SirCrazy Posted March 16, 2019 Posted March 16, 2019 Kimy, what mods do you use (beside the ones you make)?
kronnos44 Posted March 16, 2019 Posted March 16, 2019 Everything went smooth for me with the new prison up untill after the cleaning part it send me to the warehouse to talk to a guy i can't seem to get to the door since every gate is locked , even by forcing my way trough with unlock i cannot continue trough , the door just opens a tiny bit like there's nothing behind or linked to it
Darkwing241 Posted March 16, 2019 Posted March 16, 2019 17 minutes ago, Kimy said: I don't get that. If DCL isn't covering some interests, it's by definition not hogging that market. You can't really argue that DCL is preventing people from making a pony play mod by not catering to pony play. That doesn't make sense, no? People can just make their own mod for these kinks. But I'd argue it does. The success of a mod, especially a framework mod relies on more than just how good it is at it's job. It's also important that the mod has content to go with it. A framework that's good in isolation has no gameplay associated with it, it won't generate much interested even if it is very lightweight, bug free, easy to hook into ect. On top of that, it's a very real thing that thing become popular because they are popular, or made by well know people. I know I look at everything EnaiSiaion makes, pretty much just because of how great ordinator was. Now I assume this is not true for all modders, but I know I love watching the download and endorsement counters tick up on my mods so I would fair that at least some chunk of modders are similarly motivated (I'd guess a large chunk, but who knows). I think its fair to say that this could suppress creativity. Now this is all a very minor problem, one that I'm not even sure should be addressed, but if you combine it with other issues like mod makers all needing to double up and create their own frameworks for things like combat surrender or crime when they make their own content mod and then all these combat surrender mods not necessarily being usable at the same time...
Stuker Posted March 16, 2019 Posted March 16, 2019 17 minutes ago, kronnos44 said: Everything went smooth for me with the new prison up untill after the cleaning part it send me to the warehouse to talk to a guy i can't seem to get to the door since every gate is locked , even by forcing my way trough with unlock i cannot continue trough , the door just opens a tiny bit like there's nothing behind or linked to it The quest marker is misleading. There's a trap door in in the hallway leading to the prison cellar where the warehouse is located. 1
Cole745 Posted March 16, 2019 Posted March 16, 2019 12 hours ago, Zaflis said: Isn't that how it's supposed to work? Use bed and sleep until 8 AM, it should show messages. Oof, I'll try that. Thank you.
GreatCroco Posted March 16, 2019 Posted March 16, 2019 14 hours ago, Kimy said: Well, here is the thing. And it really boils down to that... ...but your load order can't hold more than 255 mods. Easy as that. And even without that limitation - would you rather want to bother installing two dozen one-trick pony mods and whatever dependencies they might rely on? Or one mod that can do that all, with just one click? I dunno about you. But I don't like one-trick ponies. I like mods that matter. That's the kind of mods I personally use. And that's the kind of mod I make. I could have -easily- made the DCL prison a standalone mod. But I chose not to, because that way the crime feature can hook into many already existing DCL features and use its huge library of items, which makes it waaay more versatile than any other take on Skyrim crime I am aware of. That's really a limitation of Oldrim. SSE with it's ESPFE's doesn't have that limitation. I know you code on LE, but I'm usually an advocate for a switch, since the only big thing SSE doesn't have is proper ENB support (and it doesn't need it that much). It also has some improvements in Papyrus. In my SE playthrough I have 457 eps based mods (out of 660 total). One could argue: Isn't that too much? But I'm a person who wants to install everything I might use, because I don'T decide a character style beforehand, but let it play out ingame. And I want to add, that that instance runs faster, more stable and looks better than my 240 mods LE version. The improved performance on scripts due to 60Hz alone is making it worth it. Another note on ESPFE's: They also make patches for mods more easy as you can place them in the load order where you want and they don't take up a space in your 250 mods list and grant you at least 300 more mods you can use, but usually more. Read here for more infos: https://www.nexusmods.com/skyrimspecialedition/articles/625 In the end, I think the argument isn't really for many one trick ponies, but rather multiple smaller mods, which can be iterated faster upon. For example: DCL's prison and devious followers feature would be prime candidates for one standalone mod/library (like a devious NPCs mod, which also could include prostitution features), which by no means is a one-trick-pony. This would also allow other people to hook into that mod and add their own flavor which you are not interested in.
