AimoHauki Posted May 17, 2015 Posted May 17, 2015 Had some time to test out my slavery level 3 issue this weekend. It was not From the Deeps and not Maria Eden. The saves that are affected go back to early this year, way before I tried out either of those things for the first time. Uninstalling, and removing SD+ & cleaning the save had no impact. Did not have the time to test removing Captured Dreams but that seems to be the likely source of the slavery level. I have the expansion quest done as far as it is willing to go (got the slave girl, Erani I think) as the last 'reward' at the time. I'm guessing the slavery level 3 leaks from there somewhere but it's hard to say. Maybe next weekend I can perform more tests. Nevertheless this slavery level is definitely a 'false positive'.
Verstort Posted May 17, 2015 Posted May 17, 2015 Had some time to test out my slavery level 3 issue this weekend. It was not From the Deeps and not Maria Eden. The saves that are affected go back to early this year, way before I tried out either of those things for the first time. Uninstalling, and removing SD+ & cleaning the save had no impact. Did not have the time to test removing Captured Dreams but that seems to be the likely source of the slavery level. I have the expansion quest done as far as it is willing to go (got the slave girl, Erani I think) as the last 'reward' at the time. I'm guessing the slavery level 3 leaks from there somewhere but it's hard to say. Maybe next weekend I can perform more tests. Nevertheless this slavery level is definitely a 'false positive'. You tried 9.0? I added some debug text that would say in your papyrus log which mod is triggering which enslavery level. I think it's Devious Cidhna, I still haven't fully tested the catches I used for that mod yet.
AimoHauki Posted May 18, 2015 Posted May 18, 2015 Had some time to test out my slavery level 3 issue this weekend. It was not From the Deeps and not Maria Eden. The saves that are affected go back to early this year, way before I tried out either of those things for the first time. Uninstalling, and removing SD+ & cleaning the save had no impact. Did not have the time to test removing Captured Dreams but that seems to be the likely source of the slavery level. I have the expansion quest done as far as it is willing to go (got the slave girl, Erani I think) as the last 'reward' at the time. I'm guessing the slavery level 3 leaks from there somewhere but it's hard to say. Maybe next weekend I can perform more tests. Nevertheless this slavery level is definitely a 'false positive'. You tried 9.0? I added some debug text that would say in your papyrus log which mod is triggering which enslavery level. I think it's Devious Cidhna, I still haven't fully tested the catches I used for that mod yet. Cut down sleep a bit. Had 9.0 downloaded and placed into my mod folder but had not actually installed it. So, did the upgrade dance *and* removed Cidhna & Mia's Lair at the same time to save time and the slavery level disappeared. Too bad I didn't have more time to find out which part exactly did the fix but the main thing is that the slavery level is gone. And so am I --> off to work.
pihwht Posted May 18, 2015 Posted May 18, 2015 I spent some time last night trying to get my player enslaved and have a few observations. Since most npcs in skyrim have a morality of three allowed the enslave option for those with a morallity of three. To avoid being spammed by sex seekers I reduced that option to two. OnlyNazeem is more interested in money anyway. I turned on the debug stuff. I don't think you will ever be enslaved if you are wearing the slut collar. Theda ran around for hours being raped in Whiterun till I figured that out. A naked player with a plain leather collar or some piercings was enslaved promptly. Carlotta and Maria went with Sanguine, Ysolda picked Maria Eden and hauled Theda to Markham. I stayed with Carlotta for a little while, and that was pretty neat, because she stayed with her regular schedule. Unfortunately, when she went to lunch she complained about trespassing.after we got into her house. She oscillated between Sanguine commands and vanilla crime complaints. (Had to do timely console magic to get in. She locked to door behind her. A guard showed up, and arrested my player. Carlotta promptly re-enslaved her and called for action by the guard.) In Whiterun, only Janessa and the slavers demanded sex. In Whiterun the enslaving events were local with Sanguine and Maria Eden available. I only stayed for one even at the Winking Skeever, and was grabbed by Simple Slavery for sale to a mage just outside of Riften. I noticed that most of the Interesting Npcs were excluded as belonging to non-player races. Most potiential followers were excluded, even if they had never been followers. If you have DD-for the masses, npcs who are wearing dd gear are also excluded.
