yurik Posted January 18, 2020 Author Posted January 18, 2020 1. There's already "No Light and Heavy" armor option. Do you want to specifically allow Light but not Heavy? 2. Restricting weapons is a nice idea. But I've been thinking of disabling the whole "aggressive behavior", like hitting anyone with a weapon or a spell.
Hex Bolt Posted January 18, 2020 Posted January 18, 2020 19 minutes ago, yurik said: Restricting weapons is a nice idea. If you go with restricting equipped weapons, keep in mind that the pickaxe and woodcutter's axe are weapons. Unless they're handled as exceptions, the master would lose out on having the slave perform those kinds of manual labor.
Gräfin Zeppelin Posted January 24, 2020 Posted January 24, 2020 Is it somehow possible to exclude Paradise Halls slaves from using the pet, it feels a bit inaproppiate. Asking for a friend.
WhatRules Posted February 25, 2020 Posted February 25, 2020 My character got collared after a rape event. Now how do I know if it's keyless or not?
donttouchmethere Posted February 25, 2020 Posted February 25, 2020 1 hour ago, saltshade said: My character got collared after a rape event. Now how do I know if it's keyless or not? check inventory and item names: > pet collar > keyless pet collar normally mods only add the normal pet collar (guess you got it via DEC). Also the normal pet collar is easily unlocked with a restraint key, because pet collars don't get effected by the DDi difficulty settings. 1
donttouchmethere Posted July 7, 2020 Posted July 7, 2020 ⚠️Trying to remove the pet collar while in DDi 4.3 heavy bondage will cause an endless unlock cycle. Wearing any DDi 4.3 device that prevents unlocking of devices (armbinders, straitjackets, elbow binders) => inventory unlock pet collar => DDi warning the device can't be unlocked while in bondage => pet collar gets unlocked anyways => this cause an endless loop of DDi trying to reequip the device while PetCollar tries to unlock the device Only way to stop that endless loop is to quit Skyrim (Rage Quit, because trying to cheat didn't work?). Spoiler
yurik Posted July 19, 2020 Author Posted July 19, 2020 Thanks for the report @donttouchmethere! Fixed in the 5.4.0. 1
donttouchmethere Posted July 19, 2020 Posted July 19, 2020 33 minutes ago, yurik said: Thanks for the report @donttouchmethere! Fixed in the 5.4.0. Thanks! Just an idea: Would it be possible via MCM to change what kind of Pet Collar gets distributed? For example if followers via DEC find a pet collar would it be possible to let them find a keyless petcollar? Basically this would mean that via MCM all Pet Collar would become keyless pet collars (I know risky^^). Or if that is too complicated would it be possible to add the DDi escape mechanics to the Pet Collar? It's just a bit too easy to escape from atm (as soon as I have a key I can remove it without any problem, like key break) I'm too slow ? "Updated escape system to the newest DDi v4 version (instead of the legacy system)" Thanks again!
jigwigigx Posted July 19, 2020 Posted July 19, 2020 46 minutes ago, yurik said: Thanks for the report @donttouchmethere! Fixed in the 5.4.0. What's the latest version for LE? Only 5.3.2 is in dloads , is it ok with DDi 4.3 or not?
slvsaris Posted July 19, 2020 Posted July 19, 2020 You cannot just assume the SE version will work with LE. If you cannot support LE any longer, fine, leave the last actual LE version up, then start a page in the SE section where the SE mods belong.
slvsaris Posted July 19, 2020 Posted July 19, 2020 1 hour ago, jigwigigx said: What's the latest version for LE? Only 5.3.2 is in dloads , is it ok with DDi 4.3 or not? The author says in the description that the SE version will work for LE. Maybe it will, but just assuming is not safe.
Shion11 Posted July 19, 2020 Posted July 19, 2020 so, using the SE file isn't working for me and doesn't load the MCM at all running the last LE build with it to see if the petcollar updates to works 5.4.0 it works, but i have to restart the save
donttouchmethere Posted July 19, 2020 Posted July 19, 2020 Tested PetCollar_v5.4.0_SE.zip on LE with DDi 4.3: uninstalled old Petcollar version installed new Petcollar version dive into the game Loaded a base LAL save "ready to go" with previously PetCollar_v5.3.2.zip installed: Petcollar updates successfully on game load. The MCM shows up. No clean save needed, update doesn't cause unfinished scripts on save Spoiler Always the moment of truth! Petcollar in action after LAL: Spoiler Orgnar again -.- To lazy to open a new meat barrel, but the first if it comes to fuck a petcollargirl Petcollar spell check: Spoiler At least she is well hydrated, right? ? Looks good to me. Forgot to test the DDi escape mechanics lol 1
donttouchmethere Posted July 20, 2020 Posted July 20, 2020 LE DDi 4.3 mechanics on PetCollar_v5.4.0_SE.zip test: DDi 4.3 with highest settings and key break: Spoiler That's what I was hoping for ? And even better, Petcollar is now compatible with the Devious Lore struggle game! Spoiler Nope, hopeless to escape that way with highest DDi and DL difficult settings ? Forgot one last test, DDi heavy bondage + petcollar >.< Okay, I will be back! If that works I can load my main save =D 1
donttouchmethere Posted July 20, 2020 Posted July 20, 2020 LE DDi 4.3 mechanics on PetCollar_v5.4.0_SE.zip test II with "heavy_bondage", bondage mittens: Equipped petcollar Equipped bondage mittens Spoiler No endless loop and no more cheating! ? Also got successfully everything back that was stashed in the pet bag: Spoiler Removed Petcollar and mittens with DDe and opened Pet bag via MCM. Got all my cheaty starter equipment back (and saved a key too ? ) Only one oddity: If pet collar gets activated in inventory DDi ask if to "lock" or "leave it alone" or "manipulate" the device (pet collar). If I choose "leave it alone" the petcollar effect gets added to the PC anyways and inventory gets stashed. In this case I just locked the collar on after that, to see if the pet bag gets messed up (double Pet Effect start), but all went well, so minor issue (or feature?). Now that I see my screenshot: Another oddity is that if the petcollar is removed I also get a Keyless Pet Collar. Are you trying to tempt me? ? 2
