Elsidia Posted July 29, 2020 Posted July 29, 2020 1 hour ago, Kimy said: As for weaker machines: It's 2020. The most funny thing is that no one PC can handle with this even if DCL is only one mod on Skyrim. Painly slow animations start - it's Sexlab guilt as i heard. Also painly slow scripts work - SKSE64? guilt? Not sure. Even if see message when i trigger a trap i have so many time that also can enter in inventory and deny all equipping devices because there is if operand - if you are in inventory ask for equip. Even if this equip is call by script. Sometimes equip process takes about 5 minutes and unequip even longer. I have i5 - 9600 KF - playing SE version. Also in that version is bug: Solicitation - Sex for key next dialogue shows up slowly pain. In most case dialogue is drop by timeout. I you are lucky after long time you can fast press first menu to avoid timeout. Because i not use Sex for keys - never. All other dialogues work good. Also in testing i found if disable zaz 8+ in vortex - sex for key starts show up greatly faster and you have time even decide what you need in next menu) Â But all my says not means that i uninstall DCL. I still waiting version 9.0 - at this moment i done mostly things what can offer 8.5) After some testing i can say i love only 3 mods - DCL (can't describe why i love it so much) , Laura Bondage Shop - nice quests, Trapped in Rubber - strong story line with a little choice what changes a ending or single quests - highly bugged - also choices not fully completed - i check scripts and quests in xedit. Also before i can start it play in SE i spend some hours to redesign outfit for new CBBE body and add compatibility with DCL. Sorry about that long story - TIR left in me strong feelings) Â
Veldon Posted July 29, 2020 Posted July 29, 2020 2 hours ago, Kimy said: Â mod conflicts are inevitable. Mod A changes something. Mod B changes the same thing. Clash. In such cases, it's quite normal that users have to decide for either A and B. I generally try to keep DCL compatible with other major DD mods. But given the sheer number of mods out there, there is no way to avoid clashes altogether. Quite honestly, if DCL clashes with mods I personally use, there is a good chance I will notice and fix the issues on my side, if I can at all (often, I can't). Otherwise, it boils down to people having to make a choice which mod is more important to them. Since you said you uninstalled DCL, you seem to have made that choice and that's ok. Â As for weaker machines: It's 2020. Skyrim is a 2011 game. By industry standards, it's ancient. Yes, DCL is quite a heavyweight mod, but given the content it offers, it's performance impact is still quite reasonable. If a computer really struggles to run DCL inside a reasonably sized load order, chances are it belongs in a museum. And people who pack 500 mods in the same installation and wonder why it doesn't work well shouldn't really blame DCL for that. It is a pity, but understandable. I liked the early versions of DCL. Unfortunately several city mods make changes to Dawnstar. If I have to choose, I prefer the basic stuff (read: bigger cities). Regarding the impact of the mod I am not using the oldest of the oldest of the oldest computer and I definitely do not use 4k or even 8k graphics let alone 500+ mods, but the impact of DCL is noticeable if you use some of its functions (as Elsidia said). Perhaps thedarkone1234 is right. Skyrim itself is dated in a way.
