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2 hours ago, Exirn said:

When I get a bounty, the guards put away their weapons during the arrest scene, but pull the weapons out right after and proceed to attack me. I don't have any other prison mods. Anyone else have this problem?

Sex scenes make guards go on the offensive on my game.

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On 26. März 2019 at 10:18 AM, Laura 'Lokomootje' said:

I don't know why Kimy didn't make the prison system optional. I would have done it differently.

But Kimy is completely within her right to do what she wants. It doesn't matter what people think, the mod creator always has all the power over their own mod.

 

Both @Inte and @Kimy have a point.

But this feud between you two has gotten personal and nasty. Nothing good will come from it like this.

It's best to let this be for a while, so you can come together when you don't want to strangle eachother anymore.

This has been going on for too long now, please leave this be. Neither of you is going to change their mind and it's only going to get nastier.

here´s the reason:

 

summed info: DD to POP relation (inte´s version, same circumstance like for the original version)

 

this discussion is totally obsolete as long that mod (POP) is in dependence of zap

at first glance would have POP to kill the dependency from zap (some few furnitures are used there, i guess-maybe also the zap-mechanic)

(the upper scenario is probably more hard to do, instead to write an entirely new mod)

 

 

as soon DD has it´s own furnitures, the prison-stuff will become "better"

 

WHY does nobody of you spend this info into this thread ???

 

kimy will never link to a mod which depends on zap, in the past DD switched ZAP off - which has been a very well descision 

 

the overall problem between inte and kimy increased during the past while DD was cut off zap and not only inte has been left alone with this happening

 

and not every mod-author is willing to update her/his mod to DD ´s latest version

 

DD is of course being always directed to work with mainly DCL

 

 

 

keeping this in mind you should be able to understand better both modder´s opinion within their different interests

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4 hours ago, Exirn said:

When I get a bounty, the guards put away their weapons during the arrest scene, but pull the weapons out right after and proceed to attack me. I don't have any other prison mods. Anyone else have this problem?

Spoken of a few times before. You need to wait for guard dialogs to time out on their own. If you click to skip their last chat line, they will become aggressive.

 

And i do use DiD with DCL. I don't see them all that incompatible and it plays out nicely. IMO its combat surrender is better than DCL's though.

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4 hours ago, Kimy said:

Not sure where the idea came from that I will walk away from DD development. I have no such plans, no matter how much certain people hope for that.

If I have any reason to believe it's possible, it's because you yourself have said in the past that the circumstances that allow you to spend a significant amount of time on Skyrim are not necessarily permanent, and that at some point they may change.

 

Maybe I read too much into that, but from my experience working full-time at a regular tech company, they pretty much want your soul, never mind all your time. Games companies are even worse :) 

 

I've only been able to waste the time I have on Skyrim over the last couple of years due to an unreasonably convenient situation, but that's over for me. Probably, there's going to be a whole lot less of me on here in future. Of course that doesn't mean I'm walking away, but I don't have two major mods to look after either. My LL responsibilities are modest. But I have enough introspection to realise that less involvement may lead to me losing interest completely down the track. Even our esteemed CPU is scaling back his involvement here and there.

 

As for plots to "steal" DD - I've never even heard of them. This is a Game of Thrones story that I haven't read.

 

 

4 hours ago, Kimy said:

To be blunt: I received 3-4 code patches in ~5 years of developing DCL. If you think that I will hurt myself by no longer supplying source code, you're gravely mistaken. I supply source code because I believe in open source, not because I expect any returns from it.

The number of times people have posted code snippets, bug fixes, or short-term fixes is far more than that. More than that were posted for XDFF alone. Maybe those posts don't benefit you, but they benefit some minority of DCL users who read the forum, and by implication, DCL.

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Another little problem with Dragonar - already reported I believe, but it happens easily for me, so I guess you can call this a confirmation:

 

When performing the clothes display task, it's not uncommon for chastity items to be fitted then not removed.

