Emprah Posted January 12, 2015 Posted January 12, 2015 Small problem. I got the slave collar removed by Eorlund Greymane in Whiterun, but whenever I ry to wear clothing I still seem to be affected by the rule of the collar and I get damaged and told I'm not allowed to wear clothing.
Kimy Posted January 12, 2015 Author Posted January 12, 2015 Small problem. I got the slave collar removed by Eorlund Greymane in Whiterun, but whenever I ry to wear clothing I still seem to be affected by the rule of the collar and I get damaged and told I'm not allowed to wear clothing. That was a third party mod ignoring the quest item flag on the Slave Collar and removing it despite it shouldn't have. It did break the quest in the process because this item cannot be removed properly except by the mechanism put it place for it. I am in the process of putting safeguards into Cursed Loot to protect the quest items from removal by third party mods even when they are ignoring "don't remove this!" conventions the DD framework has put in place, but right now all I can say is don't use that blacksmith dialogue to remove quest items. Stuff is pretty much guaranteed to break.
tontoman Posted January 12, 2015 Posted January 12, 2015 for follower support, maybe instead of just sending in a follower the person might request a threesome or something and give more reward for it. Downside being he might belt both of ya~ Not sure. Speaking of followers I had an idea for a potential one, if you ever included getting captured. I think having a follower take the role of a Master would be a neat idea. Maybe something like they might follow you and do normal follower stuff, but the interaction options would be different, and more geared toward keeping you tied up. Something like the ability to ask to eat food or something and they might ungag you a certain number of times a day for a limited time to eat. Or someone to [forcefully] carry all of your stuff so youd have to ask to get something or wear clothes or something to that effect. Maybe if you had your master nearby it would counter the option of merchants screwing you in prices when your in bondage gear. Stuff like that. And, of course, someone who might want your company periodically. Could even work with the idea of instead of dismissing the follower, you try and escape. But later he and some mercenaries might come after you like what happens when you get bounties. Something like that isn't only planned but in development for a while now. It's a major feature, though. That's awsome as it fits in perfectly with the way I play with my follower. I'm running with Sofia who's a bit OP (even though I've edited her a bit) and she tends to rush in when I want to stealth. Sooo, I've developed the habit of (with the Defeat mod) letting the enemy have their fun if she fails, just to see if she learns of course . Almost painful to watch with Giants and trolls. Also great as an enemy distraction while I plink the rest with arrows. Anyway, would be a sweet revenge on her part I guess if I get nailed with cursed loot, LOLZ.
Kimy Posted January 12, 2015 Author Posted January 12, 2015 That's awsome as it fits in perfectly with the way I play with my follower. I'm running with Sofia who's a bit OP (even though I've edited her a bit) and she tends to rush in when I want to stealth. Sooo, I've developed the habit of (with the Defeat mod) letting the enemy have their fun if she fails, just to see if she learns of course . Almost painful to watch with Giants and trolls. Also great as an enemy distraction while I plink the rest with arrows. Anyway, would be a sweet revenge on her part I guess if I get nailed with cursed loot, LOLZ. Stealth and Sofia don't go in the same line. That woman can't keep her mouth shut for half a minute, she's not exactly Assassin's Creed material.
Mister X Posted January 12, 2015 Posted January 12, 2015 That's awsome as it fits in perfectly with the way I play with my follower. I'm running with Sofia who's a bit OP (even though I've edited her a bit) and she tends to rush in when I want to stealth. Sooo, I've developed the habit of (with the Defeat mod) letting the enemy have their fun if she fails, just to see if she learns of course . Almost painful to watch with Giants and trolls. Also great as an enemy distraction while I plink the rest with arrows. Anyway, would be a sweet revenge on her part I guess if I get nailed with cursed loot, LOLZ. Stealth and Sofia don't go in the same line. That woman can't keep her mouth shut for half a minute, she's not exactly Assassin's Creed material. Well, but therefor there are such nice people around who give us the ability to find proper headgear in chests. Oh, wait, not on memmmph!