Last_Light Posted July 29, 2020 Posted July 29, 2020 2 hours ago, Kimy said: I have no plans to break up DCL in smaller parts and/or to remove features from it or release tailor-made DCL versions for different people's different tastes. It gets suggested every now and then, but I find the notion funny that if there is a conflict between DCL and some other mod, it always needs to be DCL that goes out of the other mod's way. Mate your mod isn't treated like everyone else's because it isn't like everyone else's. DCL could've been 10 separate mods, there's nothing connecting 90% of this mod to the original "Cursed Loot" mechanic. There's a reason the heavy majority of mod authors don't put all of their content behind one esp, because it becomes an over-bloated mess.  Yet somehow modularity is a bad thing and potential patchers are "butchers", it's a good thing Bethesda doesn't share that logic. Yeah people will have to choose, but there's no reason for them to have to.  Do whatever you want, it's your mod, but don't act surprised when people keep asking for the reasonable. 1
Thrunge Posted July 29, 2020 Posted July 29, 2020 12 hours ago, Zaflis said: This is a very rare bug that cannot be reproduced, and waiting is not likely to bring him over. If it doesn't work the first time, load back a save from before you got the quest from Nazeem. Exit Skyrim and reload and that sort of tricks... I have just finished the Chloe quest and too had that bug with Nazeem not showing up, after i spoke to him and he said meet in the hall of the dead he ran a few steps and disappeared.. I have had this sort of bug before with an npc from Solitude, its a Skyrim thing i think as when I moved myself to him I was a thousand feet in the air halfway between whiterun and rorikstead, falling to my inevitable death. Same thing happoened when I moved myself to Nazeem just now, he was up in the air in a similar spot. I fudged it to carry on with the Chloe quest, i did the console cheat (prid 0001A6A4 then moveto player)  Anyway, in reference to the earlier idle animation issue I had, having finished the Chloe quest the Dollmaker took off all the gear and I was left with the exact same idle animation issue I had with the parasite!! Strange and disappointing. As I have corrected the mod order that couldnt be it so I thought some more about what may be the cause and any unexpected mod interactions. The only thing in my load order that also deals with player animations is FNIS PCEA2 (I had planned to use it but havent done anything with it yet, its as it was fresh loaded.)  So I saved the game, unloaded FNIS PCEA2 , reran FNIS and reloaded the game. The idle animation had now changed into a version of that used in the Chloe quest. So I equipped all of the Chloe quest gear again and then unlocked and unequipped it. Lo and behold my sexy idle animation was now back !  So it does appear there is an interaction between DCL and FNIS PCEA2 at some level (beyond my knowledge) that is causing the idles to behave oddly. It may be that using PCEA2 itself would resolve these issues as it is supposed to let you pick animations on the fly but for now I shall just remove it from any game with DCL.  Anyway just though you would want to know.... Cheers Â
Clea Strange Posted July 29, 2020 Posted July 29, 2020 On 7/19/2020 at 8:03 PM, zarantha said: I don't use it either, but more people than I ever thought would actually do use a controller with the pc game. Â Â I use a controller with skyrim and other games if their is controller support. To me using a controller makes games way easier than using keyboard and mouse imo
jigwigigx Posted July 30, 2020 Posted July 30, 2020 Quick question: is the whore collar broken? Just got hit with it for the first time and no relevant dialog options appear. Â
jigwigigx Posted July 30, 2020 Posted July 30, 2020 15 hours ago, Zaflis said: This is a very rare bug that cannot be reproduced, and waiting is not likely to bring him over. If it doesn't work the first time, load back a save from before you got the quest from Nazeem. Exit Skyrim and reload and that sort of tricks... This is caused by running into the meeting point too soon after talking to nazeem. When you first talk with him, wait 10 seconds after he walks off and he will vanish into thin air, then go to where you are supposed to meet him and he will be there. 1
Kimy Posted July 30, 2020 Author Posted July 30, 2020 5 hours ago, Last_Light said: Mate your mod isn't treated like everyone else's because it isn't like everyone else's. DCL could've been 10 separate mods, there's nothing connecting 90% of this mod to the original "Cursed Loot" mechanic. There's a reason the heavy majority of mod authors don't put all of their content behind one esp, because it becomes an over-bloated mess.  Yet somehow modularity is a bad thing and potential patchers are "butchers", it's a good thing Bethesda doesn't share that logic. Yeah people will have to choose, but there's no reason for them to have to.  