 

This will break your Dragonar experience, and you won't discover it until you wake up the next morning and the guard's attempt to satisfy his morning urges using you as a sex-toy fails. His dialog will not advance beyond an infinite loop of him saying he's going to sexinate you.

 

 

Something else that struck me. A couple of people asked for the daily routine to vary occasionally, or be less predictable.

 

I think I know why...

 

It's the dialogue from the guards: because they explain to you what you must do, in the same way, every single day, no matter how long you've been in the prison, it creates the suggestion that at some point they are going to give different instructions (though they never do).

 

It is the words of the guards that keep making you think something is going to be different this time.

 

 

Similarly, the way you can never talk to the other prisoners feels like a giant Chekov's gun, (that never goes off) suggesting that at some point you are going to have a really important conversation with a prisoner.

 

There is opportunity - for example, when you're all eating in the kitchen, gags are removed from the prisoners there.  It would be a great time to put in a situation where you can possibly learn something useful, or possibly get into big trouble.

 

 

Speaking of gags ... there's a glitch in the dialog when you aren't wearing the gag (for meals), in that you still get gagged dialog with guards.

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Hi Kimy. I played through the prison quest twice now and it's great. Well done.

 

Just to give some feedback on how I played and what I encountered, don't know if this is of any use to you. Spoiler alert (if anyone already played through the prison and would like to help, then please take a look :)  )

Spoiler

I have the sex option turned off in the prison. Thank you for adding the option.

Both times I was in there for around 4 days. Both times I managed to get a bunch of things for escaping:

- the knife wedged in the loose stones in my cell

- crowbar

- nail

 

However, both times I couldn't use that knife. I tried using it when I had access to my cell: during the cleaning task and at night. It said that I shouldn't use it, because it would alert the guards, and that I should try it later. Maybe I haven't been in the right circumstances yet to use the knife, because I was only in there for 4 days? Or does it have something to do with me having the sex option turned off?

 

After 4 days I was released.

- first time that I was released my speed mult was stuck, set to 65.00. This happened after I was released from the restraints, before I got my stuff back from the chest.

- the second time that I was released (fully different playthrough) the speed mult was correctly set to 100.

I don't use any other mods that affect speed mult.

 

About the rubber doll quest:

- The first time it works good. I only played through expanding to the catsuit and starting from there I got arousal down and managed to get everything off.

- The second time that I get the collar it doesn't expand to the catsuit or go away. I tried waiting, but nothing happens. In the attachment I added a papyrus log of me starting up the game, getting the collar and waiting for 24 hours. There's a bunch of errors in there, not sure if they're causing problems. Also added a papyrus log of just starting up the game and waiting for 24 hours without having the rubber doll collar, to see the difference.

To me it looks like the difference between the two logs is about the the sex scene that happened after waiting and don't relate to the doll collar not expanding or ending.

 

With doll collar:

