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Posted
On 11/14/2019 at 11:35 AM, Nymra said:

 

No big thing and nothing I want you to fix because yeah, its just Skyrim.
I just noticed and experienced the volume of problems that come with the forcegreet mechanic, that is all. 

But as I write this I remember that some mods (I think POP) have a short range teleport system to guarantee initiation of forcegreets. But I could be wrong.

 

I admit I still dont understand completly and I honestly dont understand the keyword part. 

 

I only say that the DD items that DEC puts on me makes DEC think that I am enslaved. I dont have DCL, CDx or any other DD mod installed, just devious devices.

 

1. I get forcegreet by DEC for Sex (enslavement dialogie is at 0%).
I have Post Devious Devices Chance at 100%

2. DEC rape scene triggers

 

3. DEC rape scene ends -> devices get equipped (devious devices, for example boots and gloves)

 

4. I keep standing around

-> I set Post Rape Devious Devices Chance to 0%.

-> I set Post Rape Enslavement Chance to 100%

 

5. DEC forcegreet again.

 

6. Rape again

 

7. NO ENSLAVEMENT HAPPENS EVER, no matter how often I repeat it. 

 

If I remove the Devious Devices, Post Rape Enslavement is working again.

 

How does DEC handle slaverun? I wanted to use DEC and SS to make up for the horrible SR bounty hunters (they suck lol). But if I am an Slaverun Slave, DEC will no longer enslave me?

 


IMPORTANT:
I am not talking about the enslavement dialogue. I am not using that at all and pretty much dont see why I should. All I use is the Post Rape Scenerio "Enslavement Chance" in DEC MCM.

 

Need a log for this.

 

Regular DD items shouldn't block enslavement approach or post-sex.

 

I just checked, sex approach 100, enslave approach 0, post enslave 100. Sex approach ended in enslavement. Not sure whats causing the issue, but your log might have debug info that tells me.

 

Edit: You aren't wearing DD items that only give the player vulnerability lvl 1 while the minimum is set to 2 or higher are you? That min counts for both approach and post-sex. You can set items to have higher vulnerability or set the minimum lower if you were, either or.

 

 

Posted
6 hours ago, ugibber said:

This was an essential mod for me. It had everything I needed for follower interactions. Now it's a buggy mess. Follower approaches, adding devices, sex initiation - totally ruined. On top of that you've silently hidden essential dialogue lines behind some vague "unfinished dialogue" button in debug section and when I enabled it still doesn't work if I'm wearing restricting devices. I'm not trying to be rude or anything, but I'm genuinely mad now, because I was stupid enough to dump the stable version which I was using for a year at least in exchange for this dumpster fire.

 

The dialogue is unfinished, it was always unfinished, and it was my mistake not properly hiding it from the start. Having sex with the follower... at some point I think I had 5 different mods installed that had their own dialogue to do just this, why would I write my own when so many others had already done so (I don't have unlimited time here). For those users who didn't have it, and wanted to use followers, I included a button so they could get around it (manual follower adding). Sorry if that was confusing, but nagging the player everytime they got a new follower (It would seem you are trying to start a bondage relationship here, would you like my help :papperclip:) would have been more annoying.

 

Making followers automatically act deviously with the player is also weird to me, more so then waiting until they have shown interest in having sex with the follower first. Some followers are married, some are slaves to the player (stewards) and some are hires (employees), also PAHE slaves. I had a choice to make all followers approach from the start, but I thought that would be more weird than waiting for sex to start, which seemed like a natural and organic flag.

 

The item tying up game isn't essential, its broken (hence the unfinished). Other mods (Devious followers, Devious lore) have similar games that actually work and aren't broken. Those mods are also still being worked on, while I'm mostly done with this mod besides minor bug fixes.

 

The item tying game doesn't let the player say "hey can you tie me up" if the player is already tied up... is that weird? That seems normal to me, for that kind of interaction to not happen if its already busy happening. Maybe there should have been a middle interaction, like "can you tie me up more" or something, but its unfinished.

Posted

Ok, after a short nervous breakdown I'm back with more productive approach:

The phrase "This is too exciting, lets find a bed somewhere!" leads to follower approach spam

Sometimes I take dominant position and rape my follower

I also raped a bunch of NPCs

"We don't have any animations,,," log message for no apparent reason

Arousal doesn't override morality

I often try to approach myself (or is this intentional?)