Do whatever you want, it's your mod, but don't act surprised when people keep asking for the reasonable. Bethesda...oh right, that's the company that released a so-called "open world" game named "Skyrim" where 90% of content has no apparent connection other than sharing the same world. Go here, do some quest there, go somewhere else, run an errand there. Yeah, that's SO different from what DCL does. DCL is indeed different from most mods. Starting where it's larger than most and offering more content than most. Yes, it started with traps. And then I added more related stuff over time. I didn't want to limit it to just traps, just because that's what I started with. Now, I'd say it's a BDSM expansion pack for Skyrim with a misleading name. People keep downloading it, so perhaps they like it? There is nothing wrong with modularity, mind you. There are plenty of little one-trick pony mods out there that do their job just nicely and never wanted to be anything bigger. That's fine! There are also many one-trick pony mods out there that do that one trick because their authors didn't have the time or the drive to make something bigger. That's also fine. But bashing somebody making a large successful mod because it's large and successful is pretty funny, really.  And yes, it's really my mod, so thankfully I don't have to listen to your personal version of "reasonable". Bethesda didn't either, otherwise Skyrim would have shipped as 25 separate episodes and not a monolithic open world game. 6
Zaflis Posted July 30, 2020 Posted July 30, 2020 6 hours ago, Elsidia said: ... if you are in inventory ask for equip. Even if this equip is call by script. Sometimes equip process takes about 5 minutes and unequip even longer. ..., Trapped in Rubber - strong story line with a little choice what changes a ending or single quests - highly bugged - ... As long as you never use DCL and Trapped In Rubber in same save you're good. Even if you uninstall other and activate other afterwards it can already have broken the save.  I can also confirm i have never seen equipping take even 5 seconds even on SSE, and neither have i heard other reports like that so guessing it's just you. You might need to look into stabilizing your Skyrim and start a new game whenever you feel like save has become unstable. The more you understand about those things the longer playthroughs can you make. If you keep changing mods during a playthrough it can be a bad bad thing.
Kimy Posted July 30, 2020 Author Posted July 30, 2020 6 hours ago, Veldon said: Regarding the impact of the mod I am not using the oldest of the oldest of the oldest computer and I definitely do not use 4k or even 8k graphics let alone 500+ mods, but the impact of DCL is noticeable if you use some of its functions (as Elsidia said). Perhaps thedarkone1234 is right. Skyrim itself is dated in a way. It really is, unfortunately. That and the engine honestly wasn't exactly a marvel of technology even when the game launched. The scripting engine in particular is just not very well designed. DCL's code is jumping through some serious hoops to perform better in low-performance settings, but alas, it's not the only scripted mod around, and the engine really doesn't scale well. I'd still say DCL runs well enough on at least a semi-modern PC with Skyrim configured correctly.
Guest Posted July 30, 2020 Posted July 30, 2020 27 minutes ago, Kimy said: Bethesda...oh right, that's the company that released a so-called "open world" game named "Skyrim" where 90% of content has no apparent connection other than sharing the same world. Go here, do some quest there, go somewhere else, run an errand there. Yeah, that's SO different from what DCL does. DCL is indeed different from most mods. Starting where it's larger than most and offering more content than most. Yes, it started with traps. And then I added more related stuff over time. I didn't want to limit it to just traps, just because that's what I started with. Now, I'd say it's a BDSM expansion pack for Skyrim with a misleading name. People keep downloading it, so perhaps they like it? There is nothing wrong with modularity, mind you. There are plenty of little one-trick pony mods out there that do their job just nicely and never wanted to be anything bigger. That's fine! There are also many one-trick pony mods out there that do that one trick because their authors didn't have the time or the drive to make something bigger. That's also fine. But bashing somebody making a large successful mod because it's large and successful is pretty funny, really. Â And yes, it's really my mod, so thankfully I don't have to listen to your personal version of "reasonable". Bethesda didn't either, otherwise Skyrim would have shipped as 25 separate episodes and not a monolithic open world game. There are several modders who have made collections of mods that work well together and can be considered "something bigger" as a whole, but don't require a single unified mod to do it. Dismissing those as "one-trick-pony" mods is a bit harsh imo. Heck, in a more large-scale way isn't that what both Sexlab and the Devious Skyrim project kinda are? Creating a base level collection of assets, but then allowing the users to pick and choose what functionality they want by adding mods ontop of that. Â Idk, I might just be misreading your tone. Â Though to be fair, DCL has the ability to disable pretty much any functionality you dislike in it (though some of the disables are bugged atm). So in some ways it is "modular", so a lot of the arguements against its scope creep are kinda moot. Â Also, as an aside a little while ago you were talking about how your MCM had reached the limit of what you could really do. Have you seen YeOlde Papyrus? It has a code fragment that you can use to break your MCM up into multiple scripts, rather than one huge one. Its license allows you to pack it in your mod, and it might give you some more flexibility.
