Mr Technician Posted May 17, 2019 Posted May 17, 2019 Should i test it with other Zaz Animation Pack? Like with older v7.0 ?
Kimy Posted May 17, 2019 Author Posted May 17, 2019 Just now, piotsze said: Should i test it with other Zaz Animation Pack? Like with older v7.0 ? From your log snippet, I can clearly see that something went wrong when the function was supposed to pass Sasha's actor ID to the framework, but didn't. But I don't know why. Since I haven't touched this feature in ages, I don't think the script properties are messed up. Another possible explanation is a corrupted save game. Can you confirm this by starting a new game real quick, porting to the Dollmaker's home and trying to buy her?
Mr Technician Posted May 17, 2019 Posted May 17, 2019 18 minutes ago, Kimy said: From your log snippet, I can clearly see that something went wrong when the function was supposed to pass Sasha's actor ID to the framework, but didn't. But I don't know why. Since I haven't touched this feature in ages, I don't think the script properties are messed up. Another possible explanation is a corrupted save game. Can you confirm this by starting a new game real quick, porting to the Dollmaker's home and trying to buy her? Uhuh... Going for it. Gimme couple minutes (older laptop user here) ? EDIT: Eh... Time for new hero i guess. No errors on new game. Or i will try to clean my save... Anyway - Thanks! ?
TheArchlich Posted May 17, 2019 Posted May 17, 2019 1 hour ago, Kimy said: Sorry, that just made me crack up. You claim to have fixed the issue, but say you have no clue what's causing it. That's truly funny. Well I know what's wrong. It's your stupid follower. I just don't know how you managed to mess it up. And yes, that IS truly funny XD
Kimy Posted May 17, 2019 Author Posted May 17, 2019 27 minutes ago, TheArchlich said: Well I know what's wrong. It's your stupid follower. I just don't know how you managed to mess it up. And yes, that IS truly funny XD No, just put you on ignore. I don't think you could post a constructive comment to save your life, so I don't have to waste my time reading them. 4
TheArchlich Posted May 17, 2019 Posted May 17, 2019 1 hour ago, Kimy said: So, in your version of reality, "your mods are bugged AF", and all mods made by me contain "bugs upon bugs upon bugs", as reaction to the report of ONE bug, that's not even proven to originate in my mod, is constructive criticism? Ok... For the record, the bound girl message appearing when the player opens a menu in the exact same instance the code is executing is a known glitch, that's benign and harmless, and I cannot fix without making a change to the core framework API, which I am a bit hesitant to do for -just- that. I have never noticed this function to cause stuttering issues and I am not sure how it would be supposed to, as the code execution is staggered to prevent just that. Not even talking about this function being in DCL for ages and nobody ever reporting issues like that before. The very least people can do before throwing rubbish at me, is providing a PROPER bug report. "Your stuff is broken!" doesn't count. 1. It's not my first bug report. 2. like 3 other people reported the same error. 3. I fixed it in 2 different ways - both Included manipulating DCL-only resources.
