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Posted

i don't see a thread for the SE version of this Mod, but, i did see that the LE version has a problem with MCM locking, and not showing up at all, and a patch was posted in this thread for it for LE.

 

unfortunately, the same exact issue is happening with me on the SE version of the Mod. is there a patch for the SE Mod for MCM locking at all ?

 

On 4/23/2018 at 6:15 PM, Verstort said:
  • 2 weeks later...
Posted
On 6/8/2020 at 1:54 PM, YojimboRatchet said:

but, i did see that the LE version has a problem with MCM locking, and not showing up at all

the main reason for that was that ppl didn't install all requirements, mainly they ignored the need of UIExtensions

 

the other reason was mostly conflicts with other mods if the same soft requirement for multiple mods wasn't installed

Posted
On 6/19/2020 at 11:18 PM, kapibar said:

Is there a way to disable "glance at your follower" dialogue option or make it so only the male followers can act as a master?

No that can't be disabled via MCM.

The outcome of "glance at your follower" is random and depends also how "dom" your followers are or if they wear DDs and count as slave followers.

To make it even work the followers need to be close.

If you want only your male followers to be master change the settings ins in the follower dialogue tab. Make them +50 dom and -20 sub and +50 thinks PC is sub for max effect. In addition make all female followers sub or neutral via MCM.

 

If you only want to be approached by males, you can set that in MCM too.

Posted
Spoiler

 

Thanks for the advice, man. I already figured out that wearing DD by the follower makes him/her not count as a follower.

Posted
1 minute ago, kapibar said:
  Hide contents

 

Thanks for the advice, man. I already figured out that wearing DD by the follower makes him/her not counter as a follower.

lol damn, that was the easiest solution.

I start to think too complicated ?

Posted
44 minutes ago, donttouchmethere said:

the main reason for that was that ppl didn't install all requirements, mainly they ignored the need of UIExtensions

 

the other reason was mostly conflicts with other mods if the same soft requirement for multiple mods wasn't installed

actually, i ended up installing that LE patch instead of the SE one (got frustrated with no MCM showing up and no real answers, when i had all the requirements), since there was apparently a "lock" in place that waits for other mods to load, then locks, and this patch the lock was changed or removed or something. it's in the post what the issue was.

 

anyway, i've been using that patch LE version instead of the SE version for almost 3 weeks and without any issues. i wish that lock could also be fixed in the SE version, but for now i am happy with the results. that lock should not be in place though and should be looked at in comparing the LE patch and the SE mod to see where it was happening, would be less issues if it if the lock didn't happen oncheck)

Posted
36 minutes ago, YojimboRatchet said:

installing that LE patch instead

I'm sorry, I don't even know what patch you are talking about and what it is needed for.

I use v13.25.0 without any patches and see that MCM (EVERY TIME on a new setup)

Maybe I miss something here ?‍♂️

Do you have a link to that patch?

36 minutes ago, YojimboRatchet said:

a "lock" in place

what did it lock? ?

 

I must add I don't know my way around SE.

My experiences are all from the LE version.

  • 3 weeks later...
Posted

I have been wondering about the following for many years now, but I have just never bothered to ask about it seeing as there were far more pressing issues with my builds. But now, after having achieved a rather immersive build for my game, this issue now stands out like a sore thumb.

 

 

The problem I have with the mod is that whenever the AI tries to approach the player for enslavement or sex through DEC, there is always this short phase of deceleration on part of the enslaver just before they initiate dialogue with the player. That is to say, they stop running and proceed to walk to you upon reaching a distance of a meter or so away from the player. In practical terms, this means that if you were to, say, try to run away from a potential enslaver (as I think more or less anyone would do in such a scenario), there is no way for the enslaver to catch you mid-flight. And that still holds true even if you, like me, have a mod installed that makes the player move at the same speed as NPCs or slower.

 

 

Seeing as I like to fantasize about running away from my captor, I think you can see how this could be a problem.

 

 

To my knowledge, there are no other mods that make NPCs decelerate in this manner just before dialogue with the player, so why is this part of the mod? I mean, just thinking rationally; if you approached someone with the intention of raping or enslaving them, and you knew there would be few repercussions for doing so (as is usually the case in Skyrim), I don't think you'd slow down when you approach them, let alone let them run away when you could easily grab them.

 

 

All I am asking is if there is any way to disable this feature and just make it function like a normal NPC-PL dialogue approach.

 

 

(P.S., I use the SSE version now, but I member that this used to bug me back in LE as well)

 

 

(Thanks in advance for any feedback!)

Posted
13 hours ago, Coalstorm said:

I have been wondering about the following for many years now, but I have just never bothered to ask about it seeing as there were far more pressing issues with my builds. But now, after having achieved a rather immersive build for my game, this issue now stands out like a sore thumb.

