Rogwar002 Posted October 18, 2019 Posted October 18, 2019 20 hours ago, SirCrazy said: I believe there are some mods available that allow the player to access their horse's inventory. I could easily see a player keeping a set of keys on their horse if they had that option. I would NEVER do that. ? Except for 1 or 2... dozen... But they will break in the lock often... and jam it... either often...
Krazyone Posted October 19, 2019 Posted October 19, 2019 Feature request... MCM option to turn off Walk of Shame. Reason... its messing with the selection of Prison Overhaul. Test the settings... I stole some Fish, and got The Walk of Shame in one of the tests, instead of Prison Overhaul. I was testing out the crime and prison settings, to get them tweaked just right. Then The Walk of Shame kicked in. If you're not interested in this feature, then just ignore this post...
SirCrazy Posted October 19, 2019 Posted October 19, 2019 On 10/18/2019 at 4:49 AM, bopmop said: Hey, to clarify a bit: Those items are not equipped directly after "take her stuff and let her go". They are put into your inventory and if you try to store them its like you have equipped them. Also you have to tie them up and then let them go. I guess its the same with selling, but i havnt tested that yet No its not the "bondage lover" setting, in that case the PC would comment on it. I'll try to do some more testing, if its not a common issue i'll report back with the mod responsible. I have had this happen as well. Both trying to store the items in a container or by trying to sell them, they would be auto equipped on the player. Once the item was removed (via struggling, cutting, picking or key) it would behave normally and could be sold or stored. Also when bringing the new slaves to the slave trader (found in the Riverwood inn) all the NPCs in the inn (along with the slave trader) would turn hostile and attack the slaves. Only when all the slaves went into bleed-out could I sell them. If I bring too many slaves at once, some of the slaves would recover before the others went into bleed-out so the combat would never stop. In the end I gave up on using the bondage spells.
thedarkone1234 Posted October 20, 2019 Posted October 20, 2019 10 hours ago, SirCrazy said: I have had this happen as well. Both trying to store the items in a container or by trying to sell them, they would be auto equipped on the player. Once the item was removed (via struggling, cutting, picking or key) it would behave normally and could be sold or stored. Also when bringing the new slaves to the slave trader (found in the Riverwood inn) all the NPCs in the inn (along with the slave trader) would turn hostile and attack the slaves. Only when all the slaves went into bleed-out could I sell them. If I bring too many slaves at once, some of the slaves would recover before the others went into bleed-out so the combat would never stop. In the end I gave up on using the bondage spells. Selling slaves is much easier with calm spells. Once you have the master version of it, it is a literal walk in the park, regardless of the number of slaves you have. But if you aren't a strong enough calmer, always use the book to teleport and sell them before you have more than three...
Kimy Posted October 20, 2019 Author Posted October 20, 2019 21 hours ago, damnvox said: how do i enable bestiality? You don't. There is no creature content in any of my mods. The one thing DCL allows you to do is not to actively filter creatures when random sex scenes are initiated. The toggle is called "Allow Animal Creatures" in the MCM. Mind you that this feature is provided "as is". I do not support creature stuff, other than offering this one toggle which tells DCL not to actively block it. You probably need 3rd party mods to make it work.
Kimy Posted October 20, 2019 Author Posted October 20, 2019 On 10/17/2019 at 3:29 PM, Roggvir said: @Kimy nasty dark evil murderous infinite loop bug in dcur_slavetrader_portal . OnRead() event handler: Reveal hidden contents Event onread() Actor Follower if dcur_slavetrader_portal_msg.Show() == 0 ; need to remember what cell the player was in cell playercell = libs.PlayerRef.GetParentCell() If libs.playerref.IsInLocation(RiverwoodSleepingGiantInnLocation) ; we're in Riverwood, lets port the player back to where she was libs.playerref.moveto(dclibs.dcur_storeplayerpos.GetReference()) int i = dclibs.dcur_followerlist.GetSize() - 1 while i >= 0 Follower = dclibs.dcur_followerlist.GetAt(i) As Actor If Follower.GetParentCell() == playercell ; failsafe for parked followers Follower.moveto(dclibs.dcur_storeplayerpos.GetReference()) EndIf EndWhile return EndIf If !HasPrisoners() Libs.Notify("You cannot use this scroll without having captured females to sell", messagebox = true) return EndIf ; remember where the player was, so we can port her back dclibs.dcur_storeplayerpos.GetReference().moveto(libs.playerref) ; move the group libs.playerref.moveto((dcumenu.GetAlias(17) As ReferenceAlias).GetReference()) int i = dclibs.dcur_followerlist.GetSize() - 1 while i >= 0 Follower = dclibs.dcur_followerlist.GetAt(i) As Actor If Follower.GetParentCell() == playercell ; failsafe for parked followers Follower.moveto((dcumenu.GetAlias(17) As ReferenceAlias).GetReference()) EndIf EndWhile ; now port the prisoners i = dclibs.StartSurrenderAliases ; start of aliases int counter = 0 While i <= dclibs.EndSurrenderAliases ; end of aliases If (dclibs.dcur_aliases.GetAlias(i) As ReferenceAlias).GetReference() != None Actor a = (dclibs.dcur_aliases.GetAlias(i) As ReferenceAlias).GetActorReference() If a.GetItemCount(dclibs.dcur_slavefollowertoken) > 0 a.moveto((dcumenu.GetAlias(17) As ReferenceAlias).GetReference()) EndIf EndIf i += 1 Endwhile EndIf EndEvent Both loops marked in red will keep on going unless value of i drops below zero, but value of i never changes inside the loop. Yikes! Good find!
