RegisteredUser Posted May 7, 2015 Posted May 7, 2015 Well theoretically in order to see that you're pierced and heavily used you'd also have to be naked. If armor hides it, then it doesn't count. Also there's the MCM slider which can have a negative value so you can specify that you need at least a minimum number of vulnerabilities before the chance even rises above 0%. Also, the NPC deciding that you're free for the taking doesn't necessarily have to be right, no? Maybe he's just that depraved/stupid... or in need of something to sell for cash in order to settle a bet... lots of in.character explanations. Also, 3% enslave chance with a single vulnerability is what Deviously Enslaved currently has as its default setting, I believe. Though admittedly that one vulnerability is "being collared", or, optionally, "being naked in public". Vulnerabilities not all equal - yes, but that part can't easily be changed without exploding the complexity of the whole system. A bit of abstraction is always necessary. And heck, maybe Verstort as an actual modder will say that you cannot even track the cumstain effect properly, so that would need to be axed... there's a lot of room to change stuff still.
Bound Posted May 7, 2015 Posted May 7, 2015 OK, more test results. Good, bad and ugly. I reverted to my save just prior to adding DE v7.0 and added DE v5.01 instead. No errors from DE at all. I didn't go anywhere or do anything yet, but that is much more promising than what looks like catastrophic failures with 7.0. Just to prove I'm insane per the definition of those who repeatedly try the same thing hoping for different results, I re-dowloaded v7.0 and took that same save prior to adding DE yet again and added DE v7.0. Same errors as before. So, for whatever reason, it looks like DE v7.0 just can't initialize in my environment. One possible avenue of investigation that occurred to me as I was poking through the MCM menus for DE was I noticed that with my few addons, everything was set to 0 under both of the Enslavement Weights sections (local and distant). Perhaps the initialization code is blowing up because there were no valid options to pick from in one or both of those categories? So I set the few options I have available in those categories to 55, saved, exited and reloaded the game yet again, just to get a second opinion on the previous diagnosis! Sure enough, I'm insane. Oh, and the same identical errors occured after the save/reload cycle, which means setting valid options to choose from in those categories after the initialization failed does not help the scripts recover from the failed initialization. It doesn't necessarily mean that getting good values in those categories BEFORE initialization wouldn't prevent the failure in the first place, but I can't test that at this time, as I don't have the CK. Papyrus.1.log SC2a Add Dev Ensl v5.1.txt Papyrus.0.log SC2b Add Dev Ensl v7.0.txt
Verstort Posted May 7, 2015 Posted May 7, 2015 Well theoretically in order to see that you're pierced and heavily used you'd also have to be naked. If armor hides it, then it doesn't count. Also there's the MCM slider which can have a negative value so you can specify that you need at least a minimum number of vulnerabilities before the chance even rises above 0%. Also, the NPC deciding that you're free for the taking doesn't necessarily have to be right, no? Maybe he's just that depraved/stupid... or in need of something to sell for cash in order to settle a bet... lots of in.character explanations. Also, 3% enslave chance with a single vulnerability is what Deviously Enslaved currently has as its default setting, I believe. Though admittedly that one vulnerability is "being collared", or, optionally, "being naked in public". Vulnerabilities not all equal - yes, but that part can't easily be changed without exploding the complexity of the whole system. A bit of abstraction is always necessary. And heck, maybe Verstort as an actual modder will say that you cannot even track the cumstain effect properly, so that would need to be axed... there's a lot of room to change stuff still. I have no idea about the semen, I heard it was an article of clothing once when someone said it was bugged and causing the player to be considered "clothed" in a mod where they shouldn't be. Might be easy to detect but I know nothing right now. Nudity itself is a problem, right now I'm relying on the fact that clothing has keywords, and takes certain sockets, to determine if it covers the body. There are several other mod outfits that use the wrong sockets or add the wrong keywords, but I can't account for those since I have no other way to detect if the torso is exposed. Without making specific exceptions for specific outfits beforehand, I can't determine if an article of clothing is see-through, transparent, or revealing either. There should be a way to detect if the game is rendering the base torso or has switched to using the torso provided by some armors, which happens with certain outfits, but I haven't found a way to detect that yet. I'll definitely try to add some of the ideas from the above posts, but for now I'll stick to the easy to implement ideas since changing the vulnerability system will take time to fine tune and change.
