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Posted

Well with the new papyrus, it seems to be saving between zoning out, saving, restarting the game, then zoning back in. 

 

I'm getting random CTDs on load, but if i just keep trying long enough, it eventually becomes stable. I have no idea why this is, and I'm not sure it's the papyrus update that did it, but I shall investigate further.

Posted

I didn't know how much I needed this mod before I found it.

 

However, there are two things I found, Cage self bondage does not work, I use the spell, while the ring is equipped, and nothing happens.

I can cage other people, I can self bondage everything else, only cage isn't working.

No idea where exactly it dies but the little instructions window isn't showing up, so I guess the problem is with the initial script, somewhere.

 

Otherwise it seems to me that the arousal increase/decrease isn't over time, but applied in full halfway through the duration, so, you start at 0, 30 seconds in it goes from 0 to 100 in a second.

Would be nice if that was gradual (1 arousal per second in the animation or something like that).

 

 

Posted

A bit off topic, but does that apply when AI is in combat? If I trigger combat with an AI and then run to a non red zone does that mean the AI will never reach me?

 

theoretically. one good example is when you get nettlebane from the hargraven, there are several points where if you snipe from the mountain side there is no way for her to calculate how to get you and she just stands there in one place while you put 30 arrows into her. i've also witnessed it shooting a bear from across a river and up a cliff. the bear ran as far away as it could (out of normal range if it wasn't for the arrow distance hack) but then just stood there because it had no idea how to path to me. almost all navmeshes are close enough to where you might try to hide for melee weapon swings during normal interior combat.

 

if you unrelenting force an npc into a unnavmeshed area, they will probably just deal with it until combat ends. but they won't purposely go there.

 

there is another component that involves combat, called cover edges. these are markers you can place that tell ai there is something to hide behind.

Posted

 

 

i keep getting CTDs even with arousal installed, and i have every requirement, i also use loot to organize everything, not sure what it could be happening.

 

not a fan of loot. it always fucks my shit up. not going to say that that is the cause, but, i fucking hate loot. and boss.

 

papyrus logs are almost always useless, but ill go ahead and ask for one if you have it.

 

at what point is the ctd? at launch? at save game load? at bind will? on bondage? on self bondage? on self bondage finish? on release will? on marker set? on move to marker? etc.

 

 

The CTD happens right after it opens, its pretty much the only mod causing a crash/CTD in my setup.

 

Also here is the log.

 

 

yep, as i suspected. useless log. i don't know why everyone insists on asking for them when the mods always crash before the game has time to write anything. honestly, crash on launch sounds like a load order or missing dep issue.

 

 

 

lets see. sky ui.... zaz animation pack... sexlab... sexlab aroused... then display model. that should be it really.

 

Well with the new papyrus, it seems to be saving between zoning out, saving, restarting the game, then zoning back in. 

 

I'm getting random CTDs on load, but if i just keep trying long enough, it eventually becomes stable. I have no idea why this is, and I'm not sure it's the papyrus update that did it, but I shall investigate further.

 

i get a metric shitload of CTD on load since even before i became a modder. there are times my quicksaves will not load, so i will load a save before the quicksave, and then after that the quicksave loads. i don't even.

Posted

I didn't know how much I needed this mod before I found it.

 

However, there are two things I found, Cage self bondage does not work, I use the spell, while the ring is equipped, and nothing happens.

I can cage other people, I can self bondage everything else, only cage isn't working.

No idea where exactly it dies but the little instructions window isn't showing up, so I guess the problem is with the initial script, somewhere.

 

Otherwise it seems to me that the arousal increase/decrease isn't over time, but applied in full halfway through the duration, so, you start at 0, 30 seconds in it goes from 0 to 100 in a second.

Would be nice if that was gradual (1 arousal per second in the animation or something like that).

 

cages have been fixed in the next version. arousal should inc/dec based on your settings during self bondage. if you set the game for 30 seconds, then every 10 seconds (at the same time she moans) it is reduced by 10. if you set it to 100 seconds then every ~33.33336 seconds it is reduced by ~33.33336.