 

 

The problem I have with the mod is that whenever the AI tries to approach the player for enslavement or sex through DEC, there is always this short phase of deceleration on part of the enslaver just before they initiate dialogue with the player. That is to say, they stop running and proceed to walk to you upon reaching a distance of a meter or so away from the player. In practical terms, this means that if you were to, say, try to run away from a potential enslaver (as I think more or less anyone would do in such a scenario), there is no way for the enslaver to catch you mid-flight. And that still holds true even if you, like me, have a mod installed that makes the player move at the same speed as NPCs or slower.

 

 

Seeing as I like to fantasize about running away from my captor, I think you can see how this could be a problem.

 

 

To my knowledge, there are no other mods that make NPCs decelerate in this manner just before dialogue with the player, so why is this part of the mod? I mean, just thinking rationally; if you approached someone with the intention of raping or enslaving them, and you knew there would be few repercussions for doing so (as is usually the case in Skyrim), I don't think you'd slow down when you approach them, let alone let them run away when you could easily grab them.

 

 

All I am asking is if there is any way to disable this feature and just make it function like a normal NPC-PL dialogue approach.

 

 

(P.S., I use the SSE version now, but I member that this used to bug me back in LE as well)

 

 

(Thanks in advance for any feedback!)

TESEDIT - Deviously Enslaved.esp - Package - crdeForceGreetSlave\crdeForceSex - Pack Data - General Flags (sorted) - Must Complete, Maintain Speed at Goal, Preferred Speed - Run

Posted

I have a problem where I can see Deviously Enslaved in the MCM menu, but when I open it theres only one tab titled settings and it's completely blank. Is there any way to fix this?

Posted
2 minutes ago, heckraiser said:

I have a problem where I can see Deviously Enslaved in the MCM menu, but when I open it theres only one tab titled settings and it's completely blank. Is there any way to fix this?

My first guess from the given information would be:

Missing UIextensions?

 

Alternative:

Missing requirement

Too many missing soft requirements

Added to a running game and DEC fails to initialize

DEC too high up in LO (DEC likes to win conflicts)

 

Worst case:

Setup is already bugged

Save isn't cleaned after adding/removing mods (fallrimtools)

 

Posted
2 hours ago, donttouchmethere said:

My first guess from the given information would be:

Missing UIextensions?

 

Alternative:

Missing requirement

Too many missing soft requirements

Added to a running game and DEC fails to initialize

DEC too high up in LO (DEC likes to win conflicts)

 

Worst case:

Setup is already bugged

Save isn't cleaned after adding/removing mods (fallrimtools)

 

when you say running game do you mean with the game open or like adding it to a preexisting save

Posted
8 hours ago, heckraiser said:

mean with the game open

that would be an interesting experiment ?

 

8 hours ago, heckraiser said:

like adding it to a preexisting save

Exactly.

If you remove/exchange mods on a game in progress you need to clean the save with fallrimtools to remove leftovers.

If you have a dirty save already and you add DEC to it you might get the result you see.

 

But now I'm not even sure if you use the LE or SE version.

Posted
23 minutes ago, donttouchmethere said:

that would be an interesting experiment ?

 

Exactly.

If you remove/exchange mods on a game in progress you need to clean the save with fallrimtools to remove leftovers.

If you have a dirty save already and you add DEC to it you might get the result you see.

 

But now I'm not even sure if you use the LE or SE version.

I'm using LE and I loaded the mod without cleaning my save, but then tried fixing it by cleaning my save with it already installed. Should I deactivate it, clean my save, then reactivate it?

 

also forgot to ask what the difference between soft and hard requirements are. I'm guessing missing hard makes none of it work and missing soft just makes only the bare minimum barely function?

Posted
45 minutes ago, heckraiser said:

I'm guessing missing hard makes none of it work

If you miss a master of the esp you get a CTD right away. (hard requirements).

If you miss a requirement like UIextensions DEC would still try to load ingame but it won't work properly, like missing MCM for example (hard requirement).

Hard requirements are:

SKYUI(for MCM), Sexlab, Sexlab Aroused, Zaz animation framework, Devious Devices (assets,integration,expansion), UIExtensions

 

Soft requirements are usually optional. This can be mods DEC connects to or that activate more features in DEC (and DEC connects to a loot of mods)

Mods search for soft requirements on load or can be forced to search for soft requirements via MCM.

Typical soft requirements for DEC are:

SD+, DCL, DFC, SS+, Sexlab Stories/Devious Stories, Pet Collar, SLSF

 

There was (is?) an issue that appears if multiple mods search for the same soft requirement that isn't installed. Only the first one that searches detects the missing soft requirement correctly, the second mod might fail to do so and gets stuck.

