Kelinas Posted January 23, 2016 Posted January 23, 2016 So, jus trying to figure this one out- recently did a setup for a devious playthrough via ModOrginizer, and started off on my adventure. I admit, I don't got anything beyond Cursed loot that works with the slavery part of Deviously Enslaved, but when I triggered a encounter with bandits at my 'usual testing ground', I got a CTD after he decided to do an enslavement ending. I got a dialog box saying he was going to send me to 'his friend's slave' and then it CTD'd. Considering the RNG involved I'm not sure if I can directly replicate but I'm willing to try. Post a papyrus log. Assuming you didn't turn debugging off it should tell me more about what happened. Er, where do I find the Papyrus? I tried cutting down some of the AI improvement mods to see if that was the issue already, still blundering around to try and fix bugs though.
Verstort Posted January 23, 2016 Author Posted January 23, 2016 There's probably a cleaner and more specific guide to enabling the papyrus log somewhere, but you can use this: http://www.creationk...t_Work!#General All you need to do is add [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation = 1 To your Skyrim.ini file, which should be in the folder one level higher than your save games, normally in Users/<user_name>/Documents/my games/skyrim Although I think if you use Mod Organizer there is a version there too... Anyway, once you add that papyrus#.log will start showing up in Users/<user_name>/Documents/my games/skyrim/Logs/script, where # starts at 0 for most recent counting up as it gets older Please post file, not copy paste into forum, easier to search as a file and less annoying to other users.
Verstort Posted January 23, 2016 Author Posted January 23, 2016 I want to point out I'm more curious than anything. I don't know what could have caused the CTD since I haven't seen a enslavement started CTD in ages. There are four "enslavements" from Cursed loot that DEC use, Leon, Leah, Bondage adventure, and Damsel in distress. "decided to enslave you and send you to be their friend's slave." is used for any Given sub category, which all four fall under, so it doesn't help narrow which one you got. Thing is, I'm pretty sure this is a cursed loot problem, not a DEC problem, since I think it's the teleport associated with these enslavements that causes CTD. I think (can't check now) that you can check if the Damsel quest is the one that is broken by starting it through console with StartQuest dcur_lbquest, the other three are called by events, not sure if you can even test events through console. I think 12.1.5 still has the test leon enslave testing button in the MCM menu in the debugging submenu on the bottom right side, turn that on and exit the menu and wait(up to a minute) to see if leon is broken. Leon2 button isn't the same event, but might tell you something else interesting if it too fails. Not sure if you can start bondage adventure with just a quest start, maybe a quest stage? the quest name is dcur_bondageadventurequest, you could try starting it the same way as above or type SQS dcur_bondageadventurequest to see all stages (PageUP and PageDown keys to scroll), and try manually turning on every stage starting with 0 by typing SetStage dcur_bondageadventurequest #
Kelinas Posted January 24, 2016 Posted January 24, 2016 I've gotten it to run a bit more stable after this point (taking one of the AI enhancing mods, IIRC Revenge of the Enemies mostly) and I had since this point has reduced the crashes to a bare minimum, mostly seems to be limited to stuff not loading a save right now. I'm not quite sure which one it was trying to trigger, but I've been tossed in the cage for Damsel in Distress twice since then making sure the stability was there still. X3 Only other things I'm wondering is if I should turn off Immersive Detection of NPCs, there's a minor inconsistency between when the bandits notice I'm bound up and make comment on it, but still moving in the set patrols. Just a minor hickup and they still do the nasty if you yourself grow close, but something worth noting X3
Siudhne Posted January 26, 2016 Posted January 26, 2016 Does DEC work with SLSF version 096c, 095b, or both? Just wondering since I can't get 096c working on my end, and as there apparently have been changes in the way soft dependencies need to be implemented. To be more precise, SLSF states a slave&exhibitionism fame of 100, yet DEC attests me a flawless 0 vulnerability (and the MCM options are greyed out, but that could be intended).
Verstort Posted January 27, 2016 Author Posted January 27, 2016 Oh he changed it? I wasn't paying attention. I'll see if I can fix it then. Edit: globals aren't changing... weird. At the same time, looking up the functions he has provided, all they do is return the value that is in a global, although I can't tell which global it is because it's indexed... Edit2: Oh globals are no longer used at all, I see. Edit3: Try 12.2 and see if that fixes it for you, looks like it's working for me
spoonsinger Posted January 27, 2016 Posted January 27, 2016 Oh he changed it? I wasn't paying attention. I'll see if I can fix it then. Edit: globals aren't changing... weird. At the same time, looking up the functions he has provided, all they do is return the value that is in a global, although I can't tell which global it is because it's indexed... Edit2: Oh globals are no longer used at all, I see. Edit3: Try 12.2 and see if that fixes it for you, looks like it's working for me Appears that 12.2 needs "Death Alternative - Your Money Or Your Life-45894-6-1-8". Shirley that can't be right.
