itami_no_hana Posted June 2, 2019 Posted June 2, 2019 How can I turn off essential status on my character? I have turned off combat surrender but I still can't die and have "you can't continue fighting" message
fred200 Posted June 2, 2019 Posted June 2, 2019 Open console prid 14 isessential (just to verify you really are essential) setessential 0 Â
itami_no_hana Posted June 2, 2019 Posted June 2, 2019 13 minutes ago, fred200 said: Open console prid 14 isessential (just to verify you really are essential) setessential 0 Â Thank you!!!
Kimy Posted June 2, 2019 Author Posted June 2, 2019 1 hour ago, glebbus13 said: How can I turn off essential status on my character? I have turned off combat surrender but I still can't die and have "you can't continue fighting" message It's supposed to remove essential status automatically when the combat surrender feature is switched off. Were there any other DCL quests running?
thedarkone1234 Posted June 2, 2019 Posted June 2, 2019 6 hours ago, DevilFIN said: Has anyone solved the movement issue somehow? During the Chloe quest when I go to Nazeem in the Hall of the dead and he equips Premium line gear to us I lose the ability to move. I've been trying to find solution and I've narrowed the problem down to the boots. They seem to be the only gear that prevents me from moving. The bondage slows you so much that if you carry overweight (and note you just got a few extra kilos to carry) your speed is zero. Go to Nazeem with emptier inventory.
itami_no_hana Posted June 2, 2019 Posted June 2, 2019 5 hours ago, Kimy said: It's supposed to remove essential status automatically when the combat surrender feature is switched off. Were there any other DCL quests running? No, no DCL quest were running, at least debug page says so. I'm running DCL 8.0, by the way (had CTD issues with 8.2). Console command setessential <id> 0 doesn't work.
Xerxes_40 Posted June 2, 2019 Posted June 2, 2019 19 hours ago, Maddac said: Hi Kimy, Â I have finally found out the issue with CTD after adding Chloe as a follower and asking her if she is "good to go?". After much testing and removing various mods I found it was with INEED. I have used INEED for years and never had a problem and played for many hours without any CTD. up to version 8.0 of DCL, never had a problem. since version 8.1 onwards, i get crashes shortly after freeing Chloe and adding her. Â To check if it was just INEED, i also tested with RND, Drink Eat Sleep Bathe, Vitality Mode and they all worked without crashing in Helgen after freeing Chloe. Â I dont know what was changed from DCL 8.1 onwards that affects INEED but it is very frustrating for me. I have seen someone comment about RND items being added to Dagonar prison, but I really dont like RND due to how much it changes food and drink items, and INEED adds modded items like USKP/USLEEP meat pie or SGO tit milk without any problems. Â is there another needs mod that adds modded food items with the ease of Ineed, and also has widgets? I tried vitality mode but it kept causing CTD, while travelling around skyrim, not related to DCL8.3. Â Could any other DCL user also advise if they have issues with DCL 8.1 onwards and INEED, and if they fixed it? Â hi, Unfortunately, I have the same problem as you(CTD some time or immediately after I add a follower)and also use ineed. unfortunately the deactivation of ineed did not help ... here my mod list maybe it helps modlist.txt loadorder.txt
Maddac Posted June 3, 2019 Posted June 3, 2019 9 hours ago, Xerxes_40 said: hi, Unfortunately, I have the same problem as you(CTD some time or immediately after I add a follower)and also use ineed. unfortunately the deactivation of ineed did not help ... here my mod list maybe it helps modlist.txt 4.44 kB · 2 downloads loadorder.txt 2.93 kB · 2 downloads I had a look at your load order and you have alot of script intensive mods there. just out of curiosity how large is your .ess save file and .skse file as it must take a while just to load that list? I have tried running with iNeed both before and after DCL8.3 and it makes no difference to the CTD in Helgen Keep. I have no problem with other regular and mod made followers, just Chloe. unfortunately after trying a number of other needs mods out there on new games, the only one i like is iNeed. I just wish someone with modding experience could update iNeed and fix the obvious bugs in papyrus from it. I dont know what Kimy changed in DCL8.1 onwards, but she is not answering me either. the only thing I can think of is a script has changed.