Verstort Posted May 7, 2015 Posted May 7, 2015 OK, more test results. Good, bad and ugly. I reverted to my save just prior to adding DE v7.0 and added DE v5.01 instead. No errors from DE at all. I didn't go anywhere or do anything yet, but that is much more promising than what looks like catastrophic failures with 7.0. Just to prove I'm insane per the definition of those who repeatedly try the same thing hoping for different results, I re-dowloaded v7.0 and took that same save prior to adding DE yet again and added DE v7.0. Same errors as before. So, for whatever reason, it looks like DE v7.0 just can't initialize in my environment. One possible avenue of investigation that occurred to me as I was poking through the MCM menus for DE was I noticed that with my few addons, everything was set to 0 under both of the Enslavement Weights sections (local and distant). Perhaps the initialization code is blowing up because there were no valid options to pick from in one or both of those categories? So I set the few options I have available in those categories to 55, saved, exited and reloaded the game yet again, just to get a second opinion on the previous diagnosis! Sure enough, I'm insane. Oh, and the same identical errors occured after the save/reload cycle, which means setting valid options to choose from in those categories after the initialization failed does not help the scripts recover from the failed initialization. It doesn't necessarily mean that getting good values in those categories BEFORE initialization wouldn't prevent the failure in the first place, but I can't test that at this time, as I don't have the CK. Values should be zero and unselected for mods that you don't have, they should also be greyed out. I tried to make sure that the mod would set all weights to 0 if you don't have the mod for it so that you wouldn't call code you couldn't use. The idea being that if the mod isn't installed, I didn't want users setting those weights to anything but 0 by accident, then getting weird bugs because the mods didn't exist. Values shouldn't be zero, or greyed out, for mods you actually have though. If they're zero it might mean that, yes, the MCM portion of the mod isn't initializing correctly, might also mean there was still an old DE script there, since I've run into the all zero bug myself when I load a new version on top of an old one, and the fresh load with the new version had a broken MCM menu, and if the options show up at all they are usually non-initialized. You're confident that this save hasn't seen an old DE version however, so something else is stopping two scripts in the mod from initializing. Edit: I should mention that the errors at the top of your log, the ones before "[05/07/2015 - 06:59:41PM] [CRDE] Init", I don't think they matter. I get them on my archived 7.0 and unreleased versions too but they don't causes crashes (as far as I can tell). It's the errors lower down, where the main mod tries to access the script and gets "ERROR: crdedistantenslavescript.canRunSold() being called on an invalid object, aborting function call" that concerns me, since I've never gotten such a bug on my end. The closest I've gotten is None object errors, but not invalid object errors Thanks for the extra information but I'm still not sure what the problem is, best best would be to stick to 5.1 or wait for the next version, sorry