TheArchlich Posted May 17, 2019 Posted May 17, 2019 12 minutes ago, Kimy said: No, just put you on ignore. I don't think you could post a constructive comment to save your life, so I don't have to waste my time reading them. You don 't have to fix it. It's your mod. Also no idea why you toxic but ok, lol. Yeah and my comments are not constructive at all. There is no bug, and the game just magically breaks when your mod is active XD
shadowwolf2k7 Posted May 18, 2019 Posted May 18, 2019 @Kimy i have a couple of requests that i hope you will consider. the first is when doing the leon quest and choosing either leon or leah, the items that you are equipped with are removed. i ask that there is a toggle to have them be used, either being left on durring the xdff events or added back as leon/leah wanting to see the player in them. the second is a toggle to have leah wear her old armor, be it outside walled cities or she wears it the whole time it is toggled. the reason i am asking for them is that is what i enjoyed about the older versions, the obsidian set pre xdff and leah's armor pre 8.2. dont get me wrong you did a good job on both features, i would just like to have to the choice of how leah and leon interact with my toon a little. 1
DonQuiWho Posted May 18, 2019 Posted May 18, 2019 @Kimy First, DCL 8.3 another great step forward. Played as part of a 'main game' I've still not encountered/done everything, but most of what I have seems rock solid Right now, I'm working my way through, now, 7 or 8 days, in prison. Now, as it's the first time, I'm not certain if my game is supposed to work this way or not, but what I see/do is the following 'programme of events' (not certain if, from memory, I have got all these listed in the correct order, but it's close enough for this purpose) ...... Wakes Waits Mines Finds Sweeps Wines Dines Walks Locks Eats Drinks Reclines as interspersed with the same Guards' Grinds ...... all of these occurring in the same order, every day, and getting the same items, in almost always the same places - with only some occasional variation between sacks and a barrel (OK, sometimes, I might find something on the floor, in a box, or whatever, that may have some other use, and I'm sure that I will eventually work out what else to get and how to use them) But some of this programmed repetition is mind numbing and killing me (Sorry, can't indulge you with a literal manifestation of that ?) So, with that in mind, and hopefully as practical suggestions, - while I know it's meant to be a punishment, is there any scope in which you might be able to vary the task sequencing a bit? I really really can cope with the repetitive nature of the punishments, but being able to predict the exact order in which everything will happen, and what you will be required to do, verges on being (very) boring. Is there any way you can vary the order of events, and maybe, in any one day, even repeat some and leave out others? And make them cover collecting a different number of rocks, piles of rubbish, etc, more or less walks and so on, variations that would make things more interesting? ? - not sure yet what happened to my DCL follower on imprisonment, but maybe they could be given a cell and spend their day doing the Fashion Show walk in the main hall? All they need to do is walk to and fro, with the occasional costume change to make it fun. OK, as decorative only, we might need to have a healthy dose of imagination as to how they get out with us at the end, or escape, if they then just 'appear' with the PC but, hey! this is Skyrim, so what's new about that? ? - I swear if I ever get out, I might sneak back in just to exterminate those two in the Basement with the forge hammers. Any way of cutting down the volume or frequency at which they work? Unless that's meant to be included as a psychological torture component ... ? Possible Bug? I'm not at the end yet, but the 2 cuffs and collar that were removed from my PC on imprisonment ended up in my PC's inventory. First time in the basement, I 'misheard' the 'finding instructions' and put everything from the table, and those 3 items into the shipment box too. All of those are now gone. I'm not sure if items on the table have other functionality in the mod, or what happens about the PC's now lost items when I get out, but if those aren't supposed to 'vanish', they might have ? If so, might need a fix? As ever, none of this is meant to be by nature of 'complaint', but merely some hopefully helpful observation to make the mod even better Hope some of it's useful
Grey Cloud Posted May 18, 2019 Posted May 18, 2019 12 hours ago, Kimy said: No, just put you on ignore. I don't think you could post a constructive comment to save your life, so I don't have to waste my time reading them Kimy, Don't lose any sleep over this muppet. He's just popped up in tech support claiming that Crash Fixes, ENBoost and TESVEdit cause CTDs. Needless to say he got shot down from several directions. But hey, the guy runs'like 60 mods'. Colour me impressed. 3
Lupine00 Posted May 18, 2019 Posted May 18, 2019 Curious. Seems like some messages have vanished from this forum again...