Spoiler

[03/30/2019 - 02:40:25PM] Papyrus log opened (PC)
[03/30/2019 - 02:40:25PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[03/30/2019 - 02:40:25PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[03/30/2019 - 02:40:25PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[03/30/2019 - 02:40:28PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?
[03/30/2019 - 02:40:34PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042242) is not the right type
[03/30/2019 - 02:40:34PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042249) is not the right type
[03/30/2019 - 02:40:34PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042245) is not the right type
[03/30/2019 - 02:40:34PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042244) is not the right type
[03/30/2019 - 02:40:34PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042247) is not the right type
[03/30/2019 - 02:40:34PM] VM is freezing...
[03/30/2019 - 02:40:34PM] VM is frozen
[03/30/2019 - 02:40:34PM] Reverting game...
[03/30/2019 - 02:40:35PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042242) is not the right type
[03/30/2019 - 02:40:35PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042249) is not the right type
[03/30/2019 - 02:40:35PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042245) is not the right type
[03/30/2019 - 02:40:35PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042244) is not the right type
[03/30/2019 - 02:40:35PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042247) is not the right type
[03/30/2019 - 02:40:44PM] Loading game...
[03/30/2019 - 02:40:45PM] VM is thawing...
[03/30/2019 - 02:40:45PM] Error: Cannot call GetActorBase() on a None object, aborting function call
stack:
    [gagsizeplugin (31000800)].gagsizeracemenuplugin.OnReceiveTargetActor() - "RaceMenuBase.psc" Line ?
    [gagsizeplugin (31000800)].racemenubase.OnStartup() - "RaceMenuBase.psc" Line ?
    [gagsizeplugin (31000800)].gagsizeracemenuplugin.OnStartup() - "gagsizeracemenuplugin.psc" Line ?
    [gagsizeplugin (31000800)].gagsizeracemenuplugin.OnGameReload() - "RaceMenuBase.psc" Line ?
    [alias Player on quest gagsizeplugin (31000800)].RaceMenuLoad.OnPlayerLoadGame() - "RaceMenuLoad.psc" Line ?
[03/30/2019 - 02:41:53PM] Error: Type mismatch for argument 1. Type mismatch for argument 2. Type mismatch for argument 3.
stack:
    <empty stack>
[03/30/2019 - 02:41:53PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 8 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 8 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line ?
[03/30/2019 - 02:43:57PM] Error: Type mismatch for argument 1. Type mismatch for argument 2. Type mismatch for argument 3.
stack:
    <empty stack>
[03/30/2019 - 02:43:57PM] warning: Property idles on script zadArmbinderEffect attached to Active effect 2 on  (00000014) cannot be initialized because the script no longer contains that property
[03/30/2019 - 02:43:57PM] Error: Type mismatch for argument 1. Type mismatch for argument 2. Type mismatch for argument 3.
stack:
    <empty stack>
[03/30/2019 - 02:43:58PM] Error: Type mismatch for argument 1. Type mismatch for argument 2. Type mismatch for argument 3.
stack:
    <empty stack>
[03/30/2019 - 02:43:58PM] Error: Cannot cast from None to sslBaseAnimation[]
stack:
    [zadQuest (1000F624)].zadbq00.SelectValidDDAnimations() - "zadBQ00.psc" Line ?
    [zadQuest (1000F624)].zadlibs.SelectValidDDAnimations() - "zadLibs.psc" Line ?
    [dcur_mainlib (2F024495)].dcur_library.SexWithPlayer() - "dcur_library.psc" Line ?
    [dcur_mainlib (2F024495)].dcur_library.rapeher() - "dcur_library.psc" Line ?
    [dcur_mainlib (2F024495)].dcur_library.gangbang() - "dcur_library.psc" Line ?
    [dcur_clocktick (2F04F16F)].dcur_clocktickscript.FireSexAttack() - "dcur_clocktickScript.psc" Line ?
    [dcur_clocktick (2F04F16F)].dcur_clocktickscript.SexAttacks() - "dcur_clocktickScript.psc" Line ?
    [dcur_clocktick (2F04F16F)].dcur_clocktickscript.clocktickshort() - "dcur_clocktickScript.psc" Line ?
    [dcur_clocktick (2F04F16F)].dcur_clocktickscript.OnUpdate() - "dcur_clocktickScript.psc" Line ?
[03/30/2019 - 02:44:29PM] VM is freezing...
[03/30/2019 - 02:44:29PM] VM is frozen

 

 

Without doll collar:

Spoiler

[03/30/2019 - 02:52:08PM] Papyrus log opened (PC)
[03/30/2019 - 02:52:08PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[03/30/2019 - 02:52:08PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[03/30/2019 - 02:52:08PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[03/30/2019 - 02:52:10PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?
[03/30/2019 - 02:52:17PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042242) is not the right type
[03/30/2019 - 02:52:17PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042249) is not the right type
[03/30/2019 - 02:52:17PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042245) is not the right type
[03/30/2019 - 02:52:17PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042244) is not the right type
[03/30/2019 - 02:52:17PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042247) is not the right type
[03/30/2019 - 02:52:18PM] VM is freezing...
[03/30/2019 - 02:52:18PM] VM is frozen
[03/30/2019 - 02:52:18PM] Reverting game...
[03/30/2019 - 02:52:18PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042242) is not the right type
[03/30/2019 - 02:52:18PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042249) is not the right type
[03/30/2019 - 02:52:18PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042245) is not the right type
[03/30/2019 - 02:52:18PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042244) is not the right type
[03/30/2019 - 02:52:18PM] Error: Element of property RiftenCells on script dcur_supplyquestscript attached to dcur_supplyQuest (2F0E756E) cannot be bound because <NULL form> (00042247) is not the right type
[03/30/2019 - 02:52:27PM] Loading game...
[03/30/2019 - 02:52:28PM] VM is thawing...
[03/30/2019 - 02:52:28PM] Error: Cannot call GetActorBase() on a None object, aborting function call
stack:
    [gagsizeplugin (31000800)].gagsizeracemenuplugin.OnReceiveTargetActor() - "RaceMenuBase.psc" Line ?
    [gagsizeplugin (31000800)].racemenubase.OnStartup() - "RaceMenuBase.psc" Line ?
    [gagsizeplugin (31000800)].gagsizeracemenuplugin.OnStartup() - "gagsizeracemenuplugin.psc" Line ?
    [gagsizeplugin (31000800)].gagsizeracemenuplugin.OnGameReload() - "RaceMenuBase.psc" Line ?
    [alias Player on quest gagsizeplugin (31000800)].RaceMenuLoad.OnPlayerLoadGame() - "RaceMenuLoad.psc" Line ?
[03/30/2019 - 02:52:30PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 1 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 1 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line ?
[03/30/2019 - 02:53:37PM] VM is freezing...
[03/30/2019 - 02:53:37PM] VM is frozen

 

 

Anyway, thank you for the new version. I love playing it :)

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9 hours ago, Kimy said:

I will take care of needs mods in the next patch. Whenever that will happen, because I am still not a happy Kimy right now.

Wow! So all of us who use and love your mod and never complain, get to do without and get punished (so to speak) because a handful of people on this thread and other threads, cause you grief.  Kimy I love your work and think you are an amazing modder, and I feel sorry for you, that you have to deal with these kinds of things, but please remember there are a majority of us who love your work just the way it is as you give it to us, and who are now being punished with the few who don't.  Please don't forget about us, the silent majority.

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1 hour ago, pedal92 said:

Wow! So all of us who use and love your mod and never complain, get to do without and get punished (so to speak) because a handful of people on this thread and other threads, cause you grief.  Kimy I love your work and think you are an amazing modder, and I feel sorry for you, that you have to deal with these kinds of things, but please remember there are a majority of us who love your work just the way it is as you give it to us, and who are now being punished with the few who don't.  Please don't forget about us, the silent majority.

It's not intentional, but like most creative people, I can't work on my creations when I am not in the mood. I had CK opened 2-3 times last week, and couldn't get a single line of code written because my heart wasn't there.

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6 hours ago, Lupine00 said:

It's the dialogue from the guards: because they explain to you what you must do, in the same way, every single day, no matter how long you've been in the prison, it creates the suggestion that at some point they are going to give different instructions (though they never do).

 

6 hours ago, Lupine00 said:

Similarly, the way you can never talk to the other prisoners feels like a giant Chekov's gun, (that never goes off) suggesting that at some point you are going to have a really important conversation with a prisoner.

These are super true.  Definitely what was going on in the back of my mind

Link to comment
13 hours ago, Exirn said:

When I get a bounty, the guards put away their weapons during the arrest scene, but pull the weapons out right after and proceed to attack me. I don't have any other prison mods. Anyone else have this problem?