 

45 minutes ago, heckraiser said:

I'm using LE and I loaded the mod without cleaning my save, but then tried fixing it by cleaning my save with it already installed. Should I deactivate it, clean my save, then reactivate it?

The first thing I would try is to check if DEC works correctly on a new game.

In that case you know if there is an issue with the DEC installation or if the MCM issue only appears if you add it to your running game.

 

You also try a double load, means you load an early LAL save (and check if DEC works) and after that load the active save (which might be glitched already from adding/removing mods).

 

If you add mods that effect NPC around you (on a running game) it is better to load a save in a small cell where you PC is alone.

This also helps with the initial loading of the cell.

Posted
35 minutes ago, heckraiser said:

 

also forgot to ask what the difference between soft and hard requirements are. I'm guessing missing hard makes none of it work and missing soft just makes only the bare minimum barely function?

 

If you're missing a hard requirement for a mod (provided that hard requirement has its own esp or esm file) your game will crash almost as soon as you launch it, probably before you even see the main menu. If the hard requirement doesn't have an esp or esm file, the mod likely won't work at all, and you will probably CTD whenever it tries to use a feature from the missing requirement.

 

If you're missing a soft requirement for a mod, your game and the mod should work perfectly fine, but some optional features won't be available.

 

edit - too slow!

Posted
7 hours ago, heckraiser said:

also, in MCM, it isn't listed as Deviously Enslaved Continued, just as Deviously Enslaved- is it supposed to be like this?

Yes, it's basically a continuation of the original Deviously Enslaved.

Verstort put a lot of effort into it with all those new features and options.

 

Gz for having an MCM now! ?

You would care to share how you got it working at the end?

Posted
On 7/13/2020 at 8:55 AM, ugibber said:

TESEDIT - Deviously Enslaved.esp - Package - crdeForceGreetSlave\crdeForceSex - Pack Data - General Flags (sorted) - Must Complete, Maintain Speed at Goal, Preferred Speed - Run

Thanks with the help on this one. Worked like a charm.

On another note, maybe you could also help me with disabling another feature:

 

As you know, if the player is being approached through DE but then happens into an enemy while being chased, DE cancels the current approach. This is not necessarily a bad thing in itself, and I actually consider it a good feature to have. The only problem I have with said feature is that DE does not resume the same approach after the player leaves combat; i.e., DE initiates a new search instead of continuing the old approach. < This can be somewhat of a problem if you, like me, fancy being chased for long periods of time (at least 60 min IRL) across Skyrim's open world.

 

The density of hostile NPCs in the open world in combination with DE's Line of Sight feature means that not only is a DE approach likely to be cancelled just because the player enters combat for a few seconds; it also means that, once the player has left combat, they will often have a very hard time finding their attacker again to initiate a new approach. Thus, ruining the fun and leaving me agitated and annoyed.

 

In short, I was wondering if you know of (or would care to find out for me if there is) any way to make it so that ongoing DE approaches (for enslavement/sex) either (1) resume if the player leaves combat, or (2) remain active even if the player enters combat.

 

Finally, I should, as I did last time, mention that I mainly play SSE. However, I think this discussion would likely benefit both the SSE and LE version, seeing as there are seemingly no major differences between the LE and SSE versions of the mod in terms of scripts, so whatever solution there is to my problem should work for both versions.

 

 

 

 

Thanks in advance!

 

 

 

(JUST AS A PRECAUTION IN CASE PEOPLE ARE STILL UNCERTAIN OF WHAT I AM TALKING ABOUT: please do not confuse DE approaches with DE's intimidation features. The topic discussed above is solely concerned with DE approaches being cancelled because a player enters into combat with NPCs other than the NPC who is trying to approach them through DE; i.e., I am NOT talking about approaches that are cancelled because the player does something that changes their level of vulnerability; e.g., waving a weapon for intimidation, or putting on clothes)

Posted
1 hour ago, Coalstorm said:

(JUST AS A PRECAUTION IN CASE PEOPLE ARE STILL UNCERTAIN OF WHAT I AM TALKING ABOUT: please do not confuse DE approaches with DE's intimidation features. The topic discussed above is solely concerned with DE approaches being cancelled because a player enters into combat with NPCs other than the NPC who is trying to approach them through DE; i.e., I am NOT talking about approaches that are cancelled because the player does something that changes their level of vulnerability; e.g., waving a weapon for intimidation, or putting on clothes)

?

You know DEC very very well ?

Posted
15 hours ago, donttouchmethere said:

 

 

Gz for having an MCM now! ?

You would care to share how you got it working at the end?

Why are congratulations in order? I thought everyone used MCM? Also, I didnt get it working lol. I think it just didnt agree with one of my other mods

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