 

it [arousal] is not used for anything else really at this point.

Posted

 

 

i keep getting CTDs even with arousal installed, and i have every requirement, i also use loot to organize everything, not sure what it could be happening.

 

not a fan of loot. it always fucks my shit up. not going to say that that is the cause, but, i fucking hate loot. and boss.

 

papyrus logs are almost always useless, but ill go ahead and ask for one if you have it.

 

at what point is the ctd? at launch? at save game load? at bind will? on bondage? on self bondage? on self bondage finish? on release will? on marker set? on move to marker? etc.

 

 

The CTD happens right after it opens, its pretty much the only mod causing a crash/CTD in my setup.

 

Also here is the log.

 

 

Not to butt in but are your sure this was sorted by loot?

 

You have aroused before sexlab, aroused requires sexlab

 

You have DDi before Zaz animation, DDi requires Zaz animation

 

You have DDa before sexlab, DDa requires sexlab

 

 

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

ApachiiHair.esm

ApachiiHairFemales.esm

AzarHair.esm

hdtHighHeel.esm

SexLabAroused.esm

Devious Devices - Assets.esm

Devious Devices - Integration.esm

SexLab.esm

Schlongs of Skyrim - Core.esm

Devious Devices - Expansion.esm

soulgem-oven.esp

ZaZAnimationPack.esm

SkyUI.esp

FNISspells.esp

 

 

 

My load order which contains all of those and is sorted by loot is totally different.

 

Start of the load order that loot has done for me

 

 

Skyrim.esm=1

Update.esm=1

Unofficial Skyrim Patch.esp=1

Dawnguard.esm=1

Unofficial Dawnguard Patch.esp=1

HearthFires.esm=1

Unofficial Hearthfire Patch.esp=1

Dragonborn.esm=1

Unofficial Dragonborn Patch.esp=1

SexLab.esm=1

SharedSeranaDialogue.esm=1

Devious Devices - Assets.esm=1

SGHairPackBase.esm=1

hdtHighHeel.esm=1

ApachiiHair.esm=1

paradise_halls.esm=1

Schlongs of Skyrim - Core.esm=1

SexLabAroused.esm=1

SexLab Attraction.esm=1

ZaZAnimationPack.esm=1

daymoyl.esm=1

Devious Devices - Integration.esm=1

Devious Devices - Expansion.esm=1

HighResTexturePack01.esp=1

HighResTexturePack02.esp=1

HighResTexturePack03.esp=1

 

 

Posted

 

 

 

i keep getting CTDs even with arousal installed, and i have every requirement, i also use loot to organize everything, not sure what it could be happening.

 

not a fan of loot. it always fucks my shit up. not going to say that that is the cause, but, i fucking hate loot. and boss.

 

papyrus logs are almost always useless, but ill go ahead and ask for one if you have it.

 

at what point is the ctd? at launch? at save game load? at bind will? on bondage? on self bondage? on self bondage finish? on release will? on marker set? on move to marker? etc.

 

 

The CTD happens right after it opens, its pretty much the only mod causing a crash/CTD in my setup.

 

Also here is the log.

 

 

Not to butt in but are your sure this was sorted by loot?

 

You have aroused before sexlab, aroused requires sexlab

 

You have DDi before Zaz animation, DDi requires Zaz animation

 

You have DDa before sexlab, DDa requires sexlab

 

 

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

ApachiiHair.esm

ApachiiHairFemales.esm

AzarHair.esm

hdtHighHeel.esm

SexLabAroused.esm

Devious Devices - Assets.esm

Devious Devices - Integration.esm

SexLab.esm

Schlongs of Skyrim - Core.esm

Devious Devices - Expansion.esm

soulgem-oven.esp

ZaZAnimationPack.esm

SkyUI.esp

FNISspells.esp

 

 

 

My load order which contains all of those and is sorted by loot is totally different.