Adding devices sometimes fails

7 hours ago, Verstort said:

The item tying game doesn't let the player say "hey can you tie me up" if the player is already tied up... is that weird? That seems normal to me, for that kind of interaction to not happen if its already busy happening. Maybe there should have been a middle interaction, like "can you tie me up more" or something, but its unfinished.

"can you tie me up more" would be great, but you forgot there's also "Hey..." which should lead to sex while restrained, but is also blocked most of the time (Why?)

Finally - like it or not, this is still the best follower sex\bdsm mod in my opinion. The mods you mentioned above are very specific in their nature and they just don't provide the same functionality as you mod. So it's a shame really, that you obviously decided to give up on this feature of DEC.

Posted

Every single follower approach slaps me with a red ball gag which is invisible in the inventory and is not recognized by DD framework, so there's no way to remove it.

I think I'm done

Posted

Ah! ?

@Verstort

I guess there was a misunderstanding.

POP has already more than enough action and doesn't really need DEC to add more.

I even fear that could break pop scenes.

 

What I meant with "make DEC great again in prison" was the vanilla prison time.

That's the one that is really boring.

There are still mods out there that send you to vanilla, like:

> Devious Lore

> Skyrim Chain Beasts

 

This ends in DEC preventing any approach in Jail.

I never fully understood why you want to prevent any approach in Jail, especially if you can detect a POP imprisonment.

If there would be an option to overwrite the DEC jail block that would be great.

No hurry and no worries tho, found out that Sexlab Adventures ignores Prisons and Pet Collar ignores jails too.

 

Spoiler

154146356_enb2019_11_1819_45_31_29.jpg.e67f6d7e118804a800b277163cab1f23.jpg

 

2004892739_enb2019_11_1819_47_35_48.jpg.3150b3c310d9149fae4fc1b0d52f7f05.jpg

 

Posted

I like the vulnerability of SexLab - Sexual Fame but I want to disable exhibitionism. SLSF values seem to cap at 100 and DEC values go to 150 for the fame, if I make the fame required 150 will that disable exhibitionism? Because the way I play I become an exhibitionist way too fast.

Posted

Bugreport:

Since newer DEC versions the "friendly fire" follower dialog is broken.

This results in followers force greeting permanently after combat without any DEC related dialog option.

I have unfinished dialoges deactivated, but friendly fire activated, maybe this makes the bug even worse, because there would be no dialog.

So far the friendly fire feature of DEC was alwas a bit glitched (in years it triggered ones or twice depending on the DEC version).

There seem to be no debug option for this and it leaves the follower in a constant forcegreet state.

I guess both needs to be deactivated, the unfinished dialog option and follower friendly fire feature.

This DEC bug gave me nightmares while testing for NDUN broken force greet dialoges ?

 

 

Can't repeat that issue with DEC, but with other mods, like PetProject if a scene got stuck and never finished, while a scene script is still running on the follower. Same goes for the Spouse.

Might be even a DF issue, but newest version supports NFF that might have conflicted at some point.

I can't confirm the issue is from DEC and can't trust my own bugreport for DEC >.<

  • 4 weeks later...
Posted

I can't get 13.25.00 to start at all.

 

It appears to be hanging in crdemodsmonitorscript:

 

Spoiler

[12/26/2019 - 07:36:53PM] [crde]in wolfclub:mods not finished yet
[12/26/2019 - 07:36:55PM] Error: crdemodsmonitorscript.finishedCheckingMods() being called on an invalid object, aborting function call
stack:
    [crdeWolfclub (EC00A464)].crdewolfclubscript.OnInit() - "crdewolfclubscript.psc" Line 35
[12/26/2019 - 07:36:55PM] warning: Assigning None to a non-object variable named "::temp1"

 

DEC is last in my LO at this point.

 

From what I can see the mod monitor never starts.

I don't see [CRDE] Mods::init() or [CRDE] Mods::Maintenance or [CRDE] Mods script updateForms() start 

 

I do see [CRDE] startquest::Maintenance version: 13.25.0

 

It looks like Maintenance in crdemodsmonitorscript is never called.

