SkyAddiction Posted December 24, 2019 Posted December 24, 2019 12 hours ago, Lupine00 said: I didn't say it was your typo. Maybe Kimy is trying to recreate a vintage John Wayne accent as a sort of in-joke about really old cowboy movies that were full of bounder hunders? LOL! Good reference. Made me actually laugh. People don't point them out for her, so they don't get fixed. I know there's one related to DCL public indecency in which the guard tells you to stop "violeting" the indecency law or some such thing. It's been there for years, I notice it every time I have indecency enabled, and I inevitably forget to report it every time I quit the game.
littleshep9 Posted December 24, 2019 Posted December 24, 2019 Absolutely love this Mod, apologize if this has been asked before but do we know if an update is looming? 1
ZWCCWH Posted December 24, 2019 Posted December 24, 2019 I ran into an issue that once I hired a follower, the game would crash at the address 0x****622F in 1-2 minutes. (The **** part seems to differ when I install or uninstall some other mods.) The reason why I believe it is an issue related to DCL is that if I disable DCL then there is no CTD after hiring a follower any more. I have tried disable and enable almost all my mods and DCL is likely to be the exact mod that makes my game crash. There is no incompatible mod in my mod list ( at least there is no mod in my list whose author say it is incompatible with in description). I am still trying to figure out the detail information about this issue, but I think code about follower might be checked (I guess there might be an overflow bug in follower part?).
Zaflis Posted December 24, 2019 Posted December 24, 2019 9 hours ago, ZWCCWH said: ... I think code about follower might be checked (I guess there might be an overflow bug in follower part?). There was some discussion about it, i think Kimy mentioned doing some testing about it for next version some month back. It's been a while but try disabling the player body scaling settings in MCM. The same toggle hiddenly affects followers too and it's propably script heavy. Speaking of that, did you try using "lightweight scripts" option in this mod's MCM too? The more followers you had the worse it got according to others reports.
ZWCCWH Posted December 25, 2019 Posted December 25, 2019 10 hours ago, Zaflis said: There was some discussion about it, i think Kimy mentioned doing some testing about it for next version some month back. It's been a while but try disabling the player body scaling settings in MCM. The same toggle hiddenly affects followers too and it's propably script heavy. Speaking of that, did you try using "lightweight scripts" option in this mod's MCM too? The more followers you had the worse it got according to others reports. Hmmm.... Things seem to be different on my game. I have never enabled the body scale option when using DCL. And I tried with low performance option on, but the only thing that changed is my game got CTD about 10 minutes after hiring a follower rather than 1-2 minutes if turn low-performance mode off. I guess problems may come frome a script that works on follower at intervals and the reason of the difference is low-performance mode makes the interval longer.
Zaflis Posted December 25, 2019 Posted December 25, 2019 2 hours ago, ZWCCWH said: Hmmm.... Things seem to be different on my game. I have never enabled the body scale option when using DCL. I think it's enabled by default. So if you never changed the setting it's still on? Arousal based scaling. But that script can't be the only or even the main reason for your crashes, check general guides to make Skyrim more stable. There are loads of things you can do about it and those guides are not found only from this site.
zupra Posted December 26, 2019 Posted December 26, 2019 I have Leon quest bugged in a way that he always removes the slave collar at the beginning. So basically i can just run away. During the prequests i had to add the obsidian slaveboots via console because i couldn't find them anywhere. I doubt that broke anything because the quest still progressed normally? edit: So i tried to lockpick the collar and the boots before talking to Leon. Now he properly removed the obsidian collar and added the slave collar. Really weird but it worked so problem solved.
Aladsk Posted December 27, 2019 Posted December 27, 2019 On 5/17/2019 at 10:21 PM, Qypr said: When I try to install Deviously Cursed Loot, I get the error "file devious devices integration esm is not active" but it is. Any help ? I am also getting the same issue, have you by any chance found a fix?
RedDotGecko Posted December 27, 2019 Posted December 27, 2019 4 hours ago, ThePopato said: I am also getting the same issue, have you by any chance found a fix? in my research, i found more then just one devious devices integration, one that was named ddi and one that was named devios devices integration in vortex, maybe you need the other one?