xboronx Posted March 16, 2019 Posted March 16, 2019 Very interesting new prison. When i tried it yesterday i found no bugs, very impressive for such a large addition. Some suggestions: -Imprison your companions also. You could add some fun outcomes then when you get released from prison, like your companions punishing you and adding some DD gear as revenge for what they had go through in prison thanks to you. Or one of the guards started to like one of your companions so much that he doesn't want to release her, so you have to try to get her free again in a miniquest. Options would be trying to bribe the guard or convincing one of his superiors to force him to release her again. -Some connection with the thieves guild and the assasins guild like a high risk high reward mission you can take for the thieves guild where you "voluntarily" get yourself imprisoned and then have to try to rescue or kill an important imprisoned member or enemy of said guild. -Add a few male prisoners. They are high privileged criminals, making corrupt deals with the guards. Sometimes the guards sell female criminals to them, they have to share the night with them in their luxurious cell then. -Bondage brawl tournaments between the inmates. If you participate and succeed this could shorten your sentence time, if you lose early some punishment might happen because a guard did bet on you and is angry now that he lost so much money. Is there a toggle somewhere to completely shut off DCLs prison handling? Because if it gets resumed i'd like to retry Sewer Rats too, the mod was promising so far.
Lowezar Posted March 16, 2019 Posted March 16, 2019 3 hours ago, Kimy said: I don't get that. If DCL isn't covering some interests, it's by definition not hogging that market. You can't really argue that DCL is preventing people from making a pony play mod by not catering to pony play. That doesn't make sense, no? People can just make their own mod for these kinks. Because you are correct, there is no sound reason for me to implement features I don't care for. Let's just say my Patreon income isn't nearly high enough for that. Haha! I think he means that DCL is taking a lot of stuff under its control with only the themes you (and luckily, just as the author of the post you're responding to, me) enjoy. And I kind of can see the point, I'd hate it if 50% of the mod was the stuff I like, but the other 50% was something that repulses me. Not that it's a big issue right now as far as I can tell, as most of DCL features are togglable... Still I guess it feels like dead weight for other people. Whiterun Brothel Revamped kind of comes to mind as example. There is some good stuff in it, but the forced bestiality is something that turns me off. And while you can disable it you're also disabling like 80% of the mod. Feels like a waste of space. Maybe? 3 hours ago, Kimy said: I am using NMM and DCL installs just fine with it. oO Mod Organizer 1.3 here, no issues either. As a bottom line I'd like to thank you again for keeping this (and your other mods) alive! Long time fan here. As someone above said it's hard to thank you for your work on these without sounding like a kiss-ass, but I don't even mind that - you totally earned it.
Kimy Posted March 16, 2019 Author Posted March 16, 2019 1 hour ago, Darkwing241 said: But I'd argue it does. The success of a mod, especially a framework mod relies on more than just how good it is at it's job. It's also important that the mod has content to go with it. A framework that's good in isolation has no gameplay associated with it, it won't generate much interested even if it is very lightweight, bug free, easy to hook into ect. There is some misunderstanding going on. DCL isn't a framework mod. It's not a modders' resource by any stretch of imagination, nor wants to be one. DCL is a content mod. It delivers features and quests to the -end user-, not other modders. Therefore it was neither my intention nor my goal to create an extensible combat surrender feature other mods can hook into, or use as basis for their own features. All the feature was designed to do was handle combat surrender in a way I think fits DCL. I would have needed to code it in a totally different way, had I meant this feature to be a modder's resource. That being said, I provide source code for a reason. Other modders can use portions of my code, if they wish. I explicitly allowed that. Would another combat surrender mod be incompatible with DCL? With certainty, just the way DA and Defeat aren't compatible with it. But I am not keeping anyone from doing it, if they want a combat surrender mod supporting pony play outcomes or whatnot. I just still don't feel any need to accommodate that on my end, or provide a basis for that. Despite you seemed to agree with my stance that I don't need to work on things I don't feel like working on, there is still a notion in your line of reasoning that I should implement my features in a way that people can use it to build stuff on I don't care for. I don't feel I have any such obligation.
Kimy Posted March 16, 2019 Author Posted March 16, 2019 1 hour ago, xboronx said: Is there a toggle somewhere to completely shut off DCLs prison handling? Because if it gets resumed i'd like to retry Sewer Rats too, the mod was promising so far. There is a toggle that will disable the prison, but none that would disable crime handling completely. A lot of DCL features now hook into crime handling, so if I allowed users to disable it completely, these features would no longer work as intended. So I am afraid DCL is not compatible with other crime overhaul mods.