Bound Posted May 8, 2015 Posted May 8, 2015 OK, more test results. Good, bad and ugly. I reverted to my save just prior to adding DE v7.0 and added DE v5.01 instead. No errors from DE at all. I didn't go anywhere or do anything yet, but that is much more promising than what looks like catastrophic failures with 7.0. Just to prove I'm insane per the definition of those who repeatedly try the same thing hoping for different results, I re-dowloaded v7.0 and took that same save prior to adding DE yet again and added DE v7.0. Same errors as before. So, for whatever reason, it looks like DE v7.0 just can't initialize in my environment. One possible avenue of investigation that occurred to me as I was poking through the MCM menus for DE was I noticed that with my few addons, everything was set to 0 under both of the Enslavement Weights sections (local and distant). Perhaps the initialization code is blowing up because there were no valid options to pick from in one or both of those categories? So I set the few options I have available in those categories to 55, saved, exited and reloaded the game yet again, just to get a second opinion on the previous diagnosis! Sure enough, I'm insane. Oh, and the same identical errors occured after the save/reload cycle, which means setting valid options to choose from in those categories after the initialization failed does not help the scripts recover from the failed initialization. It doesn't necessarily mean that getting good values in those categories BEFORE initialization wouldn't prevent the failure in the first place, but I can't test that at this time, as I don't have the CK. Values should be zero and unselected for mods that you don't have, they should also be greyed out. I tried to make sure that the mod would set all weights to 0 if you don't have the mod for it so that you wouldn't call code you couldn't use. The idea being that if the mod isn't installed, I didn't want users setting those weights to anything but 0 by accident, then getting weird bugs because the mods didn't exist. Values shouldn't be zero, or greyed out, for mods you actually have though. If they're zero it might mean that, yes, the MCM portion of the mod isn't initializing correctly, might also mean there was still an old DE script there, since I've run into the all zero bug myself when I load a new version on top of an old one, and the fresh load with the new version had a broken MCM menu, and if the options show up at all they are usually non-initialized. You're confident that this save hasn't seen an old DE version however, so something else is stopping two scripts in the mod from initializing. Edit: I should mention that the errors at the top of your log, the ones before "[05/07/2015 - 06:59:41PM] [CRDE] Init", I don't think they matter. I get them on my archived 7.0 and unreleased versions too but they don't causes crashes (as far as I can tell). It's the errors lower down, where the main mod tries to access the script and gets "ERROR: crdedistantenslavescript.canRunSold() being called on an invalid object, aborting function call" that concerns me, since I've never gotten such a bug on my end. The closest I've gotten is None object errors, but not invalid object errors Thanks for the extra information but I'm still not sure what the problem is, best best would be to stick to 5.1 or wait for the next version, sorry Yeah, I think I'll have to wait on this one for now, but thanks so much for the attempt to help. It is very much appreciated! And yes, I'm quite positive about both the complete lack of any prior version of DE interfering and that the intial weights for both CD and SD+ are zero when I first install DE. I'm running everything under Mod Organizer, and it's a new game which I've built up mod by mod with a saved game and saved papyrus log after each mod was installed as well as a text log of each step taken and what the mod versions were. I can recreate the conditions for any of the steps at any time at will, at least as long as I don't throw out any old versions as they update to newer versions. After thrashing around and getting burned a few times, I was VERY meticulous this time! LOL I'm guessing most if not everyone using this mod without these issues have also installed Maria Eden and/or Wolf Club. I'm interested in those mods as well, but ME has some other prerequisites I'm not ready to deal with yet, and WC has a couple issues that worry me.