Verstort Posted May 18, 2015 Posted May 18, 2015 I don't think you will ever be enslaved if you are wearing the slut collar. Theda ran around for hours being raped in Whiterun till I figured that out. A naked player with a plain leather collar or some piercings was enslaved promptly. Carlotta and Maria went with Sanguine, Ysolda picked Maria Eden and hauled Theda to Markham. The slut and slave collars from Cursed loot should have the zazBlockGeneric keyword, which I use as a sign to avoid enslavement. A lot of items with zadBlockGeneric have custom quests and scripts and removing them is dangerous to the game stability and the mod stability, and neither SD nor Maria's eden will let me pass the player into slavery through them without trying to remove those collars first, which is bad. Until I find a way to remove any item in such a way that it doesn't break that item or mod, I won't put in an exception, and wearing that item will prevent you from being enslaved for now. I stayed with Carlotta for a little while, and that was pretty neat, because she stayed with her regular schedule. Unfortunately, when she went to lunch she complained about trespassing.after we got into her house. She oscillated between Sanguine commands and vanilla crime complaints. (Had to do timely console magic to get in. She locked to door behind her. A guard showed up, and arrested my player. Carlotta promptly re-enslaved her and called for action by the guard.) I'm assuming that enslavement was SD+, not Maria's eden, but since Deviously enslaved mod only calls the generic "startEnslavement()" functions for these mods, and then backs off, I think that's a bug on their side, not a Deviously enslaved bug. Probably best to go report it to the authors of the enslavement mod in question. I spent some time last night trying to get my player enslaved and have a few observations. Since most npcs in skyrim have a morality of three allowed the enslave option for those with a morallity of three. To avoid being spammed by sex seekers I reduced that option to two. Only Nazeem is more interested in money anyway. I turned on the debug stuff. In Whiterun, only Janessa and the slavers demanded sex. I haven't modified the morality of any NPC in game, If you want to modify any of their moralities yourself, you can change it by opening console, mouse clicking the target, and typing "setav morality <value>" to change their morality. I don't know if there's any mod that changes the morality average for vanilla NPCs in game. I'm confused though, you reduced the Sex morality to reduce the number of people approaching you for sex then mention only Janess and slavers approached you, were you trying to say those are the only 2 and below NPCs in the area or something else? I noticed that most of the Interesting Npcs were excluded as belonging to non-player races. Most potiential followers were excluded, even if they had never been followers. If you have DD-for the masses, npcs who are wearing dd gear are also excluded. That's.... interesting, I haven't gone around to check for odd cases like followers or NPCs used by other mods. I'll try adding a Interesting NPC exclusion in the future, but the Follower bug is most interesting and I'm not even sure yet what could cause that, will have to look at that in detail. Deviously enslaved might check if the target is wearing DD gear to see if they're a slave, I haven't checked that in awhile, the idea was to stop slaves from enslaving you, since they often have lame AIs and it breaks immersion. I thought I set it so that only certain items, restrictive devices like armbinders gags and blindfold would be checked, it shouldn't look at chastity DD devices or cuffs on NPCs at all. Thank you or reporting these bugs. Edit: The mod detects if an NPC is your follower by detecting if they're part of faction CurrentFollowerFaction, which is a vanilla skyrim faction. I didn't put that in, chase did. I'm not honestly sure how the faction works, if NPCs are added to the faction when a follower of the player or if they're already in that faction from the start, but I'll need more time to find a better detection system for followers if the later is the case. Cut down sleep a bit. Had 9.0 downloaded and placed into my mod folder but had not actually installed it. So, did the upgrade dance *and* removed Cidhna & Mia's Lair at the same time to save time and the slavery level disappeared. Too bad I didn't have more time to find out which part exactly did the fix but the main thing is that the slavery level is gone. And so am I --> off to work. Unless the order reshuffling in 9.0 fixed the problem, it's definitely Cidhna, since I currently don't have any conditions where Mia's will mark the player as a slave. I'll just have to find some way to test when that quest is done that doesn't involve it being shut down, since the only condition to get lvl 3 from devious cidhna is if the madanoch concubine quest is still running, which it shouldn't if you've gotten through that quest already. I suppose you could try stopping that quest yourself to get around the issue, I think you could use "stopquest <questid>" in console to finish off a quest, although if you could tell me the stage of it first that would be helpful. Setting the last stage in a quest often shuts it down as well. If shutting that down doesn't work then I might have gotten the wrong quest ID from the esp and need to fix that instead (don't think so, or we would have run into that issue before now I think) Edit: the quest has no states and only exists to remember if you accepted madonochs deal, but that quest never ends because it's not an actual quest, will change the detection to work in the next bug fix.