pappana Posted October 20, 2019 Posted October 20, 2019 i was just wondering if the bikinis you can buy from the dollmaker have the bikini armor tag? the reason i ask is that i would like to test sexlab survival mod Edit: such as the combat bikini and the others
dgtsy Posted October 20, 2019 Posted October 20, 2019 I love this mod, and there is so much good work being done! I have a simple idea, for the timed belt (from my other topic): Quote ... I like the timed chastity belt in the DD series, and like the message at the end: "You hear a click and can now remove the device, or wear it just a little longer..." Would it be difficult to add a minor tweak? Something like this: After the belt releases, the player keeps the belt on. After a little while (a few hours? minutes? days?), the belt locks again and starts a new timer, with a message to the effect of "Seeing as how you must really like the belt, it re-locks for an unknown amount of time..." I think that would be neat. ... And if any of this is "easily" doable, I'm more than willing to poke around in some code. Thanks! This would discourage waiting with the timed belt. If the belt is timed for 1 hour, and it re-locks after another hour, then if you wait 5 hours it will have been locked again. You'll need to be awake/not waiting to take it off. Another thing: Any progress with the spectral restraints? Thank you again for this wonderful mod!
Tenri Posted October 20, 2019 Posted October 20, 2019 1 hour ago, pappana said: i was just wondering if the bikinis you can buy from the dollmaker have the bikini armor tag? the reason i ask is that i would like to test sexlab survival mod Edit: such as the combat bikini and the others I can say that it most likely does not. It is however not hard to add the keyword to the armours yourself, there is a guide for how to do so in survival's thread, and if you have Lupine00's SLAX, there is a function to add the keyword to the armours in the MCM for SLAX.
pappana Posted October 20, 2019 Posted October 20, 2019 58 minutes ago, Tenri said: I can say that it most likely does not. It is however not hard to add the keyword to the armours yourself, there is a guide for how to do so in survival's thread, and if you have Lupine00's SLAX, there is a function to add the keyword to the armours in the MCM for SLAX. aww thats to bad, i did read the guide and i did try to find the armour itself but i was unsuccessfull so i ended up uninstalling it, dont get me wrong the mod seems amazing some of the stuff in survival is cool as hell and would make for a really hardcore "play as a woman in the middle ages" run(especially the "scream for help" and the gender female combat, strenght and stamina debuffs but there are just to many stuff in it that i dont need or want currently EDIT: Sexlab disparity seems to be better suited for how i want to play, Sexlab survival seems more of a survival hardcore experience
Lupine00 Posted October 21, 2019 Posted October 21, 2019 On 10/18/2019 at 6:57 PM, Roggvir said: No, it will not reset. You are not "defining it again and again". The variable gets declared once, and then it exists within the scope of the loop as long as the loop keeps looping To re-state what Roggvir is explaining with examples... If you write this: int x = 10 While x x -= 1 int y y += x doSomething(y) EndWhile You will see calls to doSomething() with increasing values of y, starting from 9, then 17, and so on. But if you write this: int x = 10 While x x -= 1 int y = 0 y += x doSomething(y) EndWhile You will see calls to doSomething with decreasing values of y, starting from 9, then 8, then 7, and so on. Declaration is not initialisation, even though a freshly declared variable does have a default value. However, if you explicitly initialise, that will occur every time the declaration is seen.