Verstort Posted May 8, 2015 Posted May 8, 2015 Unofficial version 8.0 (some core changes, good chance of bugs) Changes since 7.0: Optimized out the equipment check, that piece of code should now run 50-900% less often. Added MCM menu options for vulnerability of new items (harness, slaveboots, semen, piercings) Added MCM menu section to select which items shall only contribute to vulnerability when naked (level 1 -> 2 items only right now) Added MCM menu option to set minimum Vulnerability level to be approached for enslavement. Added animation check for sexlab, should now start with an appropriate animation for what blocking items the player is wearing Added a check for Prison Overhaul patches, mod should now know if player is in jail with Prison overhaul patched Added some checks for A Forsworn story, haven't tested if they work yet Rebuilt the Chastity system, now includes two weights for increased changes of enslavement if wearing and visible Fixed the xaz furniture vulnerability check Fixed a bug where enslavement dialogue wouldn't show if you had CD/Woflclub but not SD or Maria's eden, you should now get the dialogue without the two big frameworks needed. This is the Prison Overhaul patches mod I'm talking about, http://www.loverslab.com/files/file/1935-prison-overhaul-v033-patches/haven't actually checked to see if the catch is working, added that in as a second thought days ago and forgot to test it. Every vulnerability in the new MCM menu that I've tried seems to work, let me know if something isn't. Minimum vulnerability to be enslaved is now 2, you can change it in the MCM menu if you want it to return to the old default of 1. Weapons, intimidation, other ideas from the last page will have to wait for the next version, too many changes, started to forget what changes I made and these changes need to be tested. I haven't tried the new Maria's eden yet, still not sure if this is compatible yet, be prepared to turn DE off, and save cleaning/new save is still recommended. md5 is 42daa66209b237c9f0561af0bdf627cf Deviously Enslaved Unofficial(v8.0 Full).7z
Morferous Posted May 8, 2015 Posted May 8, 2015 That is a lot of MCM selections, without any description. I understand that functionality is now the main priority, - and respect the effort that has gone to it - but this is kind of counterproductive. My game has been stable for months, but now it is crashing with 8.0. Likely, because I do not exactly know what I am doing with mod's MCM, so I am causing too much stress for the game. Looks like I am going to spend my free hours this weekend to test options in MCM. Edit: "Counterproductive" was likely a wrong word. English is not my first language. Hopefully it did not cause a misunderstanding.
RegisteredUser Posted May 8, 2015 Posted May 8, 2015 Quick question... I just tried to install the unoffiial v8 using NMM, and discovered that it's trying to overwrite a bunch of stuff that seems like it should have no business touching. Specifically, Data\scripts\FNISVersionGenerated.pex, and a good number of textures under Data\textures\devious\cubemaps\ and Data\textures\devious\devices\. Is that intended? Does it hurt if I select "no" on all of these?
Verstort Posted May 8, 2015 Posted May 8, 2015 That is a lot of MCM selections, without any description. I understand that functionality is now the main priority, - and respect the effort that has gone to it - but this is kind of counterproductive. My game has been stable for months, but now it is crashing with 8.0. Likely, because I do not exactly know what I am doing with mod's MCM, so I am causing too much stress for the game. Looks like I am going to spend my free hours this weekend to test options in MCM. Edit: "Counterproductive" was likely a wrong word. English is not my first language. Hopefully it did not cause a misunderstanding. Ah sorry, I keep forgetting to add descriptions to the new menu options, and I keep forgetting how many non-native english speakers, and non-speakers, are on this site. Some menu explanation: In general, if the item is greyed out then either I haven't finished implementing the option yet, like the tattooed vulnerability, or the mod thinks the required mod isn't installed on your machine. If you have the required mod but it's still greyed out, let me know. Maria's eden distance regular should always be grey since I haven't finished implemented it. "Vulnerable items" specifies which items trigger vulnerability in the player, if Harness is not clicked then it does not raise vulnerability, and you can wear it without being approached for sex/enslavement at all. "Vulnerable only while naked" marks items as vulnerable only while the player is naked/nude. If Harness is selected, then you can wear harness without being vulnerable so long as you are also wearing clothes on top of it, and considered vulnerable while you wear a harness and are also naked. "Vulnerable only while naked" was created because I felt some vulnerabilities should only count while the items are visible, if you're wearing nipple piercings, but they are hidden behind your armor, then how would the NPC know you