Elsidia Posted July 30, 2020 Posted July 30, 2020 32 minutes ago, Zaflis said: You might need to look into stabilizing your Skyrim and start a new game whenever you feel like save has become unstable Ok there nothing much to say. Install fresh Skyrim SE - only DCL requirements - start new game as captured princess - wait while all mods initialize - got in cage - wait about 1 minute while quest items equipping. That's how it's work always. And if you think that only i alone say about slow work - you are naive. Â
Kimy Posted July 30, 2020 Author Posted July 30, 2020 32 minutes ago, osmosis-wrench said: There are several modders who have made collections of mods that work well together and can be considered "something bigger" as a whole, but don't require a single unified mod to do it. Dismissing those as "one-trick-pony" mods is a bit harsh imo. Heck, in a more large-scale way isn't that what both Sexlab and the Devious Skyrim project kinda are? Creating a base level collection of assets, but then allowing the users to pick and choose what functionality they want by adding mods ontop of that. Â Idk, I might just be misreading your tone. Â Though to be fair, DCL has the ability to disable pretty much any functionality you dislike in it (though some of the disables are bugged atm). So in some ways it is "modular", so a lot of the arguements against its scope creep are kinda moot. Â Also, as an aside a little while ago you were talking about how your MCM had reached the limit of what you could really do. Have you seen YeOlde Papyrus? It has a code fragment that you can use to break your MCM up into multiple scripts, rather than one huge one. Its license allows you to pack it in your mod, and it might give you some more flexibility. Â Devious Skyrim isn't a project of any sort. It is (was) simply a mod list naming all mods using the DD framework, so users interested in DD content could locate them conveniently. There never was any formalized coordination of any sort between DD content mod authors. Everybody did what they felt like doing, and it's still that way. Sexlab is a monolithic mod as well. It really does everything related to sex scenes, with the notable exception of handling arousal, which a separate mod was made for. Â And yes, DCL tries really hard to be configurable and is one of the most configurable mods there is. A lot of the heat I am getting is for daring to add a handful of assets to the world and thus conflicting with mods that throw assets into Skyrim's world like candy. There is really no way anyone could place a new house into Skyrim without conflicting with at least SOMETHING. Even the CD store, which was placed in a corner so remote that nobody would ever place a store there, clashes with some mods that picked the same location. So I have come to just accept that clashes are inevitable, move on, and leave the choice to people what mod they prefer to use when they have to decide for one. Some will opt for DCL. Some will opt for whatever mod it is that adds pretty houses to Dawnstar. That's fine. Â PS: My tone tends to adapt to the poster I am reacting to. If somebody is rude and condescending, I tend to reply in the same way, because I assume that's their preferred way of communication, for otherwise they probably would phrase their posts differently. If you spot me doing that in a post not directed at you, just take it as such. 1
Clea Strange Posted July 30, 2020 Posted July 30, 2020 I got bound by Nazeem doing Chloe's quest and I looked under active effects and their is a few active effects in red that is missing names  Spoiler Â
thedarkone1234 Posted July 30, 2020 Posted July 30, 2020 2 hours ago, Elsidia said: Ok there nothing much to say. Install fresh Skyrim SE - only DCL requirements - start new game as captured princess - wait while all mods initialize - got in cage - wait about 1 minute while quest items equipping. That's how it's work always. And if you think that only i alone say about slow work - you are naive.  I think here is your mistake: why do you start the game as the captured princess before all mods initialize? Maybe next time try to let all mods initialize in the cell before even talking to the Mara statue. And don't even move at all. Stand there. Manually activate mods that need manual activation such as sexlab. Wait again. Save. Load. More mods will initialize such as DD and EC+. Save. Load. Make sure nothing else still needs loading. Configure your MCM the way you like it. Then, only then, speak to Mara.  I play LE which should perform less good than SE and even on my old computer it took like 5 seconds to be bound as soon as I loaded into the cage, maximum time.