pihwht Posted May 19, 2015 Posted May 19, 2015 I don't think you will ever be enslaved if you are wearing the slut collar. Theda ran around for hours being raped in Whiterun till I figured that out. A naked player with a plain leather collar or some piercings was enslaved promptly. Carlotta and Maria went with Sanguine, Ysolda picked Maria Eden and hauled Theda to Markham. The slut and slave collars from Cursed loot should have the zazBlockGeneric keyword, which I use as a sign to avoid enslavement. A lot of items with zadBlockGeneric have custom quests and scripts and removing them is dangerous to the game stability and the mod stability, and neither SD nor Maria's eden will let me pass the player into slavery through them without trying to remove those collars first, which is bad. Until I find a way to remove any item in such a way that it doesn't break that item or mod, I won't put in an exception, and wearing that item will prevent you from being enslaved for now. I stayed with Carlotta for a little while, and that was pretty neat, because she stayed with her regular schedule. Unfortunately, when she went to lunch she complained about trespassing.after we got into her house. She oscillated between Sanguine commands and vanilla crime complaints. (Had to do timely console magic to get in. She locked to door behind her. A guard showed up, and arrested my player. Carlotta promptly re-enslaved her and called for action by the guard.) I'm assuming that enslavement was SD+, not Maria's eden, but since Deviously enslaved mod only calls the generic "startEnslavement()" functions for these mods, and then backs off, I think that's a bug on their side, not a Deviously enslaved bug. Probably best to go report it to the authors of the enslavement mod in question. I spent some time last night trying to get my player enslaved and have a few observations. Since most npcs in skyrim have a morality of three allowed the enslave option for those with a morallity of three. To avoid being spammed by sex seekers I reduced that option to two. Only Nazeem is more interested in money anyway. I turned on the debug stuff. In Whiterun, only Janessa and the slavers demanded sex. I haven't modified the morality of any NPC in game, If you want to modify any of their moralities yourself, you can change it by opening console, mouse clicking the target, and typing "setav morality <value>" to change their morality. I don't know if there's any mod that changes the morality average for vanilla NPCs in game. I'm confused though, you reduced the Sex morality to reduce the number of people approaching you for sex then mention only Janess and slavers approached you, were you trying to say those are the only 2 and below NPCs in the area or something else? I noticed that most of the Interesting Npcs were excluded as belonging to non-player races. Most potiential followers were excluded, even if they had never been followers. If you have DD-for the masses, npcs who are wearing dd gear are also excluded. That's.... interesting, I haven't gone around to check for odd cases like followers or NPCs used by other mods. I'll try adding a Interesting NPC exclusion in the future, but the Follower bug is most interesting and I'm not even sure yet what could cause that, will have to look at that in detail. Deviously enslaved might check if the target is wearing DD gear to see if they're a slave, I haven't checked that in awhile, the idea was to stop slaves from enslaving you, since they often have lame AIs and it breaks immersion. I thought I set it so that only certain items, restrictive devices like armbinders gags and blindfold would be checked, it shouldn't look at chastity DD devices or cuffs on NPCs at all. Thank you or reporting these bugs. Edit: The