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Posted

Hi

 

Can I ask a couple of quick questions, please?

 

I found that when traps trigger, some of the local followers don't seem to be processed for adding DDs etc.  Given what I tracked down in AndrewLRG's Defeat Addon and in Sexy Adventures, where the followers being processed seemed to come from the PC's follower list, as opposed to those being in current proximity to the player, I at first wondered if there was a chance that this mod 'missed' local followers in the same way.  After looking for an hour or so, I doubt if that's likely as, having gone through your source files, I think that you do calculate proximity, as in the excerpt below, but I thought I'd ask just in case the list being checked is the first followers the player added, and could conceivably miss out on those there.  IIRC, you said that you do remove FSM captives from current followers factions, maybe for somewhat similar reasons? 

 

Anyway, if that script does check for current followers in current proximity, then I'm wondering if my follower manager (iAFT) is building in an element of 'Don't follow too closely' and hence they're being ignored as 'lazy NPCs lagging behind' when the PC opens the chest etc,  So is there any way of adding a tweak in the MCM to allow players to extend the radius of the check, please? I think the code governing that is what I've copied below from dtraps_onactivatecontainer.psc.  I did look to see if, rather than trouble you 🙂, I could myself modify that value in SSEEDIT, but unfortunately I can't find it there.  I'd have tried modifying the script myself and compiling the changes, or make a small patch for myself, but that's all a bit beyond me, I'm afraid

 

If this isn't anything anyone else might be interested in, or it's a whole load of trouble to do, it's probably not really worth bothering about and I'm sure I can live with it!  Maybe I can just ask followers to 'Come and Look at this' before I open anything  LOL

 

DQW

 

------------------------------------------ 

 

function dt_evaluatefollowers()

    if dt_waitformcmInitialise || (dtmcm.init_invalidate || dt_firststart)
        return
    endif
    
    dtdD.getdDKwdSlotMask(libs.playerref, 0)

    FollowerID = new Actor[5]
    
    ObjectReference kTrapObj = objRef
    int followerIndex = 0
    Actor[] ScannedNPCs = MiscUtil.ScanCellNPCs(kTrapObj, 426, none, true) ; 426 = 20' radius of trap.
    Int iActorIdx = ScannedNPCs.Length
    While (iActorIdx > 0) && followerIndex< dtmcm.maxfollowerstoprocess && followerIndex < dtmcm.maxfollowerstoprocess
        iActorIdx -= 1
        If  ( ScannedNPCs[iActorIdx].getactorbase().getsex() == 1 || StorageUtil.GetIntValue(dtraps_Quest, "dtmcm_AllowMalePC") ) && (ScannedNPCs[iActorIdx].IsInFaction(dtmcm.CurrentFollowerFaction) || StorageUtil.GetIntValue(ScannedNPCs[iActorIdx], "dtraps_CustomActor") )
            FollowerID[followerIndex]  = ScannedNPCs[iActorIdx]
            followerIndex += 1
            dtdD.getdDKwdSlotMask(ScannedNPCs[iActorIdx], followerIndex) ; Index intentionally +1 for mask
        Endif
    EndWhile

endfunction

 

 

Posted
18 hours ago, DonQuiWho said:

So is there any way of adding a tweak in the MCM to allow players to extend the radius of the check, please?

Yes it can be done fairly simply,  as you have surmised it's currently fixed at 20' by  

 

  Actor[] ScannedNPCs = MiscUtil.ScanCellNPCs(kTrapObj, 426, none, true) ; 426 = 20' radius of trap.

 

I'm currently testing a RC for an update to failed potions in FMEA - once I've released that I'll take a look (if you fancy joining in testing the FMEA update drop me a PM, it will speed things up).

Posted
2 hours ago, Bane Master said:

Yes it can be done fairly simply,  as you have surmised it's currently fixed at 20' by  

 

  Actor[] ScannedNPCs = MiscUtil.ScanCellNPCs(kTrapObj, 426, none, true) ; 426 = 20' radius of trap.

 

I'm currently testing a RC for an update to failed potions in FMEA - once I've released that I'll take a look (if you fancy joining in testing the FMEA update drop me a PM, it will speed things up).