Lupine00 Posted June 3, 2019 Posted June 3, 2019 17 hours ago, thedarkone1234 said: The bondage slows you so much that if you carry overweight (and note you just got a few extra kilos to carry) your speed is zero. Go to Nazeem with emptier inventory. This happens pretty much constantly with DD mods if you have a low inventory capacity - such as when you reduce it deliberately as part of your scarcity strategy. Â DD is often at the heart of this, because it has a lot of devices that reduce speed. But there are many other mods that also mess with speed, particularly reducing it - RND, Frostfall, FMEA, SLS, Wounds, etc. Â It's this combination of multi-mods that ends badly. There are two ways to reduce speed: speedmult changes, and over-encumberance to force walk speed. Â Â What IÂ don't fully understand is the exact mechanism driving this... Â Possibly, it's because speedmult modifiers are subtracted from the current speedmult whatever it is, so when you have a third way to modify speed (speedmult modifier effect), this happens: Â Speedmult set to 50 by DD => half speed. Speedmult modifier of -55 set by another mod. Instead of reducing by 55%, or something useful, this simply takes away 55 from speedmult, and we have -5 speed ... player is nailed to the spot. Â Or maybe it's this: Â Speedmult set to 50 by DD => half speed. Speedmult reduced by another 40, by another mod (a), speedmult now 10. Speedmult reduced by another 20 by another mod (b), speedmult now -10. Â Â Or maybe it's this: Â Speedmult set to 50 by DD => half speed. Speedmult reduced by another 40, by mod (a), now 10. DD restores speedmult 100. Other mod restores speedmult 50, because that's the value it saw when it applied its modifier. ... and repeat. Â Maybe it's all of the above? Â Â Hence my theory that we need a "SLIF for speed". DD is the logical place to put this, but of course, no existing mod ... except DCL ... would use it. Â However, we could make patches for the old mods we care about, and the actively maintained ones would soon catch up.
Xerxes_40 Posted June 3, 2019 Posted June 3, 2019 7 hours ago, Maddac said: I had a look at your load order and you have alot of script intensive mods there. just out of curiosity how large is your .ess save file and .skse file as it must take a while just to load that list? I have tried running with iNeed both before and after DCL8.3 and it makes no difference to the CTD in Helgen Keep. I have no problem with other regular and mod made followers, just Chloe. unfortunately after trying a number of other needs mods out there on new games, the only one i like is iNeed. I just wish someone with modding experience could update iNeed and fix the obvious bugs in papyrus from it. I dont know what Kimy changed in DCL8.1 onwards, but she is not answering me either. the only thing I can think of is a script has changed. hi, my .ess file is 19MB and my .skse is 4,5MB load times are 27 sec. from main menu and 8 sec. in game. i did also test many need mods and i also only like ineed ... You can maybe also upload your modlist so that maybe if I'm going to enjoy it again I can try to find my mod conflict ?
Rogwar002 Posted June 3, 2019 Posted June 3, 2019 Spoiler 6 hours ago, Lupine00 said: This happens pretty much constantly with DD mods if you have a low inventory capacity - such as when you reduce it deliberately as part of your scarcity strategy.  DD is often at the heart of this, because it has a lot of devices that reduce speed. But there are many other mods that also mess with speed, particularly reducing it - RND, Frostfall, FMEA, SLS, Wounds, etc.  It's this combination of multi-mods that ends badly. There are two ways to reduce speed: speedmult changes, and over-encumberance to force walk speed.   What I don't fully understand is the exact mechanism driving this...  Possibly, it's because speedmult modifiers are subtracted from the current speedmult whatever it is, so when you have a third way to modify speed (speedmult modifier effect), this happens:  Speedmult set to 50 by DD => half speed. Speedmult modifier of -55 set by another mod. Instead of reducing by 55%, or something useful, this simply takes away 55 from speedmult, and we have -5 speed ... player is nailed to the spot.  Or maybe it's this:  Speedmult set to 50 by DD => half speed. Speedmult reduced by another 40, by another mod (a), speedmult now 10. Speedmult reduced by another 20 by another mod (b), speedmult now -10.   Or maybe it's this:  Speedmult set to 50 by DD => half speed. Speedmult reduced by another 40, by mod (a), now 10. DD restores speedmult 100. Other mod restores speedmult 50, because that's the value it saw when it applied its modifier. ... and repeat.  Maybe it's all of the above?   