mod detects if an NPC is your follower by detecting if they're part of faction CurrentFollowerFaction, which is a vanilla skyrim faction. I didn't put that in, chase did. I'm not honestly sure how the faction works, if NPCs are added to the faction when a follower of the player or if they're already in that faction from the start, but I'll need more time to find a better detection system for followers if the later is the case. Cut down sleep a bit. Had 9.0 downloaded and placed into my mod folder but had not actually installed it. So, did the upgrade dance *and* removed Cidhna & Mia's Lair at the same time to save time and the slavery level disappeared. Too bad I didn't have more time to find out which part exactly did the fix but the main thing is that the slavery level is gone. And so am I --> off to work. Unless the order reshuffling in 9.0 fixed the problem, it's definitely Cidhna, since I currently don't have any conditions where Mia's will mark the player as a slave. I'll just have to find some way to test when that quest is done that doesn't involve it being shut down, since the only condition to get lvl 3 from devious cidhna is if the madanoch concubine quest is still running, which it shouldn't if you've gotten through that quest already. I suppose you could try stopping that quest yourself to get around the issue, I think you could use "stopquest <questid>" in console to finish off a quest, although if you could tell me the stage of it first that would be helpful. Setting the last stage in a quest often shuts it down as well. If shutting that down doesn't work then I might have gotten the wrong quest ID from the esp and need to fix that instead (don't think so, or we would have run into that issue before now I think) I wasn't worried about Janessa's morality, just observingt that she is one of the few of the vanilla npcs in Whiterun who would be eligible to enslave anyone. With morality turned down to two for sex, only Janessa and Maria approached for sex. I thought Aaron would but he was on his knees in bondage and did not respond. Those were the only npcs who had a morality of two or less that I found. except for potential companions like Vilja. Most were threes. I did find a '2' on one of "anna's npcs" in Riften. I suspect that other hirelings besides Janessa and Mercurio would act the same way. Riften, has quite a few 0's on the surface in my game this evening to the extent that fights over the player broke out. One time Aerin did an sd+ on me, and Mercurio came over and insisted I was his sd+ slave. Aerin die that time. Another series occurred when Talen-Jen started the where's your master exchange, Mecurio interrupted to ask the same question. Talen squawked, but backed down. Mecurio went over to sit on his bench with a big smile on his face right before Maven walked over to claim me for herself and Maria. The curiousity with Carlotta definitely had nothing to do with enslaved, but it was amusing. Unfortunately, my game crashed after the guard freed me and Carlotta re-enslaved me a couple of times. I thought I was going to be inadvertently freed by the guard throwing my penniless self in jail. Next time, I'll just stay outside and let her beat me every few minutes. The potential follower I noticed had a starting relationshiprank of ally the way housecarls do. The debug message referred to that being too high. The hirelings like Janessa start out with no relationshiprank to anyone. I'd bet that once you hired and fired one of them, they'd be ineligible as well. I wonder if getplayerteammate() could be used. The npc who was identified as a slave by mistake was Saadi. This time arould she had a harness with a harness collar under her blouse. It is a very neat mod and fun to play with. Have fun.