wear them, ect. I forgot I added "zaz belt/gag" to the list of chastity devices, consider those unimplemented since I haven't tested if they are actually working, but the plan was to allow zaz items to count toward chastity status. Oops, I accidentally left both chastity modifier as "Approach chance (partial) Modifier" but the second one is full chance. The Chastity modifiers modify the chance of being approached for sex/enslavement if you're wearing partial chastity or full chastity, if you leave them at 1.0 then nothing changes, < 1.0 decreases chance of you being approached, > 1.0 increases chances of you being approached. The exception is that full chastity reduces chance for sex to 0 regardless, that modifier is only for enslave dialogue. If you mean the older menu items from 6.x/7.x: "Enslavement Toggle" lets you turn on/off certain enslavement possible events, allowing you to turn off certain mods from DE in the event you like the mod, but not the implementation through DE. For example, maybe you like Captured dreams as a mod, but you don't like the way DE calls the Captured dreams start from DE dialogue, so you can turn it off if you like. "Quest Lock-out" doesn't work yet. "Enslavement Weights" describes the relative likely hood of getting certain enslave events through dialogue. The higher the more likely, setting to zero should prevent it from happening altogether. "Local, Given, Sold" describes the nature of the enslave event through dialogue. Local means being enslaved by the person who aproaches you, or being enslaved through slaverun. Given means you are given, as a slave, to someone far away (SD+ and Wolfclub), Sold means you are sold as a slave (Maria's eden Khajit, SimpleSlavery, SD+) The Maria's eden Khajit start is borrowed from the Maria Eden defeat event, where you are normally defeated by bandits, enslaved, then sold to the khajit who break you in as a slave before you show up in Whiterun to be sold to a new owner. The debug test buttons are left over from me testing, only the first two should be useful for normal users in debugging. The crash was unexpected though, where/what/log? Quick question... I just tried to install the unoffiial v8 using NMM, and discovered that it's trying to overwrite a bunch of stuff that seems like it should have no business touching. Specifically, Data\scripts\FNISVersionGenerated.pex, and a good number of textures under Data\textures\devious\cubemaps\ and Data\textures\devious\devices\. Is that intended? Does it hurt if I select "no" on all of these? What.... No, I didn't intend to add those items, I have no idea how FNIS even got into my release, that should have been in my local files not mod files. The only texture this mod uses is from a plug chase was working on but never finished, I was always worried that if I removed it something would break. Edit: Well, the FNIS pex was there, not sure how it got there. Don't overwrite any of those files, I'll see if I can remove the textures/meshes for this plug without breaking anything for next version. I mean overwriting the files shouldn't break anything major, your FNIS will be out of calibration but those meshes and textures have been there since I've started, and I don't think they were anything but copies of the originals anyway.
RegisteredUser Posted May 8, 2015 Posted May 8, 2015 How do the old "Extra Vulnerabilities" options from the "Settings" menu interact with the new ones from the "Vulnerability" menu? I mean, it basically lets you set chastity as a vulnerability and chastity as protection from vulnerability at the same time...
Verstort Posted May 8, 2015 Posted May 8, 2015 How do the old "Extra Vulnerabilities" options from the "Settings" menu interact with the new ones from the "Vulnerability" menu? Oh that's left over from when I first started making changes to the MCM, the Naked and Chastity toggles are copies to both locations and change the same variable, I just put them in two places because I had an odd bug where I couldn't change one in the new menu. If you set/unset one, the other should change too. I mean, it basically lets you set chastity as a vulnerability and chastity as protection from vulnerability at the same time... Chastity is now either a deterrent or a vulnerability depending on what you set the chastity modifiers to. The second modifier is actually the full chastity modifier I forgot to rename it. If set to 1.0, then nothing changes, if you set it lower than 1 then wearing chastity gear reduces the chance of being aproached for enslave, setting above 1 increases chance of being approached. Full chastity still protects you from being approached for sex though so long as the chastity toggle is turned on, partial doesn't protect you from sex and follows the same modifier used for enslave chance. I'm probably going to release a minor patch tonight, will do nothing to the functionality, just fix a MCM bug and make the MCM easier to read (descriptions) Or not, might be busy after all, well see If anyone knows why MCM sometimes chooses to un-capitalize the first letter of some options, I would like to know how to fix that.