Slorm Posted January 12, 2015 Posted January 12, 2015 Barrels etc. are considered mundane containers. Their chance can be set using the respective slider. (Regular) chests share their class with wardrobes and dresses rather than barrels. Which leads me back to my question . At present there are settings for Common containers (barrels etc) and Ornate chests, so could we have one for plain chests and furniture as well so the chance can be increased above 1 (I assume it just uses the same percentage chance as bodies atm)
Kimy Posted January 12, 2015 Author Posted January 12, 2015 Barrels etc. are considered mundane containers. Their chance can be set using the respective slider. (Regular) chests share their class with wardrobes and dresses rather than barrels. Which leads me back to my question . At present there are settings for Common containers (barrels etc) and Ornate chests, so could we have one for plain chests and furniture as well so the chance can be increased above 1 (I assume it just uses the same percentage chance as bodies atm) So what you actually want is separating regular chests from wardrobes and dressers, so you can give them a different weight from chests? Because regular chests are the base point of measurement and everything else is relative to it. It would make zero sense to add a slider for regular chests.
Emprah Posted January 12, 2015 Posted January 12, 2015 Is there any way I can fix it though? I really would rather not have to abandon this save.
Slorm Posted January 12, 2015 Posted January 12, 2015 Barrels etc. are considered mundane containers. Their chance can be set using the respective slider. (Regular) chests share their class with wardrobes and dresses rather than barrels. Which leads me back to my question . At present there are settings for Common containers (barrels etc) and Ornate chests, so could we have one for plain chests and furniture as well so the chance can be increased above 1 (I assume it just uses the same percentage chance as bodies atm) So what you actually want is separating regular chests from wardrobes and dressers, so you can give them a different weight from chests? Because regular chests are the base point of measurement and everything else is relative to it. It would make zero sense to add a slider for regular chests. No, I want a slider to cover wardrobes, furniture chests etc, so they can have a different weighting from ornate chests and barrels and sacks. There are only two weighting sliders atm one for Ornate Chests and one for Common, so I'm suggesting adding an extra for furniture/plain chests. (EDIT: I did have in mind a separate one for plain chests originally as you find treasure in them rather than the usual rubbish in wardrobes, dressers etc, but a group slider would be fine to cover them all)
Kimy Posted January 12, 2015 Author Posted January 12, 2015 Barrels etc. are considered mundane containers. Their chance can be set using the respective slider. (Regular) chests share their class with wardrobes and dresses rather than barrels. Which leads me back to my question . At present there are settings for Common containers (barrels etc) and Ornate chests, so could we have one for plain chests and furniture as well so the chance can be increased above 1 (I assume it just uses the same percentage chance as bodies atm) So what you actually want is separating regular chests from wardrobes and dressers, so you can give them a different weight from chests? Because regular chests are the base point of measurement and everything else is relative to it. It would make zero sense to add a slider for regular chests. No, I want a slider to cover wardrobes, furniture chests etc, so they can have a different weighting from ornate chests and barrels and sacks. You can do that already. Just use the ornate slider or mundane slider (which covers barrels and sacks) and you can set their chances apart from regular chests.
Slorm Posted January 12, 2015 Posted January 12, 2015 Barrels etc. are considered mundane containers. Their chance can be set using the respective slider. (Regular) chests share their class with wardrobes and dresses rather than barrels. Which leads me back to my question . At present there are settings for Common containers (barrels etc) and Ornate chests, so could we have one for plain chests and furniture as well so the chance can be increased above 1 (I assume it just uses the same percentage chance as bodies atm) So what you actually want is separating regular chests from wardrobes and dressers, so you can give them a different weight from chests? Because regular chests are the base point of measurement and everything else is relative to it. It would make zero sense to add a slider for regular chests. No, I want a slider to cover wardrobes, furniture chests etc, so they can have a different weighting from ornate chests and barrels and sacks. You can do that already. Just use the ornate slider or mundane slider (which covers barrels and sacks) and you can set their chances apart from regular chests. The problem there is that they have the same weighting as bodies then
Kimy Posted January 12, 2015 Author Posted January 12, 2015 Is there any way I can fix it though? I really would rather not have to abandon this save. Console yourself a slave collar and equip it. Then either play the quest normally or use the safeword to remove it. The safeword will terminate the quest properly.