Hence my theory that we need a "SLIF for speed". DD is the logical place to put this, but of course, no existing mod ... except DCL ... would use it.  However, we could make patches for the old mods we care about, and the actively maintained ones would soon catch up.  More than once trapped in this one. Only usefull thing to to after three or mods battle for speed: deactivate all speedtoogles, player.forceav speedmult 100 and turn them on, one by one. Most times the speedmult is crap is indeed dragonar. Not all restraints work the same way unfortunatley. The switch from forcewalk to legrestraints causes in combination with ypsfashion speed debuff a funny effect. Turning off all speed releated buffs/debuffs is resulting in 140% speedmult. Because I´m lazy I didn´t have a look in the code. I just type the restore command in the console. No mod does check and I think is able to check, because it has to track every single change however it´s done. Only thing you can do is make a rule to prevent the speed going below a certain value and above by not doing the change if it would be lower / higher than the lowest / highest set value., or even set 25 / 100 as min and max value...like SLIF....:( But this would make a patch for every speedchanging mod necessary or the SMMVM (=SpeedMinMaxValueMod) has to do an invasive way of monitoring the speedmult. DD, Yps, Better Vampires and so on would try to change the speed on every update cycle. hm. Or you track with SMMVM the mods trying to change and give fake speedmult values to them... but how... So everytime one mod is trying to change the speedmult it is telling the mod: You are changing from 100, because you´re the only speedchanging mod. SMMVM is just adding the values and does not exceed the limits. Is this possible? hm. Will think about it... anyone? Ideas?
labmouse.rat Posted June 3, 2019 Posted June 3, 2019 Hey, love your mod, but the cursed loot events aren't triggering until my pc is level 3. Is this intentional? I have the mcm option set to level 1, and when looking at the debug messages the 'Looting container xxxxxxxx' comes up but the 'Chance:xx%' doesn't, like it does after I have set my pc level to 3 or above.
thedarkone1234 Posted June 3, 2019 Posted June 3, 2019 8 minutes ago, labmouse.rat said: Hey, love your mod, but the cursed loot events aren't triggering until my pc is level 3. Is this intentional? I have the mcm option set to level 1, and when looking at the debug messages the 'Looting container xxxxxxxx' comes up but the 'Chance:xx%' doesn't, like it does after I have set my pc level to 3 or above. It is intentional. It can be seen in the latest patch notes for version 8.3. The reasoning is to let you finish your intro mission in peace without getting bound or teleported somewhere in the progress. 1
Lozeak Posted June 4, 2019 Posted June 4, 2019 Some feedback. Maybe been said before, I looked back a few pages and only saw vague feedback.  The additions on the crime/bounty handling could do with a few MCM options and some scripts edit because as it is DCL takes over bounty handling totally and makes some mods incompatible and other mods less functional.  The way DCL handles crime overrides everything so if a mod has a punishment for a crime (SLUTS in my case) it won't function no matter what you select in the DCL MCM. A MCM to disable the quest that handles would fix that.  Second if you have a 50 gold or more bounty and you are raped DCL then it'll ignore your outcome setting and just send you to prison. For me I usally have Sexlab adventures running and I'll have more than a 50 gold bounty in multiple holds meaning a lot of the times when I get defeated I got sent to prison and ignore the setting I have in DCL. It would be nice if you got set a gold amount in the MCM rather than it be fixed at 50 gold (in PrisonIfBounty() in dcur_clocktickRefScript)  TLDR version; dcur_prison_guardArrestDlg quest and it's dialogue via forcedgreet totally overrides DialogueCrimeGuards quest and it's forced greet meaning any mods that use that as a hook will not work with DCL regardless of settings.  When raped if you have a bounty of 50g you have 50% chance that you'll be sent to prison via PrisonIfBounty() in dcur_clocktickRefScript regardless of your MCM settings like combat rape outcomes. Basically, it's forced outcome you can't configure.  Either way, thank you again for your work kimy and I do really enjoy the new additions ^^. 1
labmouse.rat Posted June 4, 2019 Posted June 4, 2019 12 hours ago, thedarkone1234 said: It is intentional. It can be seen in the latest patch notes for version 8.3. The reasoning is to let you finish your intro mission in peace without getting bound or teleported somewhere in the progress. Ahh ok. Thanks!