Zaflis Posted December 27, 2019 Posted December 27, 2019 5 hours ago, ThePopato said: I am also getting the same issue, have you by any chance found a fix? Sort your load order, most esm files should be at the beginning of it after main master files. You get error like that if cursed loot loads before DD. Also you need DDAssets, DDIntegration and DDExpansion in that order.
Aladsk Posted December 27, 2019 Posted December 27, 2019 I'm still using the outdated NMM, maybe that is the reason I cannot install the mod. If not, where would I find the other DDi? My load order only contains Devious Devices- Integration.esm(I have DDa and DDe installed as well, and they are in the right order.). The problem is that when I attempt to install the mod, the unpacking process stops at 50% and the error message simply reads "File devious devices-ıntegration.esm is not Active.".
Labsink Posted December 28, 2019 Posted December 28, 2019 @Kimy Multiple people seem to have had issues with the surrender mechanic and animals. I found no solutions, so I tried to figure what is wrong and from logs I saw this - I am using Deviously cursed loot 8.3 [12/27/2019 - 10:44:43PM] [DCUR] - Found: wolf [12/27/2019 - 10:44:43PM] [DCUR] - Processing: wolf. Is Animal. [12/27/2019 - 10:44:43PM] [DCUR] - Rejected: wolf. Reason: Actor is humanoid creature, disabled in MCM. It says that Wolf is an animal, but then wolf is rejected because it is a humanoid creature. I had animals and humanoid creatures enabled in MCM. I took a bit of time today and from code found that Cursed Loot has a bug in it that causes animals to be counted as creatures in the code that prints the rejection message above. The creature check in dcur_library.psc (search "Is Creature") will check if the actor has type creature and does not have type animal. However the creature check for rejection in the same file (search "humanoid creature") will only check if the actor has type creature and does not check for the animal type. Basically for animals the code goes to creature code and fails since its executing wrong code. In the main post I read "- You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs." So to fix the bug here are the changes needed (remove the line starting with - and add the line starting with +), it just adds the animal check: dcur_library.psc - if currenttest.HasKeyword(dcumenu.ActorTypeCreature) && (!dcumenu.dcur_humanoidcreaturessexlist.HasForm(currenttest.GetLeveledActorBase().GetRace()) || !dcumenu.sexAllowHumanoids) + if (currenttest.HasKeyword(dcumenu.ActorTypeCreature) && !currenttest.HasKeyword(dcumenu.ActorTypeAnimal)) && (!dcumenu.dcur_humanoidcreaturessexlist.HasForm(currenttest.GetLeveledActorBase().GetRace()) || !dcumenu.sexAllowHumanoids) I have included the fixed pex as a hotfix patch in attachment (I have no idea how to compile scripts and failed miserably when trying, so I just fixed it directly to the pex/pas file. Its my first time looking into skyrim files, but I think I fixed it ok). People can replace the pex file that DCL uses with this one to fix the issue. If you are interested in how I made the pex file, see this post: https://www.loverslab.com/topic/33986-deviously-cursed-loot-v83-2019-05-07/?do=findComment&comment=2861693 I also have included as attachment the psc file that has the line change already applied from the above code block. Would be great to have the issue fixed in the actual mod also. Here are some key phrases for people to find this issue and fix: Deviously cursed loot 8.3 Rejected: wolf. Reason: Actor is humanoid creature, disabled in MCM. Allow Animal Creatures Your attackers seemed to have lost interest in you. Maybe run as long as you still can! dcur_library.pex dcur_library.psc
John Calumnus Posted December 28, 2019 Posted December 28, 2019 Here's a quick note to anyone with a similar problem as me. I searched forums here and elsewhere for a solution to very specific, limited problem that only seems to happen in DCL's Alternate Start. Light sources that flicker or turn on and off as you look around. Appears to be caused by a limitation of Skyrim's engine when handling shadows from multiple light sources in the same area. I've found that if you install a simple 2012 mod called "Colorful Lights No Shadows" it gets rid of the problem completely. Couldn't notice any real effect on the lighting in other areas, but I don't know what the overall result will be for basically turning off shadows for all of Skyrim's light source meshes. Use with caution, and maybe disable once you get out of the DCL dungeon and outside Helgen proper.
Dojo_dude Posted December 29, 2019 Posted December 29, 2019 Where's the MCM options to disable the Walk of Shame?! I had to steal a horse to literally escape death, and my 50 gold bounty ALWAYS leads to a Walk of Shame!!! WTF@! Why not add a feature to disable this? It interferes with PoP also.