Kimy Posted January 12, 2015 Author Posted January 12, 2015 Barrels etc. are considered mundane containers. Their chance can be set using the respective slider. (Regular) chests share their class with wardrobes and dresses rather than barrels. Which leads me back to my question . At present there are settings for Common containers (barrels etc) and Ornate chests, so could we have one for plain chests and furniture as well so the chance can be increased above 1 (I assume it just uses the same percentage chance as bodies atm) So what you actually want is separating regular chests from wardrobes and dressers, so you can give them a different weight from chests? Because regular chests are the base point of measurement and everything else is relative to it. It would make zero sense to add a slider for regular chests. No, I want a slider to cover wardrobes, furniture chests etc, so they can have a different weighting from ornate chests and barrels and sacks. You can do that already. Just use the ornate slider or mundane slider (which covers barrels and sacks) and you can set their chances apart from regular chests. The problem there is that they have the same weighting as bodies then I guess we're getting there.... So what you -really- want is giving -bodies- a different weight?
Slorm Posted January 12, 2015 Posted January 12, 2015 I guess we're getting there.... So what you -really- want is giving -bodies- a different weight? Either way round really whatever would be easiest, though it would seem more logical to add a slider for furniture to keep it in context with the other two sliders . I personally think a furniture slider would make calculation easier as well for the player as it's more straightforward to set an increased percentage for the furniture items rather than having to calculate a decrease for bodies, but that of course depends on your perspective so not really a biggie.
Kimy Posted January 12, 2015 Author Posted January 12, 2015 I guess we're getting there.... So what you -really- want is giving -bodies- a different weight? Either way round really whatever would be easiest, though it would seem more logical to add a slider for furniture to keep it in context with the other two sliders . I personally think a furniture slider would make calculation easier as well for the player as it's more straightforward to set an increased percentage for the furniture items rather than having to calculate a decrease for bodies, but that of course depends on your perspective so not really a biggie. Ok, seems that now we established the nature of the request. I will see what I can do. Adding one more slider won't cut it though, because if I do that, people would probably want one for every other "container" type, too. The selector function is borderline overcomplicated already, so I will have to streamline the entire thing to make sure the script's performance is still acceptable.
FlameDrake Posted January 12, 2015 Posted January 12, 2015 On my latest romp through Fort Greymoor I noticed a Slave Collar Activator in the Prison. Just wondering if that's intended or if that's some debug leftover? It just seemed a bit odd since everything else in your mod is randomized one way or another, and there is this thing... just sitting there... tempting my Dragonborn to reach out for it. ...which she did
Kimy Posted January 12, 2015 Author Posted January 12, 2015 On my latest romp through Fort Greymoor I noticed a Slave Collar Activator in the Prison. Just wondering if that's intended or if that's some debug leftover? It just seemed a bit odd since everything else in your mod is randomized one way or another, and there is this thing... just sitting there... tempting my Dragonborn to reach out for it. ...which she did Working as intended.
Slorm Posted January 12, 2015 Posted January 12, 2015 Ok, seems that now we established the nature of the request. I will see what I can do. Adding one more slider won't cut it though, because if I do that, people would probably want one for every other "container" type, too. The selector function is borderline overcomplicated already, so I will have to streamline the entire thing to make sure the script's performance is still acceptable. I'll leave that down to your good judgement, furniture seems a logical group but don't worry about it if it's going to cause a problem. I think I'll have to send you a bill for blood pressure tablets, was going through Avanchnzel so lots of loot and was expecting one of the chests to go off at any time so was having kittens all night (RNG looked kindly on me and I got away with it)