 

There is a comment in the OnInit:

Spoiler

 

  ; this can't exist in maintenence, at least the if checking the MCM value cannot, can deadlock
  player.addPerk(crdeContainerPerk)

  ;Maintenance() ; don't call here, playerstartquest is calling it
  ; it seems to get called twice here, if I check which location is calling it, I get mods:oninit twice

 

 

Then I see in my log:

 

Spoiler

stack:
    [crdeStartQuest (ED0048E0)].crdestartquestscript.Maintenance() - "crdestartquestscript.psc" Line 65
    [crdeStartQuest (ED0048E0)].crdestartquestscript.OnUpdate() - "crdestartquestscript.psc" Line 98
[12/26/2019 - 02:20:59PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [crdeStartQuest (ED0048E0)].crdestartquestscript.Maintenance() - "crdestartquestscript.psc" Line 65
    [crdeStartQuest (ED0048E0)].crdestartquestscript.OnUpdate() - "crdestartquestscript.psc" Line 98
[12/26/2019 - 02:20:59PM] Error: crdemodsmonitorscript.start() being called on an invalid object, aborting function call
stack:
    [crdeStartQuest (ED0048E0)].crdestartquestscript.Maintenance() - "crdestartquestscript.psc" Line 66
    [crdeStartQuest (ED0048E0)].crdestartquestscript.OnUpdate() - "crdestartquestscript.psc" Line 98
[12/26/2019 - 02:20:59PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [crdeStartQuest (ED0048E0)].crdestartquestscript.Maintenance() - "crdestartquestscript.psc" Line 66
    [crdeStartQuest (ED0048E0)].crdestartquestscript.OnUpdate() - "crdestartquestscript.psc" Line 98

Which suggests playerstartquest, which is responsible for startup doesn't run and is bombing out and it looks like the Mods quest (that owns cdremodsmonitorscript) is missing.

 

When I look at it in Tes5Edit, it looks fine. The property is populated as expected.

 

Does it simply need recompiling to fix a type conflict?

 

If others aren't seeing this problem, can you confirm it doesn't occur on a new game with no previous DEC install?

If it's just me, I can't explain it. I have been OK-ish with older DEC versions.

 

Update:

 

Fixed it.

Problem was simply missing UI Extensions 1.2.

I thought NFF had them in, but it only has UILIB.

EFF does have them in.

 

I'm probably not the first to run into this one, and probably won't be the last, but I can't complain that the front page doesn't warn about this, because it does.

  • 4 weeks later...
Posted

@Verstort

 

is there a possibility that you could add in blocks for when devious adventures quests or when B.A.D scenes are running.

 

this is B.A.D. this one i would say wouldnt be as high up as say devious adventures would be to me at least.

Posted
6 hours ago, Sucker343 said:

how to manually reset / restart / force maintenance using MCM or console? Mod behaving abnormal after some other mod removal.

You could try setting the Mod Enabled option off, saving, reloading, and turning it back on to accomplish what you want.  However, if one mod is misbehaving then you might also have problems with other mods that haven't shown themselves yet as a result of removing a mod mid-game.  

 

As a general rule, it is never safe to uninstall a mod if it has scripts (I'm assuming that's the source of the abnormal behavior that you mentioned).  If you don't like a mod, you have two solid choices:  go back to a save from before you installed it, or disable its functionality and ignore it. 

 

Uninstalling mods risks borking your save files, making your game unstable and causing inexplicable behavior from other mods, so things that should work end up not triggering, freezing, or doing something weird.  It's not worth taking the chance.  Sure it's frustrating to have an unused mod in your list for the rest of that game, but in return that game purrs along smoothly and you don't waste time trying to figure out mysterious errors.

  • 3 weeks later...
Posted

Just curious, what settings should I use to have my followers find the most devices and equip them to me?

 

Does a higher value of finding item curve exponent mean a higher chance of finding an item?

 

Does a lower level of Non-follower relationship lower limit mean a greater chance of being approached?

 

Does a higher value of approach curve exponent mean a greater chance of being approached?

 

Under followers containers discovered, does a higher value mean finding items more often?

 

How does the followers level of frustration affect the likely hood of approachment?

 

Thanks

  • 2 weeks later...
Posted

So I'd like to add more SD Distance masters to DEC. I tried to follow the guide at the end of the second post of this support topic. However, I kept getting a CK error when opening the 'crdeDistanceEnslave' script even when I had loaded the dummy files that were recommended to avoid just such an error.

 

So was the guide outdated, or did I just not set everything up properly? I opened it all up in MO2 like I would any other plugin, with DEC, it's dependencies and the dummy files loaded. Maybe there is some kind of voodoo ritual I have to do if I want to edit scripts as well as plugins in the CK?