PowerBing Posted March 16, 2019 Posted March 16, 2019 is there a way to force start the Bound Queen quest? I've been playing for ages and for some reason have not come across the note to start it yet.
thedarkone1234 Posted March 17, 2019 Posted March 17, 2019 49 minutes ago, coolguy1111111 said: is there a way to force start the Bound Queen quest? I've been playing for ages and for some reason have not come across the note to start it yet. I didnt try it but I suppose consoling the initial "bound queen" book into your invertory and reading it should do the trick.
Zaflis Posted March 17, 2019 Posted March 17, 2019 I was pleasantly surprised how well the prison was handled from combat defeat. I was with Devious Follower (Lydia) heading to Blackreach in dwemer ruins. This might bend the lore a bit by an automaton handing me to the prison guard for cash I paused the DF mod and after 1 night sleep i was let go and returned exactly to where i was captured, still in same restraints i had before. Follower wasn't there at the time but found me very soon. So when it's done like this it doesn't interrupt gameplay that much, which is good. My only grieve was that the sentence was 1 day, which meant 1 night sleep and "off you go". Make it minimum 2 days?
WaxenFigure Posted March 17, 2019 Posted March 17, 2019 Was looking at the code today and discovered a memory leak problem in three scripts that has probably existed for a number of versions. dcur_dq_questscript, dcur_hq_questscript and dcur_library all use the PlaceActorAtMe function. I discovered with another mod long ago that particular function marks the added actor as "Persistent" and will never allow that actor to be deleted. Once you clear the references to that actor it remains using memory in the save game forever and as the code performs that function over and over you get an increase in the savegame file size as the number of those dismissed but not removable actors continues to increase. The fix however is dead simple, use the PlaceAtMe function instead, literally all you need to do to fix it is remove the "Actor" from the function call. The parameters are different for the two calls but since you let them default anyway and the defaults will correctly create a "non-persistent" new actor it's a really easy fix. Of course that leaves another bug in the dcur_library code and possibly in the code cleaning up after the other two scripts. Since you use the cleanuprape function in that library for both those "PlaceAtMe" actors and the "I scanned the area and found some NPCs to come and rape the PC" you commented out the Delete function so fixing the PlaceActorAtMe with the PlaceAtMe will still have the same problem because those actors never get deleted and the next time you run the function you get a new copy. You need to either check those actors against a list of your internal actors or add a keyword to them and see if they have that keyword (any existing keyword you'd never add to an NPC will actually suffice though adding an all new one just to make it clearer won't really hurt). Just remember that if you use PlaceAtMe to create new things in a repeatable script you also need to delete them when you are done or they will persist and multiply leaking memory. Don't use PlaceActorAtMe in any repeating script, it has a defective setting that cannot be fixed since it's not exposed in the interface. I don't think anyone has been clamoring about the save file getting bigger to you but if they have, that's a probable source. 6
pitcherjak45 Posted March 17, 2019 Posted March 17, 2019 Looking for some help on this one...I get arrested, sent to the prison, get through initial dialogue and as soon as the warden starts to have her way, I get a message stating that I got my hands free and attacked a guard. Seems to create a never ending cycle repeating the same dialogue box and then stating 3 days will be added. However, after the SexLab scene ends I am unable to exit the initial room and no dialogue options with anyone Is this a mod conflict or something else. Looking for any help. Thanks!
Maddac Posted March 17, 2019 Posted March 17, 2019 On 3/16/2019 at 1:54 PM, Zaflis said: The changelog for 8.0 said above ^. I was in markath keep at the time i got the collar on. I tried solicitation to closest guard and he agreed. 750g or so was paid and collar got dropped off by that 1 sex event. The settings i have are min/max 10/30 gold per level and player was level 16. Oh, i usually cure vampirism disease but i forgot this time. Decided to go with it while starting up Dawnguard quests. Didn't have much experience with the non-vampire lord transformation so i was curious. The game is stating that people fear me etc, but the worry was for nothing. Guards don't attack me day nor night. But it does stop health/mana/stamina generation in daylight. That brought some extra difficulty to devious play, especially with DCL's defeat. The sluts-mod pony rides may also get a bit slower, unless you wait until evening and risk getting paid less due time loss. Speaking of guards attacking, they seem to attack my restrained captives. But they seem essential so when i was at Riverwood inn i was able to talk to the slave trader while the vampire/forsworn captive was kneeling down. i have to agree there is an issue with the whore collar. every time i get equipped with one it tells me i need to earn 0 gold to release it. i go and solicit one person, get paid and it releases
Cole745 Posted March 17, 2019 Posted March 17, 2019 What am I missing to escape.. I stole the crowbar, made 4 lockpicks, positioned the utility knife, got two of the guard house keys. Also found the hint in the other cell. But it still stays there is guards everywhere but outside the cell I see none. Edit: I thought I was being clever in the basement..I formulated a plan to burn them with the use of my hands+flames spell. Curse you Kimy!