permidion Posted January 12, 2015 Posted January 12, 2015 hello I have a problem with the cursed chastity belt: it doesnt want to lock, saying I need to plug the cursed vaginal and anal plug and wear a vaginal piercing, but I have all that equipped. so im stuck in the slave colar quest anyone else having the same bug ? related log: [01/12/2015 - 11:26:47PM] [Zad]: OnEquipped(Saiia: Vaginal Piercings (Soulgem))[01/12/2015 - 11:26:47PM] Error: Cannot check worn items against a None keywordstack:[ (00000014)].Actor.WornHasKeyword() - "" Line ?[item 303 in container (00000014)].zadPiercingVaginalScript.OnEquippedFilter() - "zadPiercingVaginalScript.psc" Line ?[item 303 in container (00000014)].zadPiercingVaginalScript.OnEquipped() - "zadEquipScript.psc" Line ?[01/12/2015 - 11:26:48PM] [Zad]: Sending device event DeviceEquippedClitoris Piercing(Saiia:1)[01/12/2015 - 11:26:48PM] [Zad]: SyncInventory(): Equipping Clitoris Piercing.[01/12/2015 - 11:26:48PM] [Zad]: RestraintScript OnEquippedPost PiercingVaginal[01/12/2015 - 11:27:04PM] [Zad]: OnEquipped(Saiia: Cursed Anal Plug)[01/12/2015 - 11:27:04PM] [Zad]: Sending device event DeviceEquippedAnal Plug(Saiia:1)[01/12/2015 - 11:27:04PM] [Zad]: SyncInventory(): Equipping Anal Plug.[01/12/2015 - 11:27:09PM] [Zad]: OnEquipped(Saiia: Cursed Vaginal Plug)[01/12/2015 - 11:27:09PM] [Zad]: Sending device event DeviceEquippedVaginal Plug(Saiia:1)[01/12/2015 - 11:27:10PM] [Zad]: SyncInventory(): Equipping Vaginal Plug.[01/12/2015 - 11:27:11PM] [DCUR] Collar Quest periodical update starts[01/12/2015 - 11:27:13PM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect typestack:[None].FXfakeCritterScript.UnregisterForUpdateGameTime() - "" Line ?[None].FXfakeCritterScript.OnCellAttach() - "FXfakeCritterScript.psc" Line ?[None].FXfakeCritterScript.OnUpdateGameTime() - "FXfakeCritterScript.psc" Line ?[01/12/2015 - 11:27:13PM] Error: Unable to call GetBaseObject - no native object bound to the script object, or object is of incorrect typestack:[None].RentRoomScript.GetBaseObject() - "" Line ?[None].RentRoomScript.GetActorBase() - "Actor.psc" Line ?[None].RentRoomScript.ClearRoom() - "RentRoomScript.psc" Line ?[None].RentRoomScript.OnUpdateGameTime() - "RentRoomScript.psc" Line ?[01/12/2015 - 11:27:13PM] Error: Unable to call Enable - no native object bound to the script object, or object is of incorrect typestack:[None].FXfakeCritterScript.Enable() - "" Line ?[None].FXfakeCritterScript.OnCellAttach() - "FXfakeCritterScript.psc" Line ?[None].FXfakeCritterScript.OnUpdateGameTime() - "FXfakeCritterScript.psc" Line ?[01/12/2015 - 11:27:13PM] Error: Unable to call SetActorOwner - no native object bound to the script object, or object is of incorrect typestack:[None].ObjectReference.SetActorOwner() - "" Line ?[None].RentRoomScript.ClearRoom() - "RentRoomScript.psc" Line ?[None].RentRoomScript.OnUpdateGameTime() - "RentRoomScript.psc" Line ?[01/12/2015 - 11:27:13PM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect typestack:[None].RentRoomScript.UnregisterForUpdateGameTime() - "" Line ?[None].RentRoomScript.ClearRoom() - "RentRoomScript.psc" Line ?[None].RentRoomScript.OnUpdateGameTime() - "RentRoomScript.psc" Line ?[01/12/2015 - 11:27:13PM] Error: Unable to call SetActorValue - no native object bound to the script object, or object is of incorrect typestack:[None].RentRoomScript.SetActorValue() - "" Line ?[None].RentRoomScript.ClearRoom() - "RentRoomScript.psc" Line ?[None].RentRoomScript.OnUpdateGameTime() - "RentRoomScript.psc" Line ?[01/12/2015 - 11:27:17PM] [Zad]: OnEquipped(Saiia: Cursed Chastity Belt)[01/12/2015 - 11:27:18PM] Error: Cannot check worn items against a None keywordstack:[ (00000014)].Actor.WornHasKeyword() - "" Line ?[item 301 in container (00000014)].dcur_cursedBeltScript.OnEquippedFilter() - "dcur_cursedBeltScript.psc" Line ?[item 301 in container (00000014)].dcur_cursedBeltScript.OnEquipped() - "zadEquipScript.psc" Line ?[01/12/2015 - 11:27:18PM] [Zad]: OnUnequipped(Saiia: Cursed Chastity Belt)
Mister X Posted January 12, 2015 Posted January 12, 2015 hello I have a problem with the cursed chastity belt: it doesnt want to lock, saying I need to plug the cursed vaginal and anal plug and wear a vaginal piercing, but I have all that equipped. so im stuck in the slave colar quest anyone else having the same bug ? Did the popup menus for the plugs show up? If not, they probably didn't get recognized correctly, when plugged in, try first to quit and restart Skyrim (not only the savefile). If this doesn't help, I would say, Kimy does her very best, but still she isn't able to read other people's minds. The papyrus logfile could help.