donttouchmethere Posted July 20, 2020 Posted July 20, 2020 On 1/24/2020 at 3:00 AM, Gräfin Zeppelin said: Is it somehow possible to exclude Paradise Halls slaves from using the pet, it feels a bit inaproppiate. Asking for a friend. You never got an answer to that, but maybe you found out already. Petcollar now only detects DD collars. If you use ZAZ collars on slaves they won't get detected by pet collar anymore. If you want to have the pet effect on some slaves only you can equip them with a DD collar (or just add the effect via MCM without any collar) 3
yurik Posted July 20, 2020 Author Posted July 20, 2020 18 minutes ago, donttouchmethere said: Only one oddity: I pet collar gets activated in inventory DDi ask if to "lock" or "leave it alone" or "manipulate". If I choose "leave it alone" the petcollar effect gets added to the PC anyways and inventory gets stashed. In this case I just locked the collar on after that to see if the pet bag gets messed up (double Pet Effect start), but all went well, so minor issue (or feature?). It's an implementation restriction that has been in it since probably the version 2, i.e. for years. I will think how to fix it in the next update. But it's a very minor issue. Thank you so much for testing it. I spent hours testing all this in SE and I know it's not easy. So, I really appreciate it! I don't expect any compatibility issues between SE and LE as the 5.3.2_SE version is basically LE. It has the same form IDs, same meshes, textures and scripts. As long as all the dependencies have the same API, it should "just work". 2
Gräfin Zeppelin Posted July 20, 2020 Posted July 20, 2020 9 minutes ago, donttouchmethere said: You never got an answer to that, but maybe you found out already. Petcollar now only detects DD collars. If you use ZAZ collars on slaves they won't get detected by pet collar anymore. If you want to have the pet effect on some slaves only you can equip them with a DD collar (or just add the effect via MCM without any collar) Ooooooh thank you, this helps indeed alot.
yurik Posted July 20, 2020 Author Posted July 20, 2020 The pets are expected to have "zad_DeviousCollar" keyword in equipped items. Spoiler 1
donttouchmethere Posted July 20, 2020 Posted July 20, 2020 On 7/20/2020 at 3:00 AM, yurik said: Thank you so much for testing it. I spent hours testing all this in SE and I know it's not easy. So, I really appreciate it! YW! ? It helped that I have Pet Collar installed for years, so I knew what I was looking for ? Oddly enough I only found the DDi bug just now by accident ?♂️ Why Pet Collar rocks and is important (especially for DEC Setups): Pet Collar is super important for DEC if DCL isn't installed. Pet Collar is one of the few mods that trigger NPC-NPC action. Pet Collar is great in combination with mods that add captives like SDcages, makes the PC not feel so alone while suffering SD enslavement. => also those captives aren't just sitting there to look good. A very basic simulation of Sexy Bandit Captives. Pet Collar is great for revenge! Got raped? Sneak and Pickpockt a pet collar onto that rapist, after that he knows how it feels! (or just get Nazeem into trouble) Too many aroused NPC around and you're vulnerable thru DEC? Install HSG + Corsec patches and see how those NPC get distracted away from the PC =D Grab a follower or PAHE slave and add a pet collar on them, this keeps the arousal in the party in check. Now with DDi 4.3 compatibility even the common pet collar will be hard to escape from => makes your DEC followers even more scary Fun with DFC if you need a simple key and all the rolls on keys produce the wrong ones while the dept rises (the tension!), or get the right keys with wrong ones and the simple keys get stashed ? On 7/20/2020 at 3:00 AM, yurik said: I don't expect any compatibility issues between SE and LE as the 5.3.2_SE version is basically LE. It has the same form IDs, same meshes, textures and scripts. As long as all the dependencies have the same API, it should "just work". I don't worry anymore after the tests. Your mod works even better than before and the missing DDi compatibility was the main thing that I really really missed (was just too easy to escape, often it took only 60 seconds). I would have loaded the new version into the main save anyways ? Thank you so much for that super important update! 2
h3llonearth Posted July 20, 2020 Posted July 20, 2020 It sure would be swell to have an option where the mod only works in specified locations such as towns and not the roads or dungeons. I really want to install this mod again for a kind of "free use" play through but as it is now it breaks several of my mods and causes CTD's.
Dirty Noodle Posted July 21, 2020 Posted July 21, 2020 Hi, I use (FEC) Frozen Electrocuted Combustion,(it`s a must have mod imo)... so with the pet collar on it`s saying FEC load screen detector needs your service. For some reason I think it`s detecting that mod as a possible aggressor, very weird....! Great mod, thank you!
yurik Posted July 21, 2020 Author Posted July 21, 2020 It must be some weird implementation that uses an NPC. Block that NPC in Aroused so it will not bother you again. It's in the Known Issues section of this mod's description. I'm glad that you like it. Have fun!
donttouchmethere Posted August 12, 2020 Posted August 12, 2020 More updates and fixes? ? Yeewwaa, thanks ? EDIT: Updated on a running game and new MCM option show up ?
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