Verstort Posted May 19, 2015 Posted May 19, 2015 Unofficial 9.1 patch (lesser bug fixes) Changes since 9.0: Vampires can now attack the player, if they're friendly (Playable race wouldn't count them) Local enslavement, without SD slaverun or Maria's eden installed, should no longer trigger (untested) Enslavement level will now update without needing an equipment change (not sure how I missed that) Fix for Mia's lair starting quest (shouldn't even be an issue, this is just for good measure) Simple slavery will no longer leave the player slavery level 3 after the first time the player goes through the auction Devious cidhna fixes, should no longer leave the player level 3 after the main quest, should now also detect some side quests and no longer interrupt. This is a minor bug fix patch, you only really need this fix if the following apply: You wish to play through the begining quest of Mia's lair You wish to play with Simpleslavery more than once You wish to play with Devious cidhna You wish to play without SD+, slaverun or Maria's eden, and you fear you might forget to set your local slider to 0 You play through the game without changing your gear frequently enough You play with vampire mods/npcs and wish for them to play ball Gave up trying to find an Interesting NPC that wasn't a playable race, the only ones I found were old people and a skeleton, will look more later, but for now I cannot reproduce the issue. The potential follower I noticed had a starting relationshiprank of ally the way housecarls do. The debug message referred to that being too high. The hirelings like Janessa start out with no relationshiprank to anyone. I'd bet that once you hired and fired one of them, they'd be ineligible as well. I wonder if getplayerteammate() could be used. The npc who was identified as a slave by mistake was Saadi. This time arould she had a harness with a harness collar under her blouse. Collar is one of the items I use to mark NPCs as slaves, even if there is clothing on top, since it's almost always still visible in the case of NPCs I check if relationship is 2 or 3 and count that as too high, it's unfortunate that the game marks past followers as ally and not lower depending on how long they were your ally, but that's kinda the realm of a different mod. Deviously Enslaved Unofficial(v9.1 Full).7z Deviously Enslaved Unofficial(v9.1 patch).7z
pihwht Posted May 19, 2015 Posted May 19, 2015 Unofficial 9.1 patch (lesser bug fixes) Changes since 9.0: Vampires can now attack the player, if they're friendly (Playable race wouldn't count them) Local enslavement, without SD slaverun or Maria's eden installed, should no longer trigger (untested) Enslavement level will now update without needing an equipment change (not sure how I missed that) Fix for Mia's lair starting quest (shouldn't even be an issue, this is just for good measure) Simple slavery will no longer leave the player slavery level 3 after the first time the player goes through the auction Devious cidhna fixes, should no longer leave the player level 3 after the main quest, should now also detect some side quests and no longer interrupt. This is a minor bug fix patch, you only really need this fix if the following apply: You wish to play through the begining quest of Mia's lair You wish to play with Simpleslavery more than once You wish to play with Devious cidhna You wish to play without SD+, slaverun or Maria's eden, and you fear you might forget to set your local slider to 0 You play through the game without changing your gear frequently enough You play with vampire mods/npcs and wish for them to play ball Gave up trying to find an Interesting NPC that wasn't a playable race, the only ones I found were old people and a skeleton, will look more later, but for now I cannot reproduce the issue. The potential follower I noticed had a starting relationshiprank of ally the way housecarls do. The debug message referred to that being too high. The hirelings like Janessa start out with no relationshiprank to anyone. I'd bet that once you hired and fired one of them, they'd be ineligible as well. I wonder if getplayerteammate() could be used. The npc who was identified as a slave by mistake was Saadi. This time arould she had a harness with a harness collar under her blouse. Collar is one of the items I use to mark NPCs as slaves, even if there is clothing on top, since it's almost always still visible in the case of NPCs I check if relationship is 2 or 3 and count that as too high, it's unfortunate that the game marks past followers as ally and not lower depending on how long they were your ally, but that's kinda the realm of a different mod. Actually, some followers like housecarls and some modded followers are set as aliies before them become playerteammates. It is peculiar. If you are attacked or start a fight in Dragon Reach after becoming a thane but before you speak to Lydia, she will jump to your defense even though she will not yet follow you.
Photonix Posted May 20, 2015 Posted May 20, 2015 Sorry for a most likely very noobish question I am only like a day into learning all these mods and getting them working, I was just wondering how this mod works with Sexlabs defeat / submit and SD, for example you fight normally die / trigger the rape scene from either Defeat / submit, then this mod basically inslaves you? And if you have SD installed transfers you to that mod or something simular? Sorry yet again for the complex questions, after working on this all night / day I finally have a vast majority of mods installed and working! Didn't want to mess them up conflict ect!