Don't rush to close the dialogue, let them finish their last phrase and let the dialogue UI disappear on its own. Pro tip: it's "safety and stability 101" for ANY mod.

Link to comment
6 hours ago, Lowezar said:

Don't rush to close the dialogue, let them finish their last phrase and let the dialogue UI disappear on its own. Pro tip: it's "safety and stability 101" for ANY mod.

With Dragonar, this is pushed to the limit though. You need to wait until the dialog's time out of their own accord, you cannot terminate any dialogs by clicking through them.

 

I believe this is partly because of the strategy used to implement the special version of "You're gagged, so you can't talk" mechanic, that Kimy also used in the later parts of the Chloe questline.

 

It's partly a Skyrim glitch, where dialog end scripts aren't being run, when perhaps they should, and partially an approach that makes that much more apparent to the user than most normal uses of dialog end scripts.

 

 

Typically, it's safer to trigger on the dialog start, but presumably, that was not an option, or posed some other danger in this case.

 

Probably, as this is entangled with a large number of dialogs, it's not going to change, but it does make Dragonar feel a bit like a Delzaron mod, where you have to remember to save before every interaction, and treat every activation or dialog choice with extreme care and patience, lest you end up blocked.

 

Usually, Kimy code feels very reliable and robust.

 

Kenjoka was always very good about producing a list of setstage numbers for Slaverun, that you could use to fix anything, and that might be helpful for Dragonar too. I suspect that even if the problem were mitigated, it's just pushing Skyrim a bit too hard, and will always be somewhat brittle.

 

 

However, if I had a choice, I'd prefer more dialog variations rather than improved responsiveness. Because you go through the exact same dialogs day after day, it starts to feel a bit strange. Adding a bunch of variations, and awareness of how long you've been there, or how many times, would add a ton of replayability without any significant code or design changes.

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2 minutes ago, restrict said:

After I change to 8.0, every time cursed loot event trigger, my enchanting weapon will be suck dry.

I want try out old version again before report bug.

This is a vanilla bug, not a DCL bug. It's happening because DCL unequipped your weapons, but it can happen in almost any case.

 

The only way to fix is for mods that unequip to do a lot of extra work to mitigate this bug.

 

In any case, not new, been around forever. It depends more on what you have equipped. You can google all about it.

Link to comment

Hey there. This has been wracking my brain for hours but I decided to upgrade for a new playthrough, and the events wont trigger. Ever. Ive tried setting the chances to 100%, making it so every container and body should trigger, but it wont. I have all the requirements, I've tried reinstalling, Ive tried messing with as many setting s as I could but i couldnt get it to work. I managed to trigger a rape event from harvesting flowers, and the "tie me up" function works, but otherwise the mod isnt really working for me. Any help would be appreciated

Link to comment
18 minutes ago, Lupine00 said:

This is a vanilla bug, not a DCL bug. It's happening because DCL unequipped your weapons, but it can happen in almost any case.

 

The only way to fix is for mods that unequip to do a lot of extra work to mitigate this bug.

 

In any case, not new, been around forever. It depends more on what you have equipped. You can google all about it.

Thanks for the answer, thought it is 8.0 bug because I never noticed it before...

Link to comment

More random Dragonar,,,

 

Sometimes one of the other girls will block access to the kitchen by standing in the doorway.

Because you are in a hobble dress and can hardly move, there is no way to push her aside so you can get in.

I had to use 'tcl' to complete the meal.

 

 

Spoiler

 

For those complaining about speed debuffs, one of the critical factors in the hobble-dress functionality is that it makes you force-walk by reducing your carry weight by 500 or so.

 

Some mods (Sexlab Survival for example) will clamp your carry weight to a min value (50 by default) so this doesn't happen. This makes you wiggle along at hyper-speed in hobble-dresses and looks silly, and totally neuters hobble dresses, which are thus much faster than milder debuffs like shackles that don't rely on carry-weight debuffs.