Zaflis Posted December 29, 2019 Posted December 29, 2019 1 hour ago, Dojo_dude said: Where's the MCM options to disable the Walk of Shame?! I had to steal a horse to literally escape death, and my 50 gold bounty ALWAYS leads to a Walk of Shame!!! That is some biased luck you have. I don't even remember when i last got it, maybe once or twice in the whole history of playing this mod have I seen it. Maybe it's time to look deeper into the script? ? And no you can't config that in MCM at least yet.
Dojo_dude Posted December 29, 2019 Posted December 29, 2019 3 hours ago, Zaflis said: That is some biased luck you have. I don't even remember when i last got it, maybe once or twice in the whole history of playing this mod have I seen it. Maybe it's time to look deeper into the script? ? And no you can't config that in MCM at least yet. looks like if I talk to guard, I get options, if they talk to to me 'force greet' then I get DCL outcomes. Possible to alter the DCL prison outcomes by removing some options in 'Consequences'?
Zaflis Posted December 29, 2019 Posted December 29, 2019 So previously i managed to compile DD files, now DCL worked too (still from MO2 and Notepad++ Papyrus plugin). Had to add sources from Aradia and SkoomaWhore. But there was one script error @Kimy dcur_mcmconfig.psc, line 2608 (missing 3rd parameter. It's about cuminflation so i assume you mean waist bone) : - cts.SetMorphValue(libs.playerref, 0.0) + cts.SetMorphValue(libs.playerref, 0.0, "Waist") What i was actually looking for is how to disable player controls between Dagonar prison display-model stages, because it's just not fun that i can walk all the way to other guard while one is finishing his chat and "equipping player". I know the commands are Game.DisablePlayerControls() and Game.EnablePlayerControls(), and those stages are set in dcur_prisonQuestScript, but it's also propably related to Creation Kit side quest things. If the quest is more responsible of controlling the flow of things and calling scripts. Learning bit by bit...
shadowwolf2k7 Posted December 30, 2019 Posted December 30, 2019 On 12/27/2019 at 12:14 PM, ThePopato said: I'm still using the outdated NMM, maybe that is the reason I cannot install the mod. If not, where would I find the other DDi? My load order only contains Devious Devices- Integration.esm(I have DDa and DDe installed as well, and they are in the right order.). The problem is that when I attempt to install the mod, the unpacking process stops at 50% and the error message simply reads "File devious devices-ıntegration.esm is not Active.". you need DDa, DDi and DDx to make DCL work. DDe isnt part of the framework. http://www.loverslab.com/files/file/269-devious-devices-assets/ is DDa http://www.loverslab.com/files/file/371-devious-devices-integration-12092014/ is DDi http://www.loverslab.com/files/file/1305-devious-devices-expansion-v116/ is DDx
Aladsk Posted December 31, 2019 Posted December 31, 2019 On 12/30/2019 at 5:04 AM, shadowwolf2k7 said: you need DDa, DDi and DDx to make DCL work. DDe isnt part of the framework. http://www.loverslab.com/files/file/269-devious-devices-assets/ is DDa http://www.loverslab.com/files/file/371-devious-devices-integration-12092014/ is DDi http://www.loverslab.com/files/file/1305-devious-devices-expansion-v116/ is DDx That was a typo, I meant I had Assets, Expansion and Integration in the correct order. My bad.