Last_Light Posted July 30, 2020 Posted July 30, 2020 5 hours ago, Kimy said: Bethesda...oh right, that's the company that released a so-called "open world" game named "Skyrim" where 90% of content has no apparent connection other than sharing the same world. Go here, do some quest there, go somewhere else, run an errand there. Yeah, that's SO different from what DCL does. DCL is indeed different from most mods. Starting where it's larger than most and offering more content than most. Yes, it started with traps. And then I added more related stuff over time. I didn't want to limit it to just traps, just because that's what I started with. My comparison to Bethesda was in regards to your attitude about patchers being "butchers", not about making an overbloated mess. It's an open world sandbox of course it has content that is unrelated to other content.  Quote Now, I'd say it's a BDSM expansion pack for Skyrim with a misleading name. People keep downloading it, so perhaps they like it?  I never said anything about the quality of the content within your mod, or that people should dislike it. I said that you'll keep getting requests until the end of time about compatibility because of the structure of this mod.  Quote There is nothing wrong with modularity, mind you. There are plenty of little one-trick pony mods out there that do their job just nicely and never wanted to be anything bigger. That's fine! There are also many one-trick pony mods out there that do that one trick because their authors didn't have the time or the drive to make something bigger. That's also fine. But bashing somebody making a large successful mod because it's large and successful is pretty funny, really. And now mods that remain within their initial scope are "one-trick pony mods", ugh. I'm not saying making a giant mod is a bad thing, obviously. I'm saying making a mod that is massive collection disjointed ideas is a recipe for disaster. And you can still have several "one-trick pony mods" form something bigger. It's not an issue of scale it's an issue of focus.  Quote And yes, it's really my mod, so thankfully I don't have to listen to your personal version of "reasonable".  It's a good thing I wasn't make a demand then. You are the one constantly bashing your head against a wall every time I check on this thread because someone is asking for modularity or a DCL-Lite. I really don't care what you do, I'm competent enough that I can remove the things about your mod I don't like.  And the point wasn't to "bash" you, it was to tell you why so many people have an issue with your mod specifically. If you want to ignore what I'm saying be my guest, I'm not the one that's going to have to spend another 6 years dealing with the issues that stem from your decisions.  Quote Bethesda didn't either, otherwise Skyrim would have shipped as 25 separate episodes and not a monolithic open world game. Again the comparison was made in regards to your outlook on people touching your mod. If Bethesda shared your view on people modifying their content, well DCL wouldn't exist now would it? 1
qawsedrftg765 Posted July 30, 2020 Posted July 30, 2020 9 hours ago, Kimy said: Â Â ... And people who pack 500 mods in the same installation and wonder why it doesn't work well shouldn't really blame DCL for that. I always find it funny when people complain about a mod causing conflicts. With modern tools, even NMM which is now older than skyrim itself, it is easy to resolve conflicts. I am running a literal 500 mod order with DCL and Legacy of the Dragborn as the core and minimal problems to say the least. I did have an issue when upgrading from DCL 8.3 to 8.5 but that is the risk of changing mods. If you are having issues with a mod with this much documentation you are probably just bad at modding and need to RTFM
twsnider1138 Posted July 30, 2020 Posted July 30, 2020 Ok I have a couple of quick questions regarding DCUR and Combat Surrender. Can I actually do anything with the slave traders I see occasionally wandering around or are they just for flavour? Like say I have some pretty young bandit who I’ve got tied up and gagged, can I sell her to the slaver or am I stuck just having sex with her before using her for combat skill practice? Second question, if I do have a prisoner via combat surrender and want to take her somewhere, are the guards supposed to keep trying to kill her? I took her to Riverwood to try and sell her but the guards just violently attacked her. Thank you very kindly.