 

I found playing Dragonar with that "cheat" in place just wasn't frustrating enough, so I turned it off :) It also looked bad.

 

 

If you're punished for attack you get ported to your cell in the clothes you're wearing.

I suspect it would avoid some problems if your outfit were always fixed to be the regular hobble-straightjacket "pajamas."

 

 

You can lock yourself in the guard "house". The mod is then stuck. It's a super dumb thing to do, but you can do it. Could either ensure you're outside before allowing you to lock the door, or go straight to "caught".

 

 

 

When giving the supervisor a blowjob after fetching wine, I always get Billyy's yoked cowgirl animation, which is definitely not a blowjob.

Pressing 'O' always gives the same animation.

 

I guess that the dialog specifically mentions a blowjob because that is a safe animation to play with a yoke on, but I imagine you are still gagged and DD overrides it.

 

 

If you cooperate with night attacks by guards, I believe the aggressive flag is still set, and other mods see it as a rape, even if it's playing Anub Foreplay.

 

 

I think if you cooperate with guards or invite them to sex, you should have an increased chance of getting extra days because they want you to stay.

Conversely, if you resist, you could have a chance to get a blindfold or something as punishment.

I kept expecting a blindfold punishment. It never happened. :( 

Could always have an MCM toggle - no blindfolds - for those that hate them.

 


I thought maybe the water bowl's wash feature was related to Bathing in Skyrim or something, but of course DCL doesn't support that.

It would be nice if it did, though I am conscious of Kimy getting upset whenever anyone suggests an inter-operation feature.

I don't suppose it is something she would feel is particularly justified.

I'm sure somebody could easily suggest the edits required to make the water bowl able to reduce how dirty you are in BiS.

Spoiler

 

I spend most of my time in prison very filthy, which destroys stealth, and makes disease a big peril. However, no animals bit me while I was there, so I didn't catch anything :) 

Quite immersive though!

 

My filthy character looks so nasty that if I was a guard I wouldn't touch her, no matter how horny I was, or what she was wearing.

I think I'd have to hold my nose within twenty feet of her TBH.

 

It would be wonderful if there was a forced wash-down event, but I know realistically that's never going to happen unless I write it myself.

(I doubt I will somehow. The only way I can think of to "show" it is with one of those trapdoor floors that drops into water. The guards make you go in a cell, then collapse the floor and drop you in. When you're clean, they close the trapdoor back up). 

 

 

 

It struck me that the dialog thing with taskmasters, where you have to "Mmph", or *nod*, or whatever to acknowledge them is unncessary complexity.

 

It could be more reliable, if the taskmaster simply announced what they want... Then keeps announcing it (or some variation), until you complete the task, at which point they are enabled to say the next thing.

You wouldn't need to click on a guard or enter a dialog at all, it would simply be a quest stage that enables that "hello".

Script lag on dialogs, or failure to execute end scripts would no longer be an issue.

 

For example:

Spoiler

 

"You're assigned to work in the mine. The overseer there will give you instructions. Don't come back until he's happy with your work."

...

(if you wait around)

"I told you to go to the mine and get your task from the overseer. Get moving prisoner!"

(repeats above until you've completed mine work)

...

"I see you're back from the mine. Good. There are plenty more jobs for you today. But first I need you to bend over and spread your legs."

...

clothes removed, sex happens

...

"Your next task is to sweep up the filth here. Mostly, I just want to watch you wiggling around, so I'm going to change your restraints."

...

clothes changed, main dress added.

...

"Get a broom from the kitchen and sweep up all the dust piles. Don't bother me until you're finished unless you're such a slut that you need your holes filled again."

...

"You aren't done yet. There's still filth to sweep."

(repeats until all piles swept)

...

"The place looks clean enough. The only filth pile left here is you ... etc ... etc"

(and so on)

 

You never get to say a word. You're nothing, just an object! Immersive!