Kimy Posted May 18, 2019 Author Posted May 18, 2019 1 hour ago, Lupine00 said: Curious. Seems like some messages have vanished from this forum again... Yeah, a certain one I asked to be removed, so it's all good. 1
Kimy Posted May 18, 2019 Author Posted May 18, 2019 3 hours ago, donkeywho said: But some of this programmed repetition is mind numbing and killing me (Sorry, can't indulge you with a literal manifestation of that ?) No fear! Relief for bored prisoners is on the way. It's just work! Haha! But I designed the system from the ground up to be fairly extensible, so you can expect more work tasks and more variety in a later version! 3 hours ago, donkeywho said: - not sure yet what happened to my DCL follower on imprisonment, but maybe they could be given a cell and spend their day doing the Fashion Show walk in the main hall? All they need to do is walk to and fro, with the occasional costume change to make it fun. OK, as decorative only, we might need to have a healthy dose of imagination as to how they get out with us at the end, or escape, if they then just 'appear' with the PC but, hey! this is Skyrim, so what's new about that? ? Putting followers in the prison is doable with very little work, but if I do that, I need to somehow deal with your loyal companions when you escape. You wouldn't leave them behind, would you? That would be heartless! But yes, will happen one day! 3 hours ago, donkeywho said: - I swear if I ever get out, I might sneak back in just to exterminate those two in the Basement with the forge hammers. Any way of cutting down the volume or frequency at which they work? Unless that's meant to be included as a psychological torture component ... ? The Warden wants them to work hard. No slacking! 2
Lupine00 Posted May 18, 2019 Posted May 18, 2019 I just had a thought that it would add some ... immersion ... if device comments had a customisation option, so NPCs only do bad things if you're: 1) gagged 2) blindfolded 3) in heavy bondage (Tick box for each). Otherwise you can only get neutral (walk away) or helpful outcomes (give a key, or remove all restraints). This could stop the unimmersive scenario where you have a belt or collar, or some other non-restraining item, and NPCs decide to lock you in practically a full-set, and you just let them. Plus, how about an option to vary the bias for male or female NPCs? "Females more helpful" or something? Also... I find device comments fire more often than I'd like unless I block them completely with a cooldown. The thing with cooldown vs low chance is that with a cooldown you know you're safe once you get an action, with a chance, you never know for sure. Or, what about making realeasing bound girls more attractive? For each one you save, you earn bonus helpfulness from females? Currently there's not much motivation to save them, or speak to them at all. It's too risky. Both device comments and bound girls have been around a long time, and both can have a big effect on your game, but the options are very limited. You can't stop device comments messing up your DF situation, for example - not without just turning them off in the MCM completely. Bound girls seem like they should have more features. I like that you can horde devices and turn them in for keys, but in practice going all the way to Dawnstar makes this a rare thing. Mostly the devices get dumped to make room for cash vendable items - because Dawnstar is too far. But if you were tempted to hand onto them, you have more chance to end up wearing them. What if the "Slaver" would also swap restraints for keys? It would make him more useful as an NPC, and wouldn't make it too common a facility. Could add a small risk he uses them on you, then sells you instead of giving keys My latest fantasy is that if you don't clear the bound girls from an area, they build up. And if too many build up, they decide that you should join them. So you'd have to work to keep their numbers down ... with the risk of cursed items jumping onto you. Being made to join them would be boring if it was simply more items - you're taking that risk to free them (in this scenario) anyway - but what if they put you in devices, and you gained a bound-girl follower, and had to do a repeatable quest to escape? And the follower replaces your items if you remove them. A repeatable quest you could complete in town, that might involve talking to lots of people while seriously bound ... maybe asking them to release the bound girls (but not you) ... and you can't practically leave town until it's done because of serious restraints (like petsuit or straightjacket and blindfold). At the end, when enough bound girls are all free, they reward you with release, and a special collar - which is locked on - it has three charges - each charge acts like a lucky charm. You're stuck in a collar, with whatever consequences that has, until you've triggered three DCL traps. No new bound girls spawn while you have the collar on. If you don't discharge the collar within a time limit, it might transform into a rubber doll collar... Or ... instead of a three charge collar ... three items ... each acts like a lucky charm ... and can't be removed until discharged: collar, gag and belt. Gag is removed first, then collar, then belt. And afterwards, you're in the "bound girl club" forever. You get some new dialogs with them. Maybe even a vendor who sells DARE boxes? Maybe the vendor will sometimes help you escape restraints, and maybe sometimes the vendor will offer "Smoking Hot", or "LBA". 1
Lupine00 Posted May 18, 2019 Posted May 18, 2019 Items we don't have in DD that could be unique to DCL. Belt with built-in plugs. Ankle-spreader. Yes, I know. No model, no animations. Just dreaming. 3
Zaflis Posted May 18, 2019 Posted May 18, 2019 1 hour ago, Lupine00 said: Ankle-spreader. Yes, I know. No model, no animations. Just dreaming. What should the movement look like with ankle-spreader? When it's used IRL you're pretty much set to stand still. "penguin-walk" would look weird, and just the thought of hopping sounds more exhausting than in hobble dress. I guess hopping is the better way, and not given from cursed traps but for some prisoner scenarios where you aren't supposed to move from your place. It could potentially integrate with some furnitures.