Roggvir Posted October 21, 2019 Posted October 21, 2019 59 minutes ago, Lupine00 said: Spoiler If you write this: int x = 10 While x x -= 1 int y y += x doSomething(y) EndWhile You will see calls to doSomething() with increasing values of y, starting from 9, then 17, and so on. But if you write this: int x = 10 While x x -= 1 int y = 0 y += x doSomething(y) EndWhile You will see calls to doSomething with decreasing values of y, starting from 9, then 8, then 7, and so on. Declaration is not initialisation, even though a freshly declared variable does have a default value. However, if you explicitly initialise, that will occur every time the declaration is seen. Of course declaration and initialization are two different things, except in Papyrus when you declare a variable without assigning a value, it will get "initialized" to a default value. Of course your second example will do what you wrote it will do, because that is how it works, you are assigning ZERO to Y everytime the loop runs. What is your point? 59 minutes ago, Lupine00 said: However, if you explicitly initialise, that will occur every time the declaration is seen. Incorrect, you are mixing things up. The variable is declared only ONCE, the variable does not get "re-declared" everytime the loop runs. I already wrote this in my previous post from which you quoted. When the scope of the loop is first entered, ALL VARIABLES IN THAT SCOPE get declared - even if you place that declaration at the end of the loop - what you see as the Papyrus source code, is NOT what the actual bytecode or machine code looks. If i oversimplify a bit - if you do int _i = 1 , it results in at least two SEPARATE actions - declaring the variable (which happens when the scope is entered), AND assigning a value (which happens at the point where you wrote that assignment). The declaration happens only ONCE within the scope where the variable exists, no matter whether it was declared inside a loop or not, but the assignment will of course repeat everytime the loop runs. EDIT: maybe an example will clear it up a bit - the two following snipets are equivalent (when you write the first one, you are effectively writing the same thing as in the second one). Spoiler int x = 10 while x x -= 1 int y = 0 y += x doSomething(y) endWhile Spoiler int x = 10 while x int y x -= 1 y = 0 y += x doSomething(y) endWhile Spoiler int x = 10 while x x -= 1 y = 0 y += x doSomething(y) int y endWhile EDIT 2: added a third snippet, hoping to make it clear - all three snippets are 100% equivalent.
praxten Posted October 21, 2019 Posted October 21, 2019 I'm having some trouble, and my apologies if you've already answered this question. I'm having trouble with the mod because every time the game tries to load the Dagonar's prison, it briefly appears, then crashes. I don't have any other prison overhaul mods, and the rest of the mod works perfectly fine. Any ideas as to what the issue might be?
Roggvir Posted October 21, 2019 Posted October 21, 2019 21 minutes ago, praxten said: I'm having some trouble, and my apologies if you've already answered this question. I'm having trouble with the mod because every time the game tries to load the Dagonar's prison, it briefly appears, then crashes. I don't have any other prison overhaul mods, and the rest of the mod works perfectly fine. Any ideas as to what the issue might be? Not sure about Oldrim, but in Skyrim SE this is usually caused by absence of HDT or broken HDT meshes or XML files. I suspect it is the same in Oldrim - you either need to be using HDT, or you need to be using a non-HDT fix (i dont know where to find it though, i only use SSE). I am sure somebody else will have a better answer. 1
Lupine00 Posted October 21, 2019 Posted October 21, 2019 49 minutes ago, Roggvir said: Incorrect, you are mixing things up. Really? Read what I said again. You see, what you are saying, 100% agrees with that I said. I simply clarified a point that you skimmed over in your original post, as some people would not be aware that Papyrus has old-javascript-like semantics. When you argue with people who agree with you, it looks a bit odd.
praxten Posted October 21, 2019 Posted October 21, 2019 21 minutes ago, Roggvir said: Not sure about Oldrim, but in Skyrim SE this is usually caused by absence of HDT or broken HDT meshes or XML files. I suspect it is the same in Oldrim - you either need to be using HDT, or you need to be using a non-HDT fix (i dont know where to find it though, i only use SSE). I am sure somebody else will have a better answer. Thanks for the reply! I'll check it out and see how it goes.
LazyBoot Posted October 21, 2019 Posted October 21, 2019 On 10/18/2019 at 9:57 AM, Roggvir said: No, it will not reset. You are not "defining it again and again". The variable gets declared once, and then it exists within the scope of the loop as long as the loop keeps looping Most people often put the declaration outside of a loop, maybe because they mistakenly think it would get "reset" if inside, or maybe they think it helps with performance (which is also false). I would guess it's mainly people that come from different programming languages where anything declared inside a loop is only scoped for that one run through the loop, not for the entire lifetime of the loop.