Verstort Posted May 20, 2015 Posted May 20, 2015 Sorry for a most likely very noobish question I am only like a day into learning all these mods and getting them working, I was just wondering how this mod works with Sexlabs defeat / submit and SD, for example you fight normally die / trigger the rape scene from either Defeat / submit, then this mod basically inslaves you? And if you have SD installed transfers you to that mod or something simular? Sorry yet again for the complex questions, after working on this all night / day I finally have a vast majority of mods installed and working! Didn't want to mess them up conflict ect! This mod does not handle defeat in combat at all, nor does it modify combat. Defeat, Death alternative, Submit, and other combat and defeat mods should not conflict with this mod. The intended purpose of Deviously enslaved was to make the world react to the player apparently being a slave already, or appearing like they are when wearing bondage. NPCs will approach the player to request free sex if they think you're a slave, and if they think you aren't yet a slave, but they think you're vulnerable because of what you wear, they will also try to enslave you. Deviously enslaved does not have a slavery system, it simply interfaces into other slavery based mods you might be using, like SD.
Photonix Posted May 20, 2015 Posted May 20, 2015 Sorry for a most likely very noobish question I am only like a day into learning all these mods and getting them working, I was just wondering how this mod works with Sexlabs defeat / submit and SD, for example you fight normally die / trigger the rape scene from either Defeat / submit, then this mod basically inslaves you? And if you have SD installed transfers you to that mod or something simular? Sorry yet again for the complex questions, after working on this all night / day I finally have a vast majority of mods installed and working! Didn't want to mess them up conflict ect! This mod does not handle defeat in combat at all, nor does it modify combat. Defeat, Death alternative, Submit, and other combat and defeat mods should not conflict with this mod. The intended purpose of Deviously enslaved was to make the world react to the player apparently being a slave already, or appearing like they are when wearing bondage. NPCs will approach the player to request free sex if they think you're a slave, and if they think you aren't yet a slave, but they think you're vulnerable because of what you wear, they will also try to enslave you. Deviously enslaved does not have a slavery system, it simply interfaces into other slavery based mods you might be using, like SD. Ahh ok thank you very much for your swift response!
JahReit Posted May 21, 2015 Posted May 21, 2015 DE interrupts scenes already in progress with a demand for sex (yes, it's DE dialogue). Is there a check to see if something else is happening, like my PC in the middle of a sex act? Or, is it something else? Using 9.1
Verstort Posted May 21, 2015 Posted May 21, 2015 DE interrupts scenes already in progress with a demand for sex (yes, it's DE dialogue). Is there a check to see if something else is happening, like my PC in the middle of a sex act? Or, is it something else? Using 9.1 DE detects when the player is busy with sexlab, busy in a scene, controls are locked, ect, and stops from starting the NPC approach while in these states (busy). After the approach starts, the mod checks every x seconds to see if the situation has changed between the NPC approach starting and now, if say the player is busy having sex, the approacher should be stopped if the mod checks before the NPC reaches the player. The following situations can happen resulting in you being approached while you're still busy: If the duration between searches in seconds is too long, the approacher can reach the player in the interim between the player starting a sex scene and the mod re-checking if the player is busy If the mod detects that the player has become busy, but hasn't finished the script logic, because papyrus logic runs at a snails pace and competes with other mods for script engine time, the NPC can still force greet the player before the dialogue is canceled. The force greet may even be empty, containing none of the enslaved dialogue, because the dialogue was triggered after the dialogue variable was reset, but before the force greet gets canceled. I can't, so far as I can tell, detect on the fly if/when the player becomes busy with an event, I have to check every x seconds in a loop, and the nature of a loop results in the possibility of not detecting changes if the interval is too long. I could be wrong, I might reduce the loop duration to 3-5 seconds in the next version, so users can have their search duration set to longer durations without causing more interruptions from fewer cancellations, but I haven't found a better way to cancel the approach once started, if the player becomes invalid. Increasing how frequently we check will introduce script lag, which might upset some people. If you know of a better way to detect when sexlab starts instantly, or when the player enters a scene, I would gladly add a fix to prevent those interuptions. Edit: I'll need to test it, but I think I found a way to stop the mod if the player starts having sex, since sexlab DID offer custom events for the stages of sex. That only leaves a tiny window between starting sexlab and starting the animation for the player to get approached. Still no events for being in UI or scene though
JahReit Posted May 21, 2015 Posted May 21, 2015 That could be the problem then. I set most times a little higher because of the massive script load I have installed. Thanks for the info, and thanks for the mod.