Thanks.  I can wait .... 🙂

 

As for FMEA, you know I'd normally try to help out on your testing, but I have visitors arriving soon for a week or so, and playtime will be very very  limited.  Also, I don't use FMEA normally, so my experience of what it actually should do is about zero, and after checking, I don't even have it active in any current game.  So I'm afraid I'll have to pass up on that one 😞

 

DQW

  • 3 weeks later...
Posted

Hey, Skyrim modding noob here. Ive been trying to get this mod to register with Estrus Chaurus+ and for some reason it just. Wont? Sexlab acknowledges EC+ and the chest mod, and the mods themselves show up on MCM but i just cant get the optional enchantments tab to light up, nor does EC+ seem to recognize the mod. Ive done everything that came across my inexperienced brain and Im hesitant to ask since Im a little nervous its something really simple or an already solved issue i missed because i didnt look all the way through the 26 pages of forum 😅.

Posted

So, I have no idea if I've missed a step somewhere, but this mod straight up doesn't work for me - anytime I try to open any container I get an instant CTD.  I'm playing on Skyrim SE, and have downloaded a whole pile of DD and SL mods, so I'm not sure if I've downloaded an incompatible one somewhere.  Load order attatched.

modlist.txt

Posted
15 hours ago, ARTistness said:

So, I have no idea if I've missed a step somewhere, but this mod straight up doesn't work for me - anytime I try to open any container I get an instant CTD.  I'm playing on Skyrim SE, and have downloaded a whole pile of DD and SL mods, so I'm not sure if I've downloaded an incompatible one somewhere.  Load order attatched.

modlist.txt 18.41 kB · 0 downloads

if you are experiencing a CTD opening containers then either you have an outdated dependency or a mod is overwriting an up to date version with an older one.

 

A problem with PowerofThree's Papyrus Extender (wrong version or overwritten) is the most likely cause

  • 2 weeks later...
Posted
14 minutes ago, muhavaux33 said:

What is the difference between this mod and DCL, so I can pick which one suits me better?

This mod offers trapped containers and the chance to find DD keys in containers or corpses.  DCL is a much larger mod with additional features for crime, lightweight prostitution, followers, and other NPCs.  If you want a lot of the extra stuff in DCL, that would be the way to go.  Otherwise, this mod gives you trapped chests and key placement in a small package without things that you don't need.

Posted
23 minutes ago, muhavaux33 said:

What is the difference between this mod and DCL, so I can pick which one suits me better?

 

If you've used DCL much in the past, think of this as a cut down version, that concentrates on the risks associated with discoverable items in dungeons, opening containers, looting bodies, collecting fauna etc, and excludes DCL's 'Defeat' options, player prostitution, surprise quests etc, some of which will deflect you forever, and imprisonment, subservience etc options etc etc etc. 

 

DCL is VERY good at what it does, if you want the full span of its options,  But if you just want a bit of exploratory risk that won't necessarily derail your game, or shunt it down a branch line, DEC is probably better for you

 

The only thing in that regard where I find DEC to be 'inferior' - not the right word, really, but the best I can think of right now - is that DCL follower support extends risk penalties to ALL registered followers - the downside being that there is a max of 2 followers - with periodic checks on who is there, whereas DEC uses a hard coded 'distance' limit, (25ft IIRC), and that's  not enough to pick up all the followers who may be in the PC's party, especially in Skyrim's typically narrow dungeon settings etc, where the party can trail out over some distance.  That makes the game too easy when, say, restraints are applied as a penalty, as you then just need to look for the follower who was at the end of the train and who wasn't affected, and then get them to unlock everybody/the ones you choose to re-enable if you are overall short of keys etc

 

The good thing is that Bane said that he'd change that distance issue somehow when he next updates the mod.  At that point I'll probably ditch DCL in favour of this where I'm only looking for the basic exploratory risks to be in play  

 

Hope that helps

 

DQW

Posted
6 minutes ago, DonQuiWho said:

 

If you've used DCL much in the past, think of this as a cut down version, that concentrates on the risks associated with discoverable items in dungeons, opening containers, looting bodies, collecting fauna etc, and excludes DCL's 'Defeat' options, player prostitution, surprise quests etc, some of which will deflect you forever, and imprisonment, subservience etc options etc etc etc. 

 

DCL is VERY good at what it does, if you want the full span of its options,  But if you just want a bit of exploratory risk that won't necessarily derail your game, or shunt it down a branch line, DEC is probably better for you

 

The only thing in that regard where I find DEC to be 'inferior' - not the right word, really, but the best I can think of right now - is that DCL follower support extends risk penalties to ALL registered followers - the downside being that there is a max of 2 followers - with periodic checks on who is there, whereas DEC uses a hard coded 'distance' limit, (25ft IIRC), and that's  not enough to pick up all the followers who may be in the PC's party, especially in Skyrim's typically narrow dungeon settings etc, where the party can trail out over some distance.  That makes the game too easy when, say, restraints are applied as a penalty, as you then just need to look for the follower who was at the end of the train and who wasn't affected, and then get them to unlock everybody/the ones you choose to re-enable if you are overall short of keys etc

 

The good thing is that Bane said that he'd change that distance issue somehow when he next updates the mod.  At that point I'll probably ditch DCL in favour of this where I'm only looking for the basic exploratory risks to be in play  

 

Hope that helps

 

DQW

masterfully explained. This does help a lot. Thank you

Posted
29 minutes ago, DonQuiWho said:

The good thing is that Bane said that he'd change that distance issue somehow when he next updates the mod.