Elsidia Posted July 30, 2020 Posted July 30, 2020 4 minutes ago, twsnider1138 said: Ok I have a couple of quick questions regarding DCUR First speak with Slave trader and he got you book with teleport. Then tied up Bandit and order her follow you. Teleport to trader by reading book. Combat starts. Wait while Bandit is in bleedout - all NPC calms. Talk to slave trader and sell bandit. Teleport back by reading book to place where you take a bandit.  If Slave trader not here - you are unlucky - his have wandering around - need wait while him appears.
jigwigigx Posted July 30, 2020 Posted July 30, 2020 I was just reading the last couple of pages and I saw a lot of posts regarding crashing and stability issues due to too many mods or whatever, I thought I would pass on a few tips based on my own experience of modded skyrim on computers with low to mid range graphics. 9 times out of 10, issues are caused by mods that use high textures such as 4k especially along with an enb mod. I generally avoid them, I might have one or two that use 2k textures but I keep these to a minimum. Disabling the 3 Skyrim High Resolution Texture Packs can really give you a huge performance gain if you don't mind the loss of quality in lighting. In some cases, it is necessary depending on which mods you want to run. Basically You can't have everything. Â
Veldon Posted July 30, 2020 Posted July 30, 2020 That's quite a tense atmosphere in this topic now. Sorry, I did not want to cause such a trouble with my question. Â 9 hours ago, donttouchmethere said: Maybe I can help, what exactly are you missing in a DCLless setup? (some unique DCL features just can't be replaces tho ^^) Keep in mind you can deactivate many DCL functions and combine DCL with other mods that way (also to prevent a lot of redundant features ingame). That took me a while to understand, because of my greed to have EVERYTHING activated all the time. Thanks for the offer. Based on my earlier posting the features are a combination of the loot feature (without the explosion of deviously enchanted chests), prostitution, the dialogue part (comments, insults and humiliation), reatcons on public indecency and sex attacks, preferably at night (I tested horrible harassment, but I could not get the NPCs to do something nasty). Right now I am testing SL Adventures to make city life more interesting.
JuliusXX Posted July 30, 2020 Posted July 30, 2020 15 minutes ago, Veldon said: That's quite a tense atmosphere in this topic now. Sorry, I did not want to cause such a trouble with my question. Â Thanks for the offer. Based on my earlier posting the features are a combination of the loot feature (without the explosion of deviously enchanted chests), prostitution, the dialogue part (comments, insults and humiliation), reatcons on public indecency and sex attacks, preferably at night (I tested horrible harassment, but I could not get the NPCs to do something nasty). Right now I am testing SL Adventures to make city life more interesting. You might want to check M.C.G. 1
Elsidia Posted July 30, 2020 Posted July 30, 2020 Maybe there already was that question but it's hard to find even if don't know how to formulate a query. When end Leon's quest are long time undress from obsidian items. Leon mention about new collar to lock on you, but technically nothing are lock me after undress process. And i remember that in version 8.4 i really got back collar. Question: In version 8.5 this collar not equip by compatibility issues or it's long unequip scrip lag - so long that DCL can't reequip back a collar?
Kimy Posted July 30, 2020 Author Posted July 30, 2020 16 hours ago, thedarkone1234 said: I think here is your mistake: why do you start the game as the captured princess before all mods initialize? Maybe next time try to let all mods initialize in the cell before even talking to the Mara statue. And don't even move at all. Stand there. Manually activate mods that need manual activation such as sexlab. Wait again. Save. Load. More mods will initialize such as DD and EC+. Save. Load. Make sure nothing else still needs loading. Configure your MCM the way you like it. Then, only then, speak to Mara.  I play LE which should perform less good than SE and even on my old computer it took like 5 seconds to be bound as soon as I loaded into the cage, maximum time. ^ This Letting a new game properly initialize is absolutely critical, and this means remaining in the LAL cell until ALL mods are done setting up. Also, don't manually initialize mods (e.g. SexLab) until this is done. The Skyrim scripting engine is a total potato, so putting more strain on it than necessary is not a good idea. And starting a new game tends to be the largest performance hit it's likely to see in the entire playthrough while all these mods go through their initialization routines. There is a reason why many larger mods including DCL delay script-heavy startup routines. 1
DeeplyForbidden Posted July 30, 2020 Posted July 30, 2020 On 7/28/2020 at 4:49 AM, Elsidia said: Both. Cool. I asked because those outfits seem to be broken in some weird way. Their belly sizes don't match my character's model for some reason so when I put them on, there is a visible gap between the outfit and my character's body.
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