chipstick Posted May 21, 2015 Posted May 21, 2015 I might reduce the loop duration to 3-5 seconds in the next version, so users can have their search duration set to longer durations without causing more interruptions from fewer cancellations, but I haven't found a better way to cancel the approach once started, if the player becomes invalid. Increasing how frequently we check will introduce script lag, which might upset some people. If you know of a better way to detect when sexlab starts instantly, or when the player enters a scene, I would gladly add a fix to prevent those interuptions. Edit: I'll need to test it, but I think I found a way to stop the mod if the player starts having sex, since sexlab DID offer custom events for the stages of sex. That only leaves a tiny window between starting sexlab and starting the animation for the player to get approached. Still no events for being in UI or scene though Just speaking for myself, reducing the loop duration is a problematic solution. Most of us are trying to manage our script loads, so adding on to that isn't ideal. :/ Your new idea sounds great
RegisteredUser Posted May 21, 2015 Posted May 21, 2015 Just checking, is it intended that the debug function reports vulnerability level 3 due to arm restraints when the only thing I'm wearing is a generic cuff set? You know, the ones which normally don't do anything and are purely aesthetic? My character is fully dressed in dwarven armor, armed to the teeth and in no way inhibited in combat... that sounds a little silly
Verstort Posted May 21, 2015 Posted May 21, 2015 Just checking, is it intended that the debug function reports vulnerability level 3 due to arm restraints when the only thing I'm wearing is a generic cuff set? You know, the ones which normally don't do anything and are purely aesthetic? My character is fully dressed in dwarven armor, armed to the teeth and in no way inhibited in combat... that sounds a little silly If you're using 9.X check your papyrus log, should mention why the level is 3. Neither cuffs nor armbinder should give you enslavement level 3, it's mostly reserved for quests where we don't want DE to interrupt. I fixed two of these cases giving false positives in 9.1, there still might be more. My bad, you said vulnerable level 3, No, the cuffs shouldn't cause the armbinder effect unless they have the zad_DeviousArmbinder, zad_DeviousYoke or zazwornwrist keywords, which should mean arms locked behind the player. Edit: ohhhhh, I didn't use the animation keyword I used zazwornwrist keyword, and the DD cuffs use zazwornwrist keyword. I'll fix this in the next version, not sure how this hasn't come up before now. Thanks for finding this!
RegisteredUser Posted May 22, 2015 Posted May 22, 2015 It's pretty obscure, I only noticed it by complete accident
kazetomizu Posted May 25, 2015 Posted May 25, 2015 Sorry if this was already answered, but after reading through all 18 pages and such. Does Version 9.0 need previous versions of DE to function? Do i have to install all previous unofficial patches and if so what recommendations would you make regarding what patches are necessary?
Verstort Posted May 25, 2015 Posted May 25, 2015 Sorry if this was already answered, but after reading through all 18 pages and such. Does Version 9.0 need previous versions of DE to function? Do i have to install all previous unofficial patches and if so what recommendations would you make regarding what patches are necessary? Any version marked "Full" can be installed without any previous version needed at all. Versions marked "Patch" need the last available "Full" version installed before it in order for them to work. So no, you can run with just 9.1 full and nothing else is needed.