thedarkone1234 Posted May 18, 2019 Posted May 18, 2019 1 hour ago, Lupine00 said: Items we don't have in DD that could be unique to DCL. Belt with built-in plugs. Ankle-spreader. Yes, I know. No model, no animations. Just dreaming. I recall already experiencing a belt with built-in plugs. Maybe the belt of misogyny, or the belt of shame? There was some non-common belt that had plugs triggering every now and then. Of that I am quite certain.
thedarkone1234 Posted May 18, 2019 Posted May 18, 2019 Is there some guide for cleaning saves which already used DCL without breaking DCL and any of its dependencies functionalities? I read cleaning is a good solution for script lags (such as events firing a full minute after looting a container or rapes taking 40 seconds from the moment the character is frozen and until the beginning of the animation) but a few tests showed me that cleaning too much just breaks all the items and quests, and too less cleaning just doesn't fix anything. Will appreciate any help
MaikCG Posted May 18, 2019 Posted May 18, 2019 dcur_yokeerrand so blacksmith sent me to the tavern innkeeper took the letter quest completed and... and nothing happens, the yoke stays on
Reesewow Posted May 18, 2019 Posted May 18, 2019 8 minutes ago, thedarkone1234 said: Is there some guide for cleaning saves which already used DCL without breaking DCL and any of its dependencies functionalities? I read cleaning is a good solution for script lags (such as events firing a full minute after looting a container or rapes taking 40 seconds from the moment the character is frozen and until the beginning of the animation) but a few tests showed me that cleaning too much just breaks all the items and quests, and too less cleaning just doesn't fix anything. Will appreciate any help If you really really want to try to keep that save alive, you can try a clean save procedure. That means fully uninstalling DCL, saving the game, then doing a save clean to remove all the leftover data from your save. You can then reinstall DCL, but it will be as if DCL had never been installed on the save. Luckily DCL has a good export settings option, so make sure to export your settings first so you can quickly import them after and not need to go through the whole MCM menu to put your settings back to what you want. Script lag like that might be a bunch of different things tho - you might have other mods causing problems, or you might be triggering stack-dumps in papyrus. If you post a log of a play session with that script lag someone might be able to point you in the right direction. At worst, your save may just be damaged beyond repair and it would be best to start a new game.
DonQuiWho Posted May 19, 2019 Posted May 19, 2019 On 5/18/2019 at 3:49 PM, Kimy said: No fear! Relief for bored prisoners is on the way. It's just work! Haha! But I designed the system from the ground up to be fairly extensible, so you can expect more work tasks and more variety in a later version! Putting followers in the prison is doable with very little work, but if I do that, I need to somehow deal with your loyal companions when you escape. You wouldn't leave them behind, would you? That would be heartless! But yes, will happen one day! The Warden wants them to work hard. No slacking! @Kimy Hi Kimy I finally got out of the prison! For context here, I make really serious efforts to try to avoid 'cheating' in game, and that wish to avoid doing so will probably colour some of these further thoughts My gameplay here covered 8 days in jail, 6 orig + 1 added on for 1st day late start + 1 more day because the Warden 'liked' my PC ? There were 2 'failed' Parole hearings, and 1 'Warden muddled up her papers so get out of jail free' event, which was instantly cancelled by a 3rd failed Parole hearing (is that an intentional piece of devillment? - or a glitch?) Of the total 8 days served, 2 were 'free' days, ie 'rest/do nothing' days So I played 6 days actual servitude in jail, 'doing real jail time stuff' In the course of this, I eventually After 2 days, turned off 'slow down' encumbrances/debuffs from mods like 'fill her up' - full time plugging meant that that never decayed LOL - which were slowing PC things down