Morferous Posted May 9, 2015 Posted May 9, 2015 Thank you for opening things up a bit. Crashing might have been my own fault. I have been busy with Witcher 2 and GTA V, so I had skipped few versions of this mod entirely. There are plenty of mods in my load order and settings may have caused conflict, when I was surprised by the amount of new MCMs. I didn't have logging active. I never do, unless I am experiencing or trying to reproduce problems. I will set logs active now and get back to you, if crashing becomes persistent. Edit: About Zaz items. Did you notice that Devious Extras have DD enabled restraints? http://www.loverslab.com/files/file/1574-devious-extras/
Verstort Posted May 9, 2015 Posted May 9, 2015 Edit: About Zaz items. Did you notice that Devious Extras have DD enabled restraints? http://www.loverslab.com/files/file/1574-devious-extras/ I did not, that completely flew under the radar. Do any of the items slip through DE detection or are you just pointing it out as a possible addition for adding through the events? Will test, and see if I can add them to the player through events, later. Edit: Vel is usually pretty attentive to keywords, I can probably assume his DD enabled zaz items are already detected by DE, let me know if you see an item that doesn't.
RegisteredUser Posted May 9, 2015 Posted May 9, 2015 I had an epiphany just now in regards to the odd behavior with SexLab animations instantly switching to a secondary one at scene start. While trying out new animations, I accidentally stumbled across how to consistently reproduce the behavior. This is a general SexLab/DD/ZAP compatibility issue. Most SexLab animations cannot play when you are wearing an armbinder. ZAP animations on the other hand are made with armbinders in mind. Because there is only a very small number of ZAP base animations and a large number of other animations, the chance is very high that it will select an incompatible animation when any given scene starts. It then sets the actors up to play that animation, realizes it doesn't work, and is forced to switch. This also explains why I kept getting very similar animations over and over - I was simply testing while bound, so I only got ZAP animations. The epiphany was fueled in part by Deviously Helpless, which has a MCM setting for attackers to strip armbinders before sex scenes. The setting's tooltip advises that if armbinders are not stripped, ZAP animations must be installed in order for things to work. Also, a bug report, though I am not sure you can do something about it: With DD Cursed Loot installed, you can get "device comments" when initiating a conversation. DDCL will insert the comment before anything else is said in the conversation, and then routes to the start of the regular conversation tree. However, this means that a device comment can "snipe" a Deviously Enslaved sex or enslavement conversation. It is inserted before the NPC can make its demand to be serviced, and because it then routes to the normal conversation tree afterwards, the demand is never actually played. Has the odd effect of NPCs running towards you from across the village just to tell you they think your collar looks great on you, followed by awkward small talk I'm probably also going to report this to Kimy over at DDCL, I have a couple other bugs for them as well...
Verstort Posted May 9, 2015 Posted May 9, 2015 I had an epiphany just now in regards to the odd behavior with SexLab animations instantly switching to a secondary one at scene start. While trying out new animations, I accidentally stumbled across how to consistently reproduce the behavior. This is a general SexLab/DD/ZAP compatibility issue. Most SexLab animations cannot play when you are wearing an armbinder. ZAP animations on the other hand are made with armbinders in mind. Because there is only a very small number of ZAP base animations and a large number of other animations, the chance is very high that it will select an incompatible animation when any given scene starts. It then sets the actors up to play that animation, realizes it doesn't work, and is forced to switch. This also explains why I kept getting very similar animations over and over - I was simply testing while bound, so I only got ZAP animations. The epiphany was fueled in part by Deviously Helpless, which has a MCM setting for attackers to strip armbinders before sex scenes. The setting's tooltip advises that if armbinders are not stripped, ZAP animations must be installed in order for things to work. Damn, I knew I forgot something. In 8.0 I changed the sexlab call so that it only uses animations that are compatible with blocking chastity devices, so you don't get an oral animation while wearing a blocking (ball) gag for instance, to stop this exact behavior. However, I completely forgot about armbindings .... Also, a bug report, though I am not sure you can do something about it: With DD Cursed Loot installed, you can get "device comments" when initiating a conversation. DDCL will insert the comment before anything else is said in the conversation, and then routes to the start of the regular conversation tree. However, this means that a device comment can "snipe" a Deviously Enslaved sex or enslavement conversation. It is inserted before the NPC can make its demand to be serviced, and because it then routes to the normal conversation tree afterwards, the demand is never actually played. Has the odd effect of NPCs running towards you from across the village just to tell you they think your collar looks great on you, followed by awkward small talk I'm probably also going to report this to Kimy over at DDCL, I have a couple other bugs for them as well... I still haven't gotten the detection variable installed correctly so that Kimy and other modders can catch when Deviously enslaved is Busy, should probably get that working at some point. I don't think I can turn Cursed loot's dialogue off from my end for the duration of the approach, will look into it more later.