jckchrck Posted March 17, 2019 Posted March 17, 2019 Hi Kimy, Great job with this new version ! The prison seems to be a great improvment, but I can't really enjoy it because I've got immediate CTD when entering the basement. SO, everythings works fine for me in this new version of DCL, except the Danonar Prison scenario : missing textures on the shackles and on the woman's bodysuit in the basement, and this annoying CTD everytime I try anything in that basement, in front of the guard (checking my inventory, looking at the map, pausing the game, saving ...). Any idea ? Thks !
Ballawalla Posted March 17, 2019 Posted March 17, 2019 I'm having problems getting DCL V8 to work, as soon as i load into a game or start a new one I CTD. I've run Fnis and got all required mods for it to work. I've also used bodyslide on all files including DDa & DDx. Is there any prefered load order for DCL and its requirements? I'm sadly also using Vortex as a mod manager because NMM doesn't want to work. Any help would be greatly appreaciated. Thanks. Edit: After manually installing it I no longer CTD, I suspect that Vortex placed the 'source' scripts in the wrong place. Or it could have been because of it's load after/before tool when mods try and overwrite files. In any case it seems ot be working now. Thanks to anyone who might have looked into my problem before it solved it myself. Hope this additional info may help someone who may experience the same problem in the future.
Maddac Posted March 17, 2019 Posted March 17, 2019 Hi Kimy, always loved your mod. have played it since V4.6 and being the OCD person that I am, i have literally every version of the mod since then. I would like to consider removing sexlab defeat from my load order and just use DCL combat surrender, but i need to ask does DCL have an option to make the player essential? the only reason defeat is still in my load order is so i can choose essential option. nothing worse than getting attacked and submitting, then bleeding out and dying in the middle of rape scene causing it to reload last save. I removed DA from my load order ages ago due to its instability. If you can add a button option to MCM to make player essential, that would be awesome
DvPl Posted March 17, 2019 Posted March 17, 2019 I've had Cursed Loot on and off in my mod order for a while now, but as soon as I saw the prison update I immediately reinstalled it. I have to say I absolutely love what's there: as soon as the Warden explained "you will be kept bound and gagged at all times" and I saw what the prison routine (and dress code) was I was hooked. I really wanted to see a prison mod that was genuinely kinky rather than just tedious, so the focus on keeping prisoners constantly, heavily restrained 24/7 and including sexual punishments was right up my alley. I haven't managed to escape so far and my two day sentence is now seven days due to extensions and the Warden falsifying records, but I am very interested in playing more of it. Also I gotta report that issue with the utility knife in the brick giving the same prompt about there being too many guards around, but I think you're already aware of that. Something I've always liked about CL is that it's very modular for the most part. You can customize things extensively and it's always possible to disable or alter features that you don't want in a given play through, which is great. With this in mind I'd like to offer a few suggestions for optional changes/features etc for the prison. First off an option to change the gender of the guards. Something tells me that a latex lesbian prison staffed entirely by women like the Warden would be popular. I would also love to see an option to play a more barebones version of it where you're just kept in a cell and don't have to engage with things or go through the routine. As interesting as it is, I think it would be nice to just have the option to just be kept confined for the duration of the sentence, locked away and tightly bound at all times. This would be especially useful if you have a very long sentence. Perhaps you could also add the option to enable or disable specific work activities, as well as to randomize the routine each day. I think it would also be beneficial to change or include different options for the feeding system. At present making the meal is part of the daily routine, but for players who use immersive needs mods (like me!) it can create problems. I ended up disabling it while in the prison but there is something that I think could work as a solution: include Dwemer-style pipes in each of the cells which inmates can use to get food/water (or more likely gruel mixed with nasty lewd things), almost like the water tank for a hamster cage. You'd have to change the gags used from ballgags to ring/panel gags, but I think it could work and would be useful on those days where you're just kept in the cell or if you add that as an option. Lastly I'd like to see more customization with regards to what level of fines result in what sentence, that is how your bounty translates to prison time. It'd also be good to have more explanation of what the difficulty sliders do as well as insider info about how the inner workings of things. I realize that you just make the things you want to make so I don't expect to see any or all of this implemented immediately just because I asked, but I wanted to share my opinions and suggestions. I am really liking the direction you're taking CL with this prison thing and would love to see it develop into something truly great. 4
Lupine00 Posted March 17, 2019 Posted March 17, 2019 1 hour ago, DvPl said: With this in mind I'd like to offer a few suggestions for optional changes/features etc for the prison. DvPI pretty much nails what sort of things that I also think would be great to see added to this ... if it were the thing that things were being added to
Ashari Posted March 17, 2019 Posted March 17, 2019 Came across a pair of bugs in the prison! I was given the task to move between the foreman (?) and supervisor to model for them. When the final round consisted of a chastity bra and belt, they weren't unlocked when I was sent to bed. The following morning the foreman refused to give me my task, looping his dialogue, because he couldn't take his payment of my character's body. Meaning I had to console in the prison key to unlock the belt, after which everything proceeded as expected. But just a minor hiccup, perhaps giving the guards the ability to break through belts? Either way enjoying the content and variety of tasks inside and eager to explore more!