so much that getting from one end of the hall to the other was like wading through waist deep treacle After 4 days, I turned the difficulty from the 'default setting' to 2 settings easier, as I couldn't face the 3 lumps and 10 heaped brush&panfulls any more Even then, the whole imprisonment TOOK ABOUT 5 TO 6 HOURS REAL TIME gameplay which, given that I'm already very old, felt like there was a real risk that it might have been half of the rest of my lifespan - if I don't turn up here again, that'll probably be why ? And then, when I finally got out, but before I changed the mod settings, I met the same guard which had sent me to jail - one of those Road Inspector swine from 'Road Inspections' - who promptly aggro'd and sent me to jail again ? As I said first time above, overall the gameplay is great, the mod mechanics are fairly solid, but for some of us it will really not be tenable to play this part of DCL for that length of RL time, with total enthusiasm, unless you're a dyed in the wool triviality masochist, with a penchant for floor sweeping et al, and a great desire to be incarcerated with a bunch of utter pervs (OK. I know you can turn that off, but the comment would be less funny .... ?) Good luck to those who can, but for some of us it will just not be practicable Bottom line is that I'll probably be going back to Vanilla prisons for a while ? (EDIT: ON REFLECTION, THAT'S PROBABLY A BIT UNDULY CAUTIOUS. BUT I WILL NOW SET ALL THE DIFFICULTY LEVELS TO THE LOWEST POSSIBLE AND IMMEDIATELY CANCEL OUT ANY OTHER MODS DEBUFFS IF I GET SENT THERE AGAIN ? CERTAINLY, MY EXPERIENCE SHOULDN'T STOP ANYONE ELSE WANTING TO TRY IT OUT. THEY SHOULD DO THAT, AND GIVE YOU THEIR FEEDBACK TOO, SO YOU CAN SEE HOW CONSISTENT PEOPLE'S OPINION MIGHT BE, OR NOT BE) So therefore, I cannot really say just how much I agree with your stating that more variety is needed and will be added in due course!!! But, after now finishing this, in addition to whatever you add in that regard, can I suggest that this part of the mod really needs some clear, selectable, time limits, if that's at all possible in your build structure, a sanity addition for those of us maybe more likely to throw something at the monitor if we again get asked to find an empty wine bottle, without having the option ourselves as to what it gets filled with? ? After having tried to hyperventilate politely. can I please mention a few other things I noticed? 1 - restraints worn on admission, when taken off, are placed in the player's inventory. If the player gets rid of them in the prison, as I (mistakenly) did in putting them in the 'shipment chest', they do not get reapplied to the PC before they exit the prison. They have indeed 'gone' 2 - if the PC is placed back exactly where they went to prison from, unless I just got unlucky, there is a chance that the guard they fell out with might immediately fall out with them again. Any way of preventing that for a few minutes? 3 - when my PC is returned to whence they came, prior to incarceration, one of the Prison Guards seems to follow them. I guess that's maybe inadvertant? 4 - the prisoner standing in the main hall with the yoke - the one whose keys were thrown away - seems to have a non bound idle for some odd. MO certainly doesn't show any idles from DCL being overwritten by anything else 5 - at one point, a bandit arrived unannounced in the reception area, and there was a big punch up which left a Prison Guard dead. I assume the bandit snuffed it too, but they left no cadaver behind. The Supervisor and Foreman then both stayed in the Reception room until next day (made the Fashion parade march a very short, 2 step, walk ? ) But if the Supervisor or Foreman had been killed .... ? Maybe they can't be, but it might be worth a check? Anyway, apologies for length, hope this helps, and most of all is received with even half the humour intended when it left here DonQuiWho? 1
Windorf Posted May 19, 2019 Posted May 19, 2019 I'm having this issue where people are a red triangle with a white inner shape when they should be naked, my character included. It only started after I upgraded to 8.3. Can someone tell me what happened? Is there something wrong with the textures?