 

Start of the load order that loot has done for me

 

 

Skyrim.esm=1

Update.esm=1

Unofficial Skyrim Patch.esp=1

Dawnguard.esm=1

Unofficial Dawnguard Patch.esp=1

HearthFires.esm=1

Unofficial Hearthfire Patch.esp=1

Dragonborn.esm=1

Unofficial Dragonborn Patch.esp=1

SexLab.esm=1

SharedSeranaDialogue.esm=1

Devious Devices - Assets.esm=1

SGHairPackBase.esm=1

hdtHighHeel.esm=1

ApachiiHair.esm=1

paradise_halls.esm=1

Schlongs of Skyrim - Core.esm=1

SexLabAroused.esm=1

SexLab Attraction.esm=1

ZaZAnimationPack.esm=1

daymoyl.esm=1

Devious Devices - Integration.esm=1

Devious Devices - Expansion.esm=1

HighResTexturePack01.esp=1

HighResTexturePack02.esp=1

HighResTexturePack03.esp=1

 

 

 

 

i did use loot yeah, but anyway, i managed to get it working, still.., thanks.

 

Posted

Awesome mod. It appears to only let you kidnap named npc's, I tried kidnaping a random bandit and while the bondage works when I teleported her to my house I went there only to find a group of skeevers where she should have been hanging :D. Only two things I can think of that would add to the cool factor is if some kind of crying could be added to the bonded npc's they are just too quiet what with being kidnapped and all. The other thing, not entirely sure if possible would be able to bond dead npc's.

Posted

I really enjoy this mod a lot but I was wondering a few things:

1) With some people (I think so far I've only really tried this with followers) I will use the bind will and teleport functions, only for them to disappear for a little while and then show back up where they usually have their daily routines (or once I found used console commands to find them out in the middle of skyrim).  I get around this usually be taking them to the location and telling them to hang out with AFT

 

2) If I use bind will they sometimes start moving like they're walking, though they don't actually go anywhere, I'm not sure if there's a way I can fix that.

 

3) I will set a person up with an animation and leave them there, but after a while they quite doing the animation/pose, though they stay in the same spot.  This usually takes some time, in game days or after I save, quit  and come back, but it always happens eventually.  In the past I figured that this was a problem with the game, that they just can't remember the animations long enough after you leave the cell, but some of the comments I've heard makes it sound like they should play it indefinitely, no matter how long you are gone, and if so I would really like to know what I am doing wrong

Posted

Awesome mod. It appears to only let you kidnap named npc's, I tried kidnaping a random bandit and while the bondage works when I teleported her to my house I went there only to find a group of skeevers where she should have been hanging :D. Only two things I can think of that would add to the cool factor is if some kind of crying could be added to the bonded npc's they are just too quiet what with being kidnapped and all. The other thing, not entirely sure if possible would be able to bond dead npc's.

 

yes. unnamed npc's aren't really people i found out. the game will create them and free them at will as needed - as well as sharing resources. even some named characters, like bards, can be a little tricky because they seem to have scripts that zip them back to the inn to sing.

 

if you bondage a dead npc, two interesting things happen:

 

1) the bondage goes crazy, limbs fly everywhere

2) they come back to life.

 

no joke. same with the "force semen donor" spell of soulgem oven lolololol.

 

I really enjoy this mod a lot but I was wondering a few things:

1) With some people (I think so far I've only really tried this with followers) I will use the bind will and teleport functions, only for them to disappear for a little while and then show back up where they usually have their daily routines (or once I found used console commands to find them out in the middle of skyrim).  I get around this usually be taking them to the location and telling them to hang out with AFT

 

2) If I use bind will they sometimes start moving like they're walking, though they don't actually go anywhere, I'm not sure if there's a way I can fix that.