 

The guide also suggested that SD Distance Masters could be removed with TES5Edit, but it didn't say that new masters could be added just by editing the quest in TES5Edit. I suppose that would be too much to hope for?

  • 2 weeks later...
Posted

Hey,

 

Strange thing - the mod suddenly stopped working. I unistalled DE, cleaned the save with Fallrim, and yet there are no events. Nothing was changed in the settings, the load order is the same.

  • 2 weeks later...
Posted
5 hours ago, black-watch said:

When another is active, DEC doesn't work.

I don't know why.

That's an issue with your setup.

DEC and deviously pink work together in one LO, because they do different things in-game.

There are a lot more possible reasons why DEC doesn't work on your setup.

You don't even give details what exactly isn't working.

Posted
1 hour ago, Jtaygang said:

I seem to be having issues with the multiple item adding event. No matter what I set the chances to in the mcm it always opts for the single item path. 

What are your settings?

During what events?

for example:

Follower find items

After rape

After any DEC Dialogue?

How often did you repeat it?

 

Posted
9 hours ago, Jtaygang said:

I seem to be having issues with the multiple item adding event. No matter what I set the chances to in the mcm it always opts for the single item path. 

Here some settings for a low to med chance to get multiple devices equipped.

Be aware there are two settings for multiple devices:

If you want to be sure to get only Multiple Device events you have to lower other possible event outcomes.

The % settings are not absolute, means they are relative to each other:

For example rising one setting to 100% isn't a 100% chance, because all other settings are calculated into the possible outcome.

Spoiler

882115601_enb2020_03_2023_34_26_94.jpg.ebfe9d29aa992f98f535de6568ac6bab.jpg

 

 

760303637_enb2020_03_2023_34_39_37.jpg.a4648d7fd16ddac7a3a04a2cfe2debb5.jpg

 

Posted
2 hours ago, Jtaygang said:

follower finding multiple items

There is no such option only for followers I'm afraid.

 

All event/item settings are for all events DEC can trigger.

Means:

after DEC dialogue

after rape

 

I saw so far:

> followers add multiple items after raping the player

> followers find loot according to the settings of single events and from unique collars

> followers can find items added by DCL to loot.

 

Never saw followers find multiple items like a full set of pony gear.

Maybe you are up to something there!

It's possible that followers only roll for Single and Unique items.

Multiple device events like the red ebonite set or pony set seem to be added only after rape.

 

2 hours ago, Jtaygang said:

"follower found items invalid, rolling random items"

Never saw that one, or I just missed that.

It might happens, because you reduced all single device events to zero and followers don't roll on the multiple items if it comes to finding items.

  • 4 weeks later...
  • 2 weeks later...
Posted

So I have a quandry, and Im not quite sure how to fix it.

 

As far as I know- everything seems to be working fine.

 

However,   I get these annoying "updating ___" things on my screen and it just stays there... unless i remove the mod..

 

Looking in debug (pictures attatched) I think ive disabled darn near "everything" debug related (or that sounds related atleast).

Ive tried killing sadia.. resetai,  ive tried spending days on the other side of the map....  ive stood there, in game for an 30 min- in real life time- to see if it clears itself up....

 

SO, what am i missing?  Id like to disable it- I dont want to see it..

 

also, does this mod interfere with any other mods (especially like devious followers, devious cursed loot)   I dont want one thing, to activate 3 different scenes in 3 different mods...

ScreenShot57.png

ScreenShot58.png

ScreenShot56.png

Posted
On 4/24/2020 at 7:05 PM, Sillius_Maximus said:

So I have a quandry, and Im not quite sure how to fix it.

 

As far as I know- everything seems to be working fine.

 

However,   I get these annoying "updating ___" things on my screen and it just stays there... unless i remove the mod..

 

Looking in debug (pictures attatched) I think ive disabled darn near "everything" debug related (or that sounds related atleast).

Ive tried killing sadia.. resetai,  ive tried spending days on the other side of the map....  ive stood there, in game for an 30 min- in real life time- to see if it clears itself up....

 

SO, what am i missing?  Id like to disable it- I dont want to see it..

 

also, does this mod interfere with any other mods (especially like devious followers, devious cursed loot)   I dont want one thing, to activate 3 different scenes in 3 different mods...

ScreenShot57.png

ScreenShot58.png

ScreenShot56.png

If I'm not mistaken, this update thing is from the "BeingFemale" mod, is it in your load order ?

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