ShinyCurry Posted June 4, 2019 Posted June 4, 2019 Hello there, I have an issue with the catsuits in this mod, in that the catsuits, on equip, are all red exclamation marks. I've tried reinstalling the mod several times, and swapping to CBBE as well, along with running GenerateFNIS all the while, but the exclamation marks persist. The frustrating thing is, the mod used to work, and somewhere along the lines I tripped something that makes Cursed Loot scream at catsuits but nothing else. The hoods, boots, gloves, collars, are perfectly fine--it's just the catsuits. Any help that can be offered is greatly appreciated. Is there anything that I can also add to my query, like modlists and such?
Ursur1major Posted June 4, 2019 Posted June 4, 2019 35 minutes ago, kelvin9901237 said: Hello there, I have an issue with the catsuits in this mod, in that the catsuits, on equip, are all red exclamation marks. I've tried reinstalling the mod several times, and swapping to CBBE as well, along with running GenerateFNIS all the while, but the exclamation marks persist. The frustrating thing is, the mod used to work, and somewhere along the lines I tripped something that makes Cursed Loot scream at catsuits but nothing else. The hoods, boots, gloves, collars, are perfectly fine--it's just the catsuits. Any help that can be offered is greatly appreciated. Is there anything that I can also add to my query, like modlists and such? Have you run Bodyslide?
Kaze3173 Posted June 4, 2019 Posted June 4, 2019 After a bit of time and trial and error, I did manage to get the mod working. It may have done with my file selection during the installation of the Devious stuff, but not entirely sure. I appreciate everyone who helped me out when I was completely clueless on what to do.
ShinyCurry Posted June 4, 2019 Posted June 4, 2019 3 hours ago, Ursur1major said: Have you run Bodyslide? Yep, Bodyslide with a CBBE body.
Ursur1major Posted June 4, 2019 Posted June 4, 2019 4 hours ago, kelvin9901237 said: I've tried reinstalling the mod several times, and swapping to CBBE as well, along with running GenerateFNIS all the while, but the exclamation marks persist. Have you only tried reinstalling DCL or have you tried reinstalling DDa + DDi + DDx as well?
ShinyCurry Posted June 4, 2019 Posted June 4, 2019 54 minutes ago, Ursur1major said: Have you only tried reinstalling DCL or have you tried reinstalling DDa + DDi + DDx as well? I've tried it the first time I had these issues, but haven't done it since. I'll try again and see how it goes.
Ursur1major Posted June 4, 2019 Posted June 4, 2019 2 minutes ago, kelvin9901237 said: I've tried it the first time I had these issues, but haven't done it since. I'll try again and see how it goes.  Remember to download the files again as the error symbols might indicate something got corrupted last time.
ShinyCurry Posted June 4, 2019 Posted June 4, 2019 1 hour ago, Ursur1major said: Remember to download the files again as the error symbols might indicate something got corrupted last time. No dice. Reinstalling all the DD files does not fix the catsuit issue, and these are all off of fresh downloads as well. Any other plans of attack I could take?
Zaflis Posted June 5, 2019 Posted June 5, 2019 17 hours ago, kelvin9901237 said: Hello there, I have an issue with the catsuits in this mod, in that the catsuits, on equip, are all red exclamation marks. I've tried reinstalling the mod several times, and swapping to CBBE as well, ... You did what? Swapping bodymod is always a big change and means reinstalling many other mods (including Cursed Loot and DDx) with their CBBE versions, which ones do you mean? If you like UUNP you should definitely stick to it. It works unless you install everything wrong.  10 hours ago, kelvin9901237 said: No dice. Reinstalling all the DD files does not fix the catsuit issue, and these are all off of fresh downloads as well. Any other plans of attack I could take? We should know what mod manager you are using, some instructions are different to each, but it is clear that you don't have right files in place. That's the only reason you are seeing what you do ingame.
thedarkone1234 Posted June 6, 2019 Posted June 6, 2019 On 6/5/2019 at 2:02 AM, kelvin9901237 said: No dice. Reinstalling all the DD files does not fix the catsuit issue, and these are all off of fresh downloads as well. Any other plans of attack I could take? At least if you are using NMM, there is a great difference between disabling and reenabling a mod, and totally deleting and reinstalling the mod. The first option will not retrigger all the FOMOD choices (such as the very critical choice between UUNP and CBBE), so if this is what you did when you said you have reinstalled them, that wouldn't suffice.
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