Lupine00 Posted May 19, 2019 Posted May 19, 2019 9 hours ago, thedarkone1234 said: I recall already experiencing a belt with built-in plugs. Maybe the belt of misogyny, or the belt of shame? There was some non-common belt that had plugs triggering every now and then. Of that I am quite certain. Are you sure? There are many belts that get equipped in combination with plugs. There's some logic in several mods that gives a good chance of adding plugs first if a belt is equipped. So you can easily get the effect of belt + plugs - that's never been an issue. It's more of a visual distinction, and of course that belt wouldn't be able to equip if there were plugs already equipped, even if no other belt. Of course it would be nice for the belt with plugs to have some unique text messages too. I could make a model, it's not hard to make belts, especially if what you're really doing is putting plugs on an existing inventory model - because there's no need to make a new armor model at all - you can't see the plugs when the belt is worn. But I probably won't. I have other things I should do first
Lupine00 Posted May 19, 2019 Posted May 19, 2019 3 hours ago, donkeywho said: Even then, the whole imprisonment TOOK ABOUT 5 TO 6 HOURS REAL TIME gameplay which, given that I'm already very old, felt like there was a real risk that it might have been half of the rest of my lifespan - if I don't turn up here again, that'll probably be why ? I got that feeling with some of the Chloe-related ingredient retrieval quests - where you had to travel the length of Skyrim back and forth, repeatedly, in a hobble dress. 3 hours ago, donkeywho said: As I said first time above, overall the gameplay is great, the mod mechanics are fairly solid, but for some of us it will really not be tenable to play this part of DCL for that length of RL time, with total enthusiasm, unless you're a dyed in the wool triviality masochist, with a penchant for floor sweeping et al, and a great desire to be incarcerated with a bunch of utter pervs (OK. I know you can turn that off, but the comment would be less funny .... ?) Good luck to those who can, but for some of us it will just not be practicable I often have this feeling with a Kimy quest. Dragonar is fairly typical. The deep and abiding love that she has for movement slow down is at the root of this. On a first play through, I leave it on, then on replays I tend to turn if off because it's worn out its welcome. I don't hate this mechanic. Sometimes it's really effective, but you can quickly become numb to it, and then it gets dull. A "minimum" speed limiter in DD would probably be a good thing - if implemented there it would stop DD fighting it. Then you could set "minimum speed 75%" or something, and play things like Dragonar at the speed you prefer. Plus - extra bonus - not end up frozen and totally immobile quite so often after a restraint is added. I find that if I am over encumbrance by even a tiny amount, and DD applies restraint with a slowdown that isn't via encumbrance - but which makes me encumbered, I often end up stuck, and need to set speedmult manually to fix it. Yet when it applies a hobble dress and makes my carried weight enormous, that doesn't happen. Maybe this is simply a bug in some devices, or the speedmult handling? 3 hours ago, donkeywho said: 2 - if the PC is placed back exactly where they went to prison from, unless I just got unlucky, there is a chance that the guard they fell out with might immediately fall out with them again. Any way of preventing that for a few minutes? I'm guessing Kimy went to quite a bit of trouble to make this happen, and yet it's not really what I expected. I'd prefer to be thrown out of jail in the middle of some isolated spot, with a building and a locked door behind me. I guess, due to lack of time to make an exterior model for Dragonar that would look the part, she avoided this sort of thing. Just putting a door in a hillside would be fine for me - but the location would need to be isolated, cold and nasty, but not too nasty or else Frostfall kills you. Maybe you get off a boat in Dawnstar, and are put on the pier there? That would work. 3 hours ago, donkeywho said: 3 - when my PC is returned to whence they came, prior to incarceration, one of the Prison Guards seems to follow them. I guess that's maybe inadvertant? I think it is. There isn't enough delay after ending the conversation before you're ported, which drags the guard. The same mechanic ports NPCs inside your home, or into shops quite easily. There needs to be time for the dialog system to shut down before you port.
Kethrian Posted May 19, 2019 Posted May 19, 2019 @Kimy This got featured on MxR Mods finally! He may just have to take a bit more of an in-depth look in a future video. 3
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