Guest Posted March 17, 2019 Posted March 17, 2019 I have a weird problem. For some reason a Cursed Loot plug equipped itself and I have no way of removing it. It does not appear in inventory screen and has ID 80000000 and I can't remote it in console using this. Can't put any other plugs in because it says there is already one present. Safe word doesn't work. Some other mods that put their own quest plugs can't remove it too(like Captured Dreams). I don't remember when it first appeared but it had a proper object ID and was able to remove it. Then when I tried to equip some random inflatable plug this one appeared and now I'm stuck with it. I currently don't have any cursed loot quests active. It has a red soulstone graphic
Kimy Posted March 17, 2019 Author Posted March 17, 2019 5 hours ago, DvPl said: Also I gotta report that issue with the utility knife in the brick giving the same prompt about there being too many guards around, but I think you're already aware of that. Known issue - will get fixed soon. In the meantime, use naitsaab's workaround! 5 hours ago, DvPl said: First off an option to change the gender of the guards. Something tells me that a latex lesbian prison staffed entirely by women like the Warden would be popular. Replacing the entire guard based on a toggle would be quite tedious to implement, but I will keep it in mind. The warden is actually in because she got suggested by one of my Patreon supporters when the prison was already 90% done. What I can always do is adding a few more female staff, I guess? 5 hours ago, DvPl said: I would also love to see an option to play a more barebones version of it where you're just kept in a cell and don't have to engage with things or go through the routine. As interesting as it is, I think it would be nice to just have the option to just be kept confined for the duration of the sentence, locked away and tightly bound at all times. This would be especially useful if you have a very long sentence. Perhaps you could also add the option to enable or disable specific work activities, as well as to randomize the routine each day. While randomly shuffling around tasks would again result in code refactoring hell, I -could- look into a system that let's you skip certain tasks. That's actually already on my "to investigate" list. The "skip work" feature, together with the pardon system and "randomly changing your sentence" is actually there to mitigate tedium from very long sentences. The way the chances are set, it's very likely that you'll have to work only a few days, even if your sentence is seven days or more. 5 hours ago, DvPl said: I think it would also be beneficial to change or include different options for the feeding system. At present making the meal is part of the daily routine, but for players who use immersive needs mods (like me!) it can create problems. I ended up disabling it while in the prison but there is something that I think could work as a solution: include Dwemer-style pipes in each of the cells which inmates can use to get food/water (or more likely gruel mixed with nasty lewd things), almost like the water tank for a hamster cage. You'd have to change the gags used from ballgags to ring/panel gags, but I think it could work and would be useful on those days where you're just kept in the cell or if you add that as an option. Will look into this. I made the "cook your food" feature with needs mods in mind, but if I need to provide more food, I can always add that. I might have actually forgotten to make your character actually drink when making the water fountain, I put in your cell specifically to help with RND and similar mods. Haha! 5 hours ago, DvPl said: Lastly I'd like to see more customization with regards to what level of fines result in what sentence, that is how your bounty translates to prison time. It'd also be good to have more explanation of what the difficulty sliders do as well as insider info about how the inner workings of things. The difficulty slider actually -does- affect sentence length. I really can't make all individual factors customizable. There are so many of them that the resulting MCM would no longer fit into the allowed maximum. 1
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