mybrainhurts Posted May 9, 2015 Posted May 9, 2015 In the Devious Devices MCM there is an option somewhere to "Use Bound Animations." If that is unchecked, things like armbinders and yokes get stripped when starting a sex scene and then re-equipped when the animation is over. Edit: Point being that when that option is unchecked, the full array of animations are available instead of just the ones packed with DD.
EloquentlyUnbalanced Posted May 10, 2015 Posted May 10, 2015 Should I make the jump to this unofficial version posted? I actually came here to ask a question which I will still do: When using Deviously Enslaved and Hydra Slaves, the slaves will approach me and treat me as a slave as well. Is there any way to stop this? Its sort of funny but it has become a bit annoying as well.
Verstort Posted May 10, 2015 Posted May 10, 2015 Should I make the jump to this unofficial version posted? I actually came here to ask a question which I will still do: When using Deviously Enslaved and Hydra Slaves, the slaves will approach me and treat me as a slave as well. Is there any way to stop this? Its sort of funny but it has become a bit annoying as well. Yes I added that as a check several versions back in my unofficial version. There is no way to stop it in the last official version except to disable the mod while around them. Hydra slaves shouldn't approach and attack you in my unofficial version. Hydra slaver traffickers and slave owners count as Slavers and have a modified change of aproaching you depending on what you set the slaver modifier to (< 1 means less likely, 1 is the same as regular NPCS, > 1 means higher chance, I set it to 4 default I think) The only bug I know about regarding hydra is that the caravan slavers (which I still haven't found in-game so I haven't tested against) will only approach the player for enslavement, not for sex. If you use my version, and you find a bug with hydra slaves, please let me know. Edit: Slave owners might not count now that I think about it...
EloquentlyUnbalanced Posted May 10, 2015 Posted May 10, 2015 Should I make the jump to this unofficial version posted? I actually came here to ask a question which I will still do: When using Deviously Enslaved and Hydra Slaves, the slaves will approach me and treat me as a slave as well. Is there any way to stop this? Its sort of funny but it has become a bit annoying as well. Yes I added that as a check several versions back in my unofficial version. There is no way to stop it in the last official version except to disable the mod while around them. Hydra slaves shouldn't approach and attack you in my unofficial version. Hydra slaver traffickers and slave owners count as Slavers and have a modified change of aproaching you depending on what you set the slaver modifier to (< 1 means less likely, 1 is the same as regular NPCS, > 1 means higher chance, I set it to 4 default I think) The only bug I know about regarding hydra is that the caravan slavers (which I still haven't found in-game so I haven't tested against) will only approach the player for enslavement, not for sex. If you use my version, and you find a bug with hydra slaves, please let me know. Edit: Slave owners might not count now that I think about it... Alright cool, thank you! I am going to make the switch now. I've been using the official version for a while without knowing of this unofficial.