Currently in testing - user selectable AOE 5-50' radius 😉

Posted (edited)
3 hours ago, Bane Master said:

Currently in testing - user selectable AOE 5-50' radius 😉

 

TYVM! 

 

Looking forward to seeing that

 

Would I be right in thinking that that will be an MCM selection?  And not also have an upper limit that would be changeable via SSEdit?

 

It's the upper limit that's most relevant when one has a party that is sprawling out and, TBH, 50' still feels a little on the tight side.  May well just be the way I play the game though, and even at just 50' it's got to be better than the present radius!   🙂

 

EDIT:  I do appreciate that you also won't be wanting to add any undue lag and if 50' is the most acceptable trade off, fine 👍

 

DQW

Edited by DonQuiWho
Posted
14 hours ago, DonQuiWho said:

Would I be right in thinking that that will be an MCM selection? 

Yep - but you won't be able to edit the upper limit as it's in the MCM Script. I can make it 75' - lag shouldn't be a problem as it's only a  single scan when a trap is triggered.

Posted
2 hours ago, Bane Master said:

Yep - but you won't be able to edit the upper limit as it's in the MCM Script. I can make it 75' - lag shouldn't be a problem as it's only a  single scan when a trap is triggered.

 

TYVM! 

 

Please Do!

 

I'd be much more than happy to have that sort of flexibility, and I'm sure others would too!  The more tweakable the option, the better

 

DQW

 

 

Posted

What's New in Version V3.21 SE/LE

Released 

  • Added Devious Trap AOE Range can now be set from 5' to 75' in the MCM
  • Added MCM Toggle to enable/disable Devious Plugs in traps
  • Added an MCM to hide the "Empty" message on containers
  • Added MCM Option to use Sexlab's Strip function rather than DEC's
  • Updated detection method to ensure compatibility for Devious Devices - Expansion items
  • Fixed an issue that could prevent Equipment Themes from working as intended 
  • Hobble Dress Straitjackets and Pet Suit Straitjackets will now respect their MCM Dress and Suit settings
Posted
27 minutes ago, Bane Master said:

What's New in Version V3.21 SE/LE

Released Just now

  • Added Devious Trap AOE Range can now be set from 5' to 75' in the MCM
  • Added MCM Toggle to enable/disable Devious Plugs in traps
  • Added an MCM to hide the "Empty" message on containers
  • Added MCM Option to use Sexlab's Strip function rather than DEC's
  • Updated detection method to ensure compatibility for Devious Devices - Expansion items
  • Fixed an issue that could prevent Equipment Themes from working as intended 
  • Hobble Dress Straitjackets and Pet Suit Straitjackets will now respect their MCM Dress and Suit settings

 

Thanks!  Will be trying this out asap!

 

DQW

Posted (edited)
1 hour ago, Bane Master said:

Apparently some Modlist(s) need the older Version of DEC until they are updated by their curators so I'm posting it here for anyone who needs it.

Also thanks for updates, those are great additions and fixes you made.

 

Deviously Enchanted Chests SE-LE 3.20.7z 45.83 kB · 1 download

Hey man, I hope no one bothered you because of this. We always tell people not to bother Modauthors for older versions. Hope its all good.

Edited by Swagmeister.
spelling
Posted (edited)
7 hours ago, xyzxyz said:

How comes that Sofia is never affected by the traps?

I am guessing that she does not have the correct factions to identify her as a Follower

Edited by Bane Master
Posted
2 hours ago, xyzxyz said:

The mod is equipping the super secure hoble dress/jacket with the bound hands together with an armbinder.

Did this occur as a single trap event or was the actor already bound and the extra device added on?

Posted
1 minute ago, Bane Master said:

Did this occur as a single trap event or was the actor already bound and the extra device added on?

I think the armbinder was equipped by a second trap but not sure.

Posted
23 minutes ago, xyzxyz said:

I think the armbinder was equipped by a second trap but not sure.

 

Just released an update that should resolve the issue

 

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