thedarkone1234 Posted December 31, 2019 Posted December 31, 2019 1 hour ago, ThePopato said: That was a typo, I meant I had Assets, Expansion and Integration in the correct order. My bad. Are you absolutely certain? the correct order is assets, integration and then expansion I can verify that NMM works great with the latest versions of these mods, which brings me to the next question: are all 3 DD mods up to date? DCL currently requires assets 3.0e and integration+expansion 4.2+
DeWired Posted December 31, 2019 Posted December 31, 2019 On 9/11/2019 at 7:38 PM, freeroal said: Hi, thanks for your great mod! I really enjoy it but I find that when I use dollmaker sword and hit female human enemy, nothing happens except they become blue. Is that something wrong? What should I do ? Does anyone have the same issue? @Kimy BUG Dollmaker sword uses for cooldown real time from game start, which becomes 0 at every game load. So, sword works when first acquired, then, when game is saved, time from session start to last hit is saved too. Then, on next game load, sword doesn't work until that saved time passes. So, if it was used in two-hour game, next session it will not work for two hours. Proposed patch:DCL dollmaker sword patch 31122019.zip tested, works for me. Spoiler --- dcur_restraintsonhitEff.psc.orig 2019-12-31 14:51:45.872894800 +0300 +++ dcur_restraintsonhitEff.psc 2019-12-31 15:41:02.951978400 +0300 @@ -14,9 +14,19 @@ return EndIf ; we got a valid target, check if the cooldown is expired. - if (Utility.GetCurrentRealTime() > dcur_dollmakerweapon_cooldown.GetValue()) - dcur_dollmakerweapon_cooldown.SetValue(Utility.GetCurrentRealTime() + 10) - else + Float currentRealTime = Utility.GetCurrentRealTime() + Float cooldownTime = dcur_dollmakerweapon_cooldown.GetValue() + if ( currentRealTime > cooldownTime) + ; cooldown expired, reset and continue + dcur_dollmakerweapon_cooldown.SetValue(currentRealTime + 10.0) + elseif currentRealTime < 10.0 + ; game freshly loaded, reset cooldown from previous game and continue + dcur_dollmakerweapon_cooldown.SetValue(currentRealTime + 10.0) + elseif cooldownTime - currentRealTime > 11.0 + ; game loaded from previous save, reset cooldown and continue + dcur_dollmakerweapon_cooldown.SetValue(currentRealTime + 10.0) + else + ; cooldown not expired return endif debug.trace("[DCUR] Dollmaker weapon spell triggered on " + t.GetLeveledActorBase().GetName()) P.S. On a more curious note, when I noticed the issue, I had sword cooldown variable around 59000.
jaberwocky Posted January 2, 2020 Posted January 2, 2020 While walking around naked due to the slave collar, I thought of a nice addition. Lowering the disposition of female NPC's towards the (female) Dragonborn by something between 1 and 3 points. This gives an additional downside to walking around naked, but not a heavy one. Yet it will be constant and you can hear it as well. This could be placed in a a separate mod, but to the best of my knowledge such a mod does not exists. If it does, can someone point me to it?
darkfender666 Posted January 3, 2020 Posted January 3, 2020 Hi i have few small problems with latest update. 1) missing some textures: for example in dragonare many dd stuff like warden dress, leah boots... also LEON face is purple. I also updated the 3 Devious devices mods so i wonder if i forgot anything else.. 2) any way to disable prison dialogue and let PO take control? if i put the chance to 100? the guard dialogue is different and they often also ends attacking even if they shouldn't. 3) PO Bounty hunters can reach you in dragonar prison messing up everything. 4) how do i start leah service without repeating the quest again? 5) time in dragonar is silly... you have to sleep 2 days to actually make a work day start despite. That is you have to sleep a Whole day after the message you cannot sleep anymore. May i suggest to simply use the bed as a trigger without actually sleeping like captured dreamshop used to do? Ty P.S: everything tested on a brand new game with everything clean.
Lupine00 Posted January 4, 2020 Posted January 4, 2020 @Kimy Found an oddity in yokes added by DCUR: tested extensively with the "Heavy Yoke" 0x26031620 This is set/keyworded "BlockGeneric" though I believe it can be removed by the PC with a pair of standard restraint keys - if they can get lucky and reach the locks - which seems a little anomalous. I'd have expected something a little stronger for an item tagged BlockGeneric. While not definitively wrong, this caused some unexpected behaviour in Devious Followers yoke removal scripts. The number of yokes in DCL that are marked BlockGeneric is somewhat crippling the device removal mechanic in DF, which (when working as intended) ultimately leads to you getting in debt and ending up wearing lots of devices. I've yet to trigger a trap and not get a yoke that didn't have BlockGeneric on it. This possible overuse creates a temptation to play ... fast and loose ... with the BlockGeneric keyword. I'm not making any changes in that direction yet; will see what players think about it. Are these blocking devices really intended to be so obstructive? Also noticed that the regular DD "Iron yoke" has a steel yoke message and uses fancy steel yoke model, not rusty iron as I was expecting.
Lupine00 Posted January 4, 2020 Posted January 4, 2020 While on the topic of yokes, the DCL "cover animation" overrides DD yoke animations.
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