before it lets into the bridge/stream room area with lots of corpses, so you can talk to Chloe but not progress further until you have found her key and are making a deliberate decision to use or not use it. In both cases, the player can still not talk to Chloe to unlock her, or progress to the dust pile without her, but in the latter case, it's clear the player is doing it on purpose. If the intention is that the player MUST free Chloe before progressing, then it would make sense that there is a devious trap that requires the player to release Chloe, before Chloe can help the player escape. This trap could be some device left from Chloe's consignment. e.g. If you must rescue Chloe to exit once the quest is started Spoiler If you haven't released Chloe, instead of the dust pile, there is a chest. When the player investigates the chest, it springs a full quest-grade bondage set on the player, including blindfold and shock boots. Or something else fun, and suitably crippling. It doesn't port you through the gap. Journal says "Perhaps the other chained captive knows something about these devices?" When the trap fires, a gate locks back at the stairway from the torture chamber, so there is no way out of the keep - at all - unless you progress the quest. This restricts the areas you can investigate to find the key, so it's a more tractable problem. You know it has to be somewhere in the places you can get to. If you talk to Chloe, she says she knows the release word for the bondage set, but will only use it if you free her - otherwise it is impossible to escape. You now have a limited area in which to search and find the key. She might even give a clue as to where it is. Whenever you release Chloe, she removes the bondage set, the chest turns into the dust pile, and the locked gate opens and cannot be locked again. Whatever the case, the existing structure, positioning of items, and outcomes, are easily rendered nonsense unless the player already knows what they must do. Something needs to change, somewhere. 1
Lupine00 Posted December 30, 2018 Posted December 30, 2018 3 hours ago, keter682 said: Does bound girls disappear when I untie them? So If I untie all 50 girls would be new girls spawn or I will have only freed-bound girls in Skyrim? New girls spawn to maintain the count. 3 hours ago, keter682 said: 3)Can I get pet suit from cursed container? I don't think you can. It would be bad if you did. It makes movement extremely slow; quite a bit worse than a hobble-dress. 3 hours ago, keter682 said: 4)Can anybody please explain how "full set" works? It will be equiped every time I get cursed container If you trigger a trap, instead of applying the number of random items determined by the range you have selected (1 to 3, for example), if you have over the "full set" arousal, a full set is forced instead. In this case, having high arousal is a recipe for serious situation, assuming you actually trigger a trap. For example: You won't trigger a trap if you have too many items worn already. You won't trigger a trap if you are on a DCL quest that uses quest devices, like Queen Sarah, Cursed Collar, or Rubber Doll Suit. You won't trigger a trap if you are below the trap trigger arousal limit, which could actually get set higher than the force full set value, though it would be an odd choice. You won't trigger a trap if traps are on cooldown. You won't trigger a trap if you have the chance configured to be 0, one way or another. Remember, you can control how much arousal modifies the chance. If you make arousal not count at all, you get the flat chances configured per area, or globally. Or you could go all the way in the other direction and make arousal the only thing that determines the trigger chance. By default, it's 50/50, so you get half-arousal-chance + half-area-chance.
Pixeletta Posted December 30, 2018 Posted December 30, 2018 Question regarding the cursed collar quest: Spoiler I'm in the Deep Dark Dungeon. Did the location of the Strange Gem change? (from the prison cells on the other side of the wall) I can't seem to find it to unlock my restraints. I also tried spawning one in, but touching it does nothing.
Zaflis Posted December 30, 2018 Posted December 30, 2018 9 minutes ago, Pixeletta said: Question regarding the cursed collar quest: Reveal hidden contents I'm in the Deep Dark Dungeon. Did the location of the Strange Gem change? (from the prison cells on the other side of the wall) I can't seem to find it to unlock my restraints. I also tried spawning one in, but touching it does nothing. No, i've done that quest at least once in 7.2, it works same way as before. Spoiler You need to find a way down the trapdoor.
Pixeletta Posted December 30, 2018 Posted December 30, 2018 @Zaflis thank you! I must have remembered the quest incorrectly. Spoiler I even had the trapdoor key on me, haha.
rjn Posted December 30, 2018 Posted December 30, 2018 2 hours ago, Lupine00 said: Whatever the case, the existing structure, positioning of items, and outcomes, are easily rendered nonsense unless the player already knows what they must do. Something needs to change, somewhere. I also did not consider that a key was behind me in a room I'd already searched and fully looted. I don't see why the strongbox has to appear later? What is wrong with making the shackle key a quest item and just possibly finding it before you run into Chloe? Chloe could say "Did you find a key to these shackles anywhere? I think it's back up there where the guards were." 1
Guest Posted December 30, 2018 Posted December 30, 2018 Hello every one, I am in need of assistance : my character has been locked in the slave collar, but I have no quest to unlock it. Is that normal, and if it is, how do I start the quest to unlock it ?
Lupine00 Posted December 30, 2018 Posted December 30, 2018 7 hours ago, rjn said: I don't see why the strongbox has to appear later? What is wrong with making the shackle key a quest item and just possibly finding it before you run into Chloe? Chloe could say "Did you find a key to these shackles anywhere? I think it's back up there where the guards were." Another problem is that if you use the dust pile and find the note, going back and finding the key is possible, but doesn't fix anything. Once you have the note it won't register finding the shackles key as completed in quest objectives, and you can't have any dialog with Chloe about it. That part of the quest remains semi-stuck until you do the next part.
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