RegisteredUser Posted May 10, 2015 Posted May 10, 2015 In the Devious Devices MCM there is an option somewhere to "Use Bound Animations." If that is unchecked, things like armbinders and yokes get stripped when starting a sex scene and then re-equipped when the animation is over. Edit: Point being that when that option is unchecked, the full array of animations are available instead of just the ones packed with DD. That's an idea. I might try it and see how it feels. Though I do like seeing my character squirm in her bindings while getting used...
Kombat Wombat Posted May 10, 2015 Posted May 10, 2015 Question- Will I be able to escape if I get enslaved?
Verstort Posted May 10, 2015 Posted May 10, 2015 Question- Will I be able to escape if I get enslaved? That depends on which slavery mods you have and enter through DE, Deviously enslaved doesn't have its own slavery system it just starts other mods. SD+ and CD have easy ways to escape. Slaverun and Wolfclub have hidden escape paths. Maria's Eden have semi-permanent status, although that might have changed with the new Maria's Eden they're working on, which my version hasn't been checked against for compatibility yet. Simple Slavery is just an auction that calls the other kinds of slavery, again, depends on which mods you have access to. PSA: New Cursed loot has been released, I haven't tested it yet to see if Deviously Enslaved steps on any of the new content, save often and be ready to revert save and turn Deviously enslaved off if you run into issues Please report bugs here so I can fix them
AimoHauki Posted May 10, 2015 Posted May 10, 2015 Hmm, at least on my current save path this mod does not enslave. People won't demand for sex either. Debug shows my slavery level at 3 (vulnerability level varies depending on items). My slut is not enslaved by anything so where is the slavery level derived from and is that what is blocking events from happening?
Verstort Posted May 10, 2015 Posted May 10, 2015 Hmm, at least on my current save path this mod does not enslave. People won't demand for sex either. Debug shows my slavery level at 3 (vulnerability level varies depending on items). My slut is not enslaved by anything so where is the slavery level derived from and is that what is blocking events from happening? What is your character wearing? Slavery level 3 says you're a slave and not approachable for either sex or enslave, it's only used legit a few places but mostly used to stop the mod from stepping in during certain quests and states, so that you can play for that mod/scene/quest without interruption. Here are the cases where the mod should detect the player as slave level 3: If the player is wearing a DD device that requires a non-standard key (should probably make this level 2 in the next version) If the player is taking part in part 2 of the CD expansion quest If the player is in the Wolfclub If the player is a guest as part of Mistaken Identity During certain quests in From the Depths During the Simple Slavery Auction During parts of certain Devious cidhna quests During certain Maria Eden quests I'm guessing you're wearing something to trigger case #1 I didn't realize I set the Non-standard DD item check to level 3, I'll set it back to 2 in the next version so you can still be approached for sex. I can't let you be enslaved while you wear a non-standard item because some of those items have special quests and scripts that I don't always have access to take control over, just removing them is bad practice, at best, I can look for specific items and catch those separate, but that will come later.
AimoHauki Posted May 11, 2015 Posted May 11, 2015 Hmm, perhaps From the Depths left some fragmens over even after the save clean OR something leaks over from the CD side. I don't think I have anything in progress in CD atm other than taking care of the slave, 'reward' from the expansion quests. Too bad I have no time to test any of this at the moment as I will be off to work soon. But this gives me a good starting place to investigate once I return on friday.In any case, the slut is completely naked. Never had Wolfclub or Mistaken Identity installed. Might have had Maria Eden, and Simple slavery installed in this save at one point. Devious Cidhna should be entirely completed. It's entirely possible that the save has just running past it's expiration date and needs to be nuked from the orbit, but time and testing may tell. Edit: Not worth the time because of a singular occurrence but perhaps there could be a parameter in the debug that shows where your slavery level comes from. But if nobody else has this issue it's really not worth the effort.Edit 2: Oh, and to clarify the matter the slut starts out naked. When testing I get random items put on by Solicitation from Cursed Loot.
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