 

3) I will set a person up with an animation and leave them there, but after a while they quite doing the animation/pose, though they stay in the same spot.  This usually takes some time, in game days or after I save, quit  and come back, but it always happens eventually.  In the past I figured that this was a problem with the game, that they just can't remember the animations long enough after you leave the cell, but some of the comments I've heard makes it sound like they should play it indefinitely, no matter how long you are gone, and if so I would really like to know what I am doing wrong

 

pretty certain this is related to the papyrusutil mentioned 50 times in this thread. sounds like ash is near to releasing the fixed version we need.

Posted

 

UPDATE YOUR PAPYRUS UTIL

  • http://www.loverslab.com/files/file/484-papyrusutil/
  • To fix the problem of all your bondage being lost after restarting your game.
  • "But DarkCee," you might say "I never installed that mod to begin with."
  • Yes you did. It comes packaged in SexLab. Sexlab 1.59 has a broke version of PapyrusUtil. You need to install PapyrusUtil 2.7 ON TOP OF SexLab, allow PapyrusUtil to replace the files SexLab installed.

 

Posted

few questions, because I like this mod so far but it's got problems that irk me:

when I release someone, why does the "follow me" option stay?

(not a question) Make an MCM option to remove the spells when I don't need them. I hate spam, and I typically run with a few mods that already fill my spellbook. I'd love to minimize that aspect as much as possible.

(completely unrelated): in your sig is a 'terms of use'. Do you abide by it too? ^_^

Posted

Just wondering if you are going to add any new stuff in the latest Zaz realease.  I haven't had a chance to even see the changes in Zaz yet, so I don't know how extensive they are.  Anyways, I love this mod, and thanks for providing us with an easy way to put people on display.

Posted

Just wondering if you are going to add any new stuff in the latest Zaz realease.  I haven't had a chance to even see the changes in Zaz yet, so I don't know how extensive they are.  Anyways, I love this mod, and thanks for providing us with an easy way to put people on display.

 

all the new things he added aren't ready yet, but he said he's still working on it.

Posted

Amazing mod darkconsol .However I found that the    "Cycle  cages spell" does not work in self bondage.When the spell is cast while wearing the ring nothing happens The other spells work fine. I tried resetting the mod through MCM but the problem remains. Has anyone else experienced this ?

  • 2 weeks later...
Posted

I'm having an issue with this mod where nothing shows up in MCM. 

 

I have all the requirements, and if I search for the spells in the console I can find them, but there's no menu in MCM to configure them or add all the spells.

 

Does anyone know what might be causing this?

Posted

 

Navmeshes and You

or

Why Bots Move Or Spaz The Fuck Out When You Bondage Them On Things Like Tables and Beds 

 

NPCs do not see the world the way you or I may see the world. We see a table, a bed, a desk, dirty hobo, whatever, and think "IMA JUMP ON TOP OF THAT SHIT" and we do, because we can. NPCs (or bots) do not see the world this way though. In fact, they do not see the world at all. They have no idea there is a table, a bed, a desk, or a dirty hobo in the room. All they know is that they have a map of places they can get to and just hope there is shit to do when they get there.

 

Often times when an NPC decides it has walked enough, it finds out there isn't jack shit to do over there in the corner of the room. That is why at some point Bethesda added the random idle animations to make it look like your NPCs aren't off being complete spazes staring at a blank wall - when the truth is their mind is as empty as a box of condoms on prom night.

 

attachicon.gifnavmesh.png

 

Here is a picture of the master bedroom in breezehome. So have a bed, a desk and chair, and some random trash laying around. At some point whoever made this house determined that bots should not be able to walk on the bed. I know this because the red areas of the map are the places bots are allowed to go. There are two things to notice here, first being bots will never ever walk on the bed on their own accord (not without being forced to by move to location, or sexlab, etc). The second thing to notice is that they will never walk very close to that left wall or between the crate and the chair, even though you as a player can.

 

This also means there are two problems, first being if you bondage someone on the bed, when you leave the house and come back, or restart the game, whoever you bondaged on the bed will more than likely be teleported to one of the red areas to the side of the bed. The other problem is if you bondage someone too close to that wall, they will more than likely come out away from the wall a bit next time you check on them.