permidion Posted January 12, 2015 Posted January 12, 2015 hello I have a problem with the cursed chastity belt: it doesnt want to lock, saying I need to plug the cursed vaginal and anal plug and wear a vaginal piercing, but I have all that equipped. so im stuck in the slave colar quest anyone else having the same bug ? Did the popup menus for the plugs show up? If not, they probably didn't get recognized correctly, when plugged in, try first to quit and restart Skyrim (not only the savefile). If this doesn't help, I would say, Kimy does her very best, but still she isn't able to read other people's minds. The papyrus logfile could help. thanks yes the popup menu show up I tried restarting the game 3 times already, same result sorry, I have added the log in my previous message
maxsteiner Posted January 13, 2015 Posted January 13, 2015 I added a feature that will remove your clothing when a slave/slut collar is getting equipped for the next patch. I will, however, not add a toggle to disable the nudity requirements entirely as this would defeat the purpose of these items. The safeword will also see some bugs fixed next patch as it indeed didn't remove some items it is supposed to remove. Glad to hear about the safeword and if you can get the unequipp function to work properly that would just be diamond. I agree with not removing the nudity requirement and my suggestion was only the lazy way out :-) But, (man, i knew there was a but) If i could make a suggestion; Running around stark naked seems a bit blunt to be honest. A harness and a pair of ponyboots to go along with the collar would (in my mind) give a little flair to the whole thing. A harness that would be removed by any assailent, then put back on when theire finished. What do you think?
unmog Posted January 13, 2015 Posted January 13, 2015 Ok, seems that now we established the nature of the request. I will see what I can do. Adding one more slider won't cut it though, because if I do that, people would probably want one for every other "container" type, too. The selector function is borderline overcomplicated already, so I will have to streamline the entire thing to make sure the script's performance is still acceptable. Hah I could second the desire for a slider for furniture [like dressers and stands etc] as well as one for corpses. Could maybe do something similar that you do for the misc containers like sacks/urns/etc and just let us raise it from 0.1 to 2 or something? Im not sure about script performance, but I always will encourage less script lag... especially since my own game is rather script heavy already. Which brings me back to that script talk earlier. It was mentioned maybe using C++ might help things. If you do try streamlining things would you be willing to try using the C++ and see how it works? Im still curious about that, but, not being a scripter I don't really know much about it and dont have any advice or experience to offer. Still I wonder if some of the scripts use papyrus and some use C++, would that help things by breaking down the job and letting two different processes work or would it all explode with the left hand not knowing what the right hand was doing~
Kimy Posted January 13, 2015 Author Posted January 13, 2015 I have no plans to write C plugins for Cursed Loot at this time. I think this would be overkill for a mod that's not a framework and by all means shouldn't be all that performance critical. In the big picture, Cursed Loot isn't all that much of a performance hog and I want to keep it that way. But this means I can't add more and more complexity to certain functions that are expected to be largely unnoticeable by the player, such as the delay between when a container is looted until an event is triggered.
Kimy Posted January 13, 2015 Author Posted January 13, 2015 hello I have a problem with the cursed chastity belt: it doesnt want to lock, saying I need to plug the cursed vaginal and anal plug and wear a vaginal piercing, but I have all that equipped. so im stuck in the slave colar quest anyone else having the same bug ? Did the popup menus for the plugs show up? If not, they probably didn't get recognized correctly, when plugged in, try first to quit and restart Skyrim (not only the savefile). If this doesn't help, I would say, Kimy does her very best, but still she isn't able to read other people's minds. The papyrus logfile could help. thanks yes the popup menu show up I tried restarting the game 3 times already, same result sorry, I have added the log in my previous message Most of the error messages aren't Cursed Loot related, but the one that is would indicate that some properties haven't been filled properly, which is usually caused by corrupted save games. Does this error persist with a completely new game?
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