 

 

 

 

Parole decisions are out of left field.

The way you have no influence over parole decisions makes them seem a little redundant.

I don't see why parole exists as a mechanic as implemented.

Surely, you get the days, you do the days, or you set fire to guards and get more days?

Or you get caught trying to get a crowbar, and get more days.

But get the days, and then not do the days? Why not just less days to start with?

 

A better feature would be an option in the MCM so you can configure a range for how long you go to prison for different grades of crime.

 

Or...

Maybe if there was some kind of little message-box mini-game, like the hog-tie game?

You could be asked if you want to "Plead for clemency", "Stay silent", "Confess your guilt", "Protest your innocence" - and then depending on what you pick, and how you've behaved, it skews the chances significantly - but still somewhat random.

 

Getting paroled or knocked back, and not really knowing why is just strange.

Randomly only serving half your sentence is also a bit disconcerting.

The only quick way out should be "FREE ME!!!" in the MCM - which should definitely work for Dragonar - I haven't tried it, so I don't know if it does.

This is Skyrim. You just never know when it might be needed to rescue a save if DCL gets broken by stack dumps or whatever.

 

Or...

Maybe, a less significant change - could make it so the player has to interact with the Warden to ask for parole. She can ask if you want it, and you can nod yes, or not.

 

Or...

Maybe allow the player to set a "skip prison days over" value, so for terms over <N> days, it just cuts to you being released. Where the lowest N you can set is 7, but you could set much higher if you like.

 

 

 

When you're stuck in your cell all day, you should be able to try and entice the guards, so they will open your door for sex and let you out.

If you do that, you should be allowed food.

 


If you're punished and sent straight to your cell, you should get a day off work, but shouldn't be fed, as extra punishment.

As mentioned above, currently, your outfit isn't fixed up when porting to your cell. Probably would avoid some problems if always the pajamas, but perhaps instead could be a punishment outfit, such as pet-suit.

 

 

Being denied meals makes a good punishment if you have a needs mod. Even with the soup, you should be nearly starving and borderline dehydrated all the time, so missing it ought to really hurt (right now it does nothing, so you just starve the whole time, but I understand that isn't on purpose).

 

 

Getting your meal could be timed. Take too long and you don't get to eat.

 

 

Fetching wine could be timed (game time, not real). Take too long, and again, the chance to eat is lost. You get sent straight to your cell instead.

 

 

Character could be locked in a corset full-time in Dragonar? No reason to ever remove it that I can see.

 

 

On release, sometimes a guard ports to Whiterun due to some lingering dialog, even though it's ages since you spoke to him. Perhaps he just wants to say hello?

 

 

The catwalk game intends to humiliate, but it's a bit too quick and easy. Sometimes the outfit doesn't switch and just sticks the same.

Maybe this could be another chance to resist or cooperate?

 

 

Girls that resist guard night-attacks, or don't offer sex often enough (yes, that could be tracked, and if you don't offer, they remember) might be punished by having to do their mining and cleaning tasks in special bondage mittens that make you frequently "drop" what you're carrying, or fail to clean the dust pile. In that that case, you have to start all over - a new ore is spawned back in the chest, or a new dust pile is spawned but your count not advanced.

 

Cleaning, in particular, feels too quick and easy in general. I kind of miss the sweeping animation. I'd be prepared to trade the wrist shackles for a sweeping animation that adds time and frustration to the cleaning process.

 

 

The Warden seems under-utilised. I wish she did more. I can imagine a thing where you're sent to serve her for a day - or days - and XDFF is used to implement the experience of being her pet. She needs her own room too, or possible more than one. Serve too well and she keeps you another day as a pet, serve badly, and you get extra days in the cell, starving. I can imagine her core "game" being pet-suit plus "fetch" tasks - all the way down to the bottom of the mine and back! And she times you. That, and a lot of licking. Kimy not really into that, so I guess I'm just dreaming.