~pleasework12345 Posted May 26, 2015 Posted May 26, 2015 Sorry if this was already answered, but after reading through all 18 pages and such. Does Version 9.0 need previous versions of DE to function? Do i have to install all previous unofficial patches and if so what recommendations would you make regarding what patches are necessary? Any version marked "Full" can be installed without any previous version needed at all. Versions marked "Patch" need the last available "Full" version installed before it in order for them to work. So no, you can run with just 9.1 full and nothing else is needed. So if I have version 8 do I just install 9 overtop of it or should I try and remove version 8 first?
Verstort Posted May 26, 2015 Posted May 26, 2015 Sorry if this was already answered, but after reading through all 18 pages and such. Does Version 9.0 need previous versions of DE to function? Do i have to install all previous unofficial patches and if so what recommendations would you make regarding what patches are necessary? Any version marked "Full" can be installed without any previous version needed at all. Versions marked "Patch" need the last available "Full" version installed before it in order for them to work. So no, you can run with just 9.1 full and nothing else is needed. So if I have version 8 do I just install 9 overtop of it or should I try and remove version 8 first? Removing 8 and save cleaning before installing 9.1 is recommended. However, I'm still a little hazy on what gets updated properly and what doesn't with versions of DE without a save cleaning. The new MCM menu items shouldn't initialize correctly, but if I understand how the game handles scrips correctly you shouldn't be left with malfunctioning scripts unless the script is removed between versions, and I don't think I've taken any out recently, so a save clean might not be necessary. Overwriting 9 on top of 8 should be fine, since no scripts were removed. Haven't tested.
Verstort Posted May 28, 2015 Posted May 28, 2015 Building the intimidation dialogue, any objections to this system before I finish? You get approached by an NPC for enslavement or sex: If you have a weapon equipped, with no gag and no blindfold, you can intimidate them 100%. If you have the following, you cannot intimidate at all: (2 or more: armbinder, gag, blindfold) Else: Roll a dice between 1 and 100, if you roll < 50 you succeed. Having a weapon equipped significantly increases chance of success Wearing heavy or light armor on torso increases chance of success Being naked decreases chance of success Having any of the following decreases chances of success: armbinder gag blindfold Points in speech above 25 increase the chance of success I wouldn't mind having a "defend yourself" combat option if intimidation fails, but haven't figured out how to put that in yet.
chipstick Posted May 28, 2015 Posted May 28, 2015 Would it be possible to toggle the intimidation option on and off in the mcm? Other thoughts (take them for what you will): I would've thought itd be just about impossible to intimidate anyone if youre in an armbinder or yoke, Factoring in speech for the success roll is tricky. A few thoughts off the top of my head? What if you're gagged? If speech is counted, why not other (possibly even more relevant) skills like the appropriate weaponskill (if you're obviously competent in the weapon you're wielding then people are more likely to back off). I'm quite hesitant about including speech as a consideration basically. Obviously this ties in with the bigger question of how complex you want to make the intimidation system - you could argue some npcs would be harder to intimidate etc etc. Edit: In the end, individual players are going to react quite differently to the whole intimidation/resistance system. Depends on if the player want DE to just be a mod for initiating sexual peril, or if he/she would appreciate a more detailed interaction/resistance system like youre working on.
Mud Posted May 28, 2015 Posted May 28, 2015 All that sounds fine to me, even still being able to sometimes intimidate when bound, because unless we're doing a special playthrough where we don't awaken our Dragonborn powers, we do still have the Voice. And tying it to Speech works very well with the vanilla Persuade/Intimidate mechanics as well as with the various mods that also allow the Speech tree to empower your shouts. In that light... it might be overly complicated, but if the number of shouts the player has learned is able to be tracked, maybe that could be a factor too?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now