 

Take this one step further, lets say you delete the bed from your game using a mod like Jax Positioner. That is all fine and good, but the bots still have no bloody clue they can walk there. As far as they know it is still just a no-go zone. They have no concept of floor space.

 

"But dark-c man," you might be asking, "I've seen a bot sleep on the bed, and sit in chairs, and do all kinds of shit not in the red light district?" - well this is due to yet another thing completely unrelated to map navigation - idle markers. These are things you can put down on the map and when a bot gets close enough to one, it can trigger it. If you put an idle marker for triggering sleeping next to a bed, technically the bot is actually still standing in the red zone, its just the animation has made them appear to have sat down and rolled over onto the bed!

 

So, how can you fix this? Well, it's a bitch. Basically you have to create a new ESP, then figure out how to use the creation kit editor for editing the navmesh vertices. This is all fine, but sometimes it doesn't even work and you have to restart the damn thing. But the basic principle is: dragging existing points and adding new ones to create new triangles (notice all of them are triangles) in areas they need to go. There used to be a thing where you could only put navmeshes in ESM files but that is no longer an issue. Plus if you make these changes you will probably crash the game if any other mods dick around with the same house you hacked. Personally, I suggest just finding out where the game will let you bondage and just go with it.

 

love,

dc++

 

p.s. computer science, bitches.

 

 

Thanks for that explanation. I was wondering why my milk/cheese production facility wasn't as pretty or well organized on a reload. I just needed to put the participants on the right path - erm so to speak.

 

  • 2 weeks later...
Posted

I've got captured bandits girls transformed into models, but they are atacked by my hentai creature.

Somebody know how I can avoid that ?

Posted

even after changing the faction, bandits will not work well. bandits, vigilants of stendar, forsworn, guards, hunters, and any other NPC that has no name, will never really work well. the game creates/deletes/resets and reuses these characters as needed. only NPCs that have actual names will work well.

 

when you bind will, the mod does set the character to be your best friend, but characters that are already pissed off and attacking you will still continue to provoke your followers.

Posted

even after changing the faction, bandits will not work well. bandits, vigilants of stendar, forsworn, guards, hunters, and any other NPC that has no name, will never really work well. the game creates/deletes/resets and reuses these characters as needed. only NPCs that have actual names will work well.

 

when you bind will, the mod does set the character to be your best friend, but characters that are already pissed off and attacking you will still continue to provoke your followers.

Too bad. Every slave or similar Mods will have the same problem then ?

No possibility to create named copy of unnamed npc ?

Posted

 

even after changing the faction, bandits will not work well. bandits, vigilants of stendar, forsworn, guards, hunters, and any other NPC that has no name, will never really work well. the game creates/deletes/resets and reuses these characters as needed. only NPCs that have actual names will work well.

 

when you bind will, the mod does set the character to be your best friend, but characters that are already pissed off and attacking you will still continue to provoke your followers.

Too bad. Every slave or similar Mods will have the same problem then ?

No possibility to create named copy of unnamed npc ?

 

A lot of mods have problems targeting unnamed NPCs. Pregnancy mods, slavery mods, etc.

I haven't looked at any code, but I believe it's because unnamed NPCs are randomly (semi-randomly) generated on the fly and then removed when not needed any more, so the game doesn't have to keep track of so many NPCs with their own unique schedules and stuff. Bandits, for example, don't need schedules at all, just basic AI packages.

So a mod that must alter some AI package, settings, or variables on NPCs will work best when targeting named NPCs because they aren't designed to reset periodically.

At least, I'm pretty sure that's why it works that way...

 

As for creating a named copy of an unnamed NPC, your best bet is to create a brand new NPC that just looks like the one you're trying to make and putting him/her into the world somewhere, making sure to turn off all respawn-style settings.

 

I'd recommend using various follower mods from Nexus or something like that. If you're wanting to capture bandits, there are some good-looking ones out there for download... :)

 

EDIT: I just now read darkconsole's post, so yeah, I guess I'm at least partially right...

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