 

 

I think the thing here is that Dragonar is actually quite a big idea, and for most modders it would be their sole mod and entire focus. That Kimy got it up and running so fast, with as much in it as it has, it pretty miraculous. The flip-side of this is that if some random modder X had produced it, they'd probably spend the next year adding to it, all the time iterating and evolving their ideas. Kimy probably has so many other things she wants to get to that it might be quite some time before Dragonar gets more than a few critical fixes - but really, you could spend years exploring the possibilities of it. I mean, what about an over-arching plot with a mystery quest in the gothic horror style? (Romance mystery, not HP Lovecraft). What about furniture? What about a vast array of different tasks? What about individual personalities and histories for all the different NPCs? What about political intrigue and shennanigans with the Warden? What about a misogynist plot to make the Warden a prisoner? What about those girls in the cells you never get to talk to? Or the mystery of the lifer? There's so much here to conjure with. And that's not even getting into stuff that could happen outside the prison that links into it.

 

 

Finally... Does the jail area in the basement serve some purpose?

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8 hours ago, Lupine00 said:

This is a vanilla bug, not a DCL bug. It's happening because DCL unequipped your weapons, but it can happen in almost any case.

 

The only way to fix is for mods that unequip to do a lot of extra work to mitigate this bug.

 

In any case, not new, been around forever. It depends more on what you have equipped. You can google all about it.

 

8 hours ago, restrict said:

Thanks for the answer, thought it is 8.0 bug because I never noticed it before...

You could always try the skse mod called Enchantment Reload Fix

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9 hours ago, restrict said:

Thanks for the answer, thought it is 8.0 bug because I never noticed it before...

Perhaps ... just perhaps ... 8.0 unequips weapons and older versions did not. I doubt it, but you could verify it I suppose.

 

 

See here: https://www.creationkit.com/index.php?title=Talk:UnequipItem_-_Actor

Quote

I am able to consistently wipe out the charge on weapons in the player's inventory with this command. You need a two-handed enchanted weapon and a one-handed enchanted weapon or staff. Equip the one-handed weapon first, then the two handed weapon. They should be set up such that you can switch between them in inventory by clicking on the two-hander. If you then call UnequipItem(TwoHandedWeaponRef) on the player, they will unequip the weapon and switch to the one-handed one, only it will have no charge. A subsequent call to EquipItem(TwoHandedWeaponRef) will reequip the two-handed weapon, but surprisingly it will have the charge points that the one-handed weapon had! --Bluedanieru 11:52, 16 February 2012 (EST)

Notice the date... 2012 !!!

 

The existence of the SKSE patch for it is another indicator of this bug's long standing existence. It really does depend on what you swap for what.

The patch claims to solve a slightly different problem: loss of charges on load, but I think it may fix the total loss of charges on swap too.

 

There's also another bug related to equipping player enchanted items that hasn't gone away after all this time:

https://www.creationkit.com/index.php?title=Talk:EquipItem_-_Actor

Quote

There seems to be a bug. Equipping custom enchanted items will not apply their magic effects. This stands for both papyrus and console version of the function. Mitchalek 19:13, 22 March 2012 (EDT)

I have verified that this bug is still present in Skyrim 1.7.7.0.6. Chesko (talk) 19:39, 8 October 2012 (EDT)

The bug remains present in the Skyrim 1.9.32.0 series. If there are any workarounds, they should be linked from this page. djarb (talk) 5:15, 30 May 2014 (PDT)

 

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When combat surrender ends my PC is getting tied up despite "Get Restrained" and "Chance to get tied up" both being set to 0%. Issue does not occur from non combat surrender rapes. Bug or am I missing something?

 

A separate bug I think I am seeing is that the text in the debug MCM always reads "Player is not vulnerable to rape" no matter what. But I know I am vulnerable sometimes because it does trigger.

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