Roggvir Posted October 21, 2019 Posted October 21, 2019 17 minutes ago, Lupine00 said: Really? Read what I said again. You wrote "if you explicitly initialise, that will occur every time the declaration is seen", which is wrong - the declaration is "seen" only once. If that was just a wrong choice of words on your side, it makes no difference to anybody else who may read it and take it how you wrote it instead of how you meant it
Lupine00 Posted October 21, 2019 Posted October 21, 2019 34 minutes ago, Roggvir said: the declaration is "seen" only once. That's your personal definition of the word "seen". Clearly, in my personal definition, the word "seen", means, "seen in the sequence of source code". I think rather than "seen" what you're describing is instantiation, or processing, because those are things that we associate with compiled code, while "seeing" is something we associate with a person perceiving the code. As "seen" has no formal meaning, you're quibbling over a snap interpretation you made of a word I used, that is only incorrect when you impose your own made-up definition on it. A definition, you created, that has no special privilege or basis in common usage. Feel free to have the last word...
praxten Posted October 21, 2019 Posted October 21, 2019 1 hour ago, Roggvir said: Not sure about Oldrim, but in Skyrim SE this is usually caused by absence of HDT or broken HDT meshes or XML files. I suspect it is the same in Oldrim - you either need to be using HDT, or you need to be using a non-HDT fix (i dont know where to find it though, i only use SSE). I am sure somebody else will have a better answer. Hey, it looks like reinstalling HDT physics solved the issue. Thank you! 1
Roggvir Posted October 21, 2019 Posted October 21, 2019 20 minutes ago, Lupine00 said: Feel free to have the last word... I dont want to have a last word. Not yet. I mean... i hope i can squeeze out few more days, and words - so, here we go - few more words: 26 minutes ago, Lupine00 said: That's your personal definition of the word "seen". I have no personal definition of that word, and if you'd ask me what the definition is, i wouldn't be able to give a satisfactory answer without looking it up in some dictionary, so it isn't about definitions. 29 minutes ago, Lupine00 said: Clearly, in my personal definition, the word "seen", means, "seen in the sequence of source code". Clearly, it is not so clear if i didn't "see" it clearly. And now you confuse me even more by "sequence of source code", maybe you mean sequence of Papyrus commands and expressions? (jk, no need to reply, of course you mean that - BUT let's be honest, you could do better, it was not a very good way to put it). 42 minutes ago, Lupine00 said: I think rather than "seen" what you're describing is instantiation, or processing, because those are things that we associate with compiled code, while "seeing" is something we associate with a person perceiving the code. What i was describing there was an incorrect way of understanding the flow and structure of resulting compiled code (which may or may not apply to you, that is beside the point), not instantiation nor processing. And compiled code can be "seen" and perceived as well, so that argument doesn't exactly work. 53 minutes ago, Lupine00 said: As "seen" has no formal meaning, you're quibbling over a snap interpretation you made of a word I used, that is only incorrect when you impose your own made-up definition on it. A definition, you created, that has no special privilege or basis in common usage. No, not definition, but understanding in given context. You didn't choose your words carefully enough, that is all. But that's fine, it happens. It happens to everybody, me included of course. "Quibbling"! nice word, but wrong usage, because i was not quibbling - i may be quibbling now a bit, but i wasn't quibbling before. I think you were (and are) quibbling, but it maters not. What maters is that we can clarify things, and we did. So, all is good (but i won! because i had the last word! ..unless of course now you will write something, in which case i will lose, because i think it got to that point - where we should really stop this sillyness - few posts ago :-)).
thedarkone1234 Posted October 21, 2019 Posted October 21, 2019 On 10/20/2019 at 7:07 PM, Kimy said: Yikes! Good find! I knew something related to followers happened if using the portal. I was sure it is because the teleport didn't manage to place them in the inn properly. This is why I didn't get any follower in my new games since 8.3 XD Glad the problem was found. After the patch I will be able to enjoy Sasha and Chloe again
pappana Posted October 22, 2019 Posted October 22, 2019 I found this in another thread and thought it was worth sharing here since i had trouble wih this alot. it seems that if you go into helgen fort and activate the chloe quest you have to free her and read the note because if you dont you wont be able to fast travel ever. cursed loot has a setting that deactivates fast travel when youre on a DCL quest and it cant be turned off
Laura Posted October 22, 2019 Posted October 22, 2019 24 minutes ago, pappana said: I found this in another thread and thought it was worth sharing here since i had trouble wih this alot. it seems that if you go into helgen fort and activate the chloe quest you have to free her and read the note because if you dont you wont be able to fast travel ever. cursed loot has a setting that deactivates fast travel when youre on a DCL quest and it cant be turned off I noticed this too. I'll have to complete it or stop it with the console if I want to use fast travel again. I'd prefered it if her quest didn't disable fast travel or if there was an MCM option to never let it DCL disable fast travel.
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