Verstort Posted January 27, 2016 Author Posted January 27, 2016 Oh he changed it? I wasn't paying attention. I'll see if I can fix it then. Edit: globals aren't changing... weird. At the same time, looking up the functions he has provided, all they do is return the value that is in a global, although I can't tell which global it is because it's indexed... Edit2: Oh globals are no longer used at all, I see. Edit3: Try 12.2 and see if that fixes it for you, looks like it's working for me Appears that 12.2 needs "Death Alternative - Your Money Or Your Life-45894-6-1-8". Shirley that can't be right. That's... bizarre. Pretty sure it's an accident, not sure how to remove an esp/esm from the requirements actually. I remember trying to ADD dependencies in the past for quick tests and finding the dependency would drop and all the references would corrupt. Hmm. Anyone know how to remove it manually? TES5Edit maybe? Edit: Give this a try and see if it's fixed, if it is I'll re-bundle and upload again tomorrow. Deviously Enslaved.esp
Monoman1 Posted January 27, 2016 Posted January 27, 2016 If the dependent record is already gone just open in TesEdit. Right click the esp and "clean masters". Check the file header to see if the required master is gone. If it's still there you'll need to find which record is creating the dependency, change it, then right click the esp and "clean master" and check the file header then to see if its gone. I think you can filter to find dependent records but I can't remember how off the top of my head. Edit: If you can't find the dependent record. Open TesEdit right click your esp. Apply script. Select "List records referencing a specific plugin". Ok. Enter the hexadecimal position of the mod you wish to check for dependencies against and run. Any records containing references to the mod you entered will be listed in the results. Very handy for finding one record among thousands.
spoonsinger Posted January 27, 2016 Posted January 27, 2016 Oh he changed it? I wasn't paying attention. I'll see if I can fix it then. Edit: globals aren't changing... weird. At the same time, looking up the functions he has provided, all they do is return the value that is in a global, although I can't tell which global it is because it's indexed... Edit2: Oh globals are no longer used at all, I see. Edit3: Try 12.2 and see if that fixes it for you, looks like it's working for me Appears that 12.2 needs "Death Alternative - Your Money Or Your Life-45894-6-1-8". Shirley that can't be right. That's... bizarre. Pretty sure it's an accident, not sure how to remove an esp/esm from the requirements actually. I remember trying to ADD dependencies in the past for quick tests and finding the dependency would drop and all the references would corrupt. Hmm. Anyone know how to remove it manually? TES5Edit maybe? Edit: Give this a try and see if it's fixed, if it is I'll re-bundle and upload again tomorrow. Annoyingly that new .esp bombs Lootification, so haven't really tested it.
Verstort Posted January 27, 2016 Author Posted January 27, 2016 If the dependent record is already gone just open in TesEdit. Right click the esp and "clean masters". Check the file header to see if the required master is gone. If it's still there you'll need to find which record is creating the dependency, change it, then right click the esp and "clean master" and check the file header then to see if its gone. I think you can filter to find dependent records but I can't remember how off the top of my head. Edit: If you can't find the dependent record. Open TesEdit right click your esp. Apply script. Select "List records referencing a specific plugin". Ok. Enter the hexadecimal position of the mod you wish to check for dependencies against and run. Any records containing references to the mod you entered will be listed in the results. Very handy for finding one record among thousands. Thanks for the help, I'll give this a shot. Oh he changed it? I wasn't paying attention. I'll see if I can fix it then. Edit: globals aren't changing... weird. At the same time, looking up the functions he has provided, all they do is return the value that is in a global, although I can't tell which global it is because it's indexed... Edit2: Oh globals are no longer used at all, I see. Edit3: Try 12.2 and see if that fixes it for you, looks like it's working for me Appears that 12.2 needs "Death Alternative - Your Money Or Your Life-45894-6-1-8". Shirley that can't be right. That's... bizarre. Pretty sure it's an accident, not sure how to remove an esp/esm from the requirements actually. I remember trying to ADD dependencies in the past for quick tests and finding the dependency would drop and all the references would corrupt. Hmm. Anyone know how to remove it manually? TES5Edit maybe? Edit: Give this a try and see if it's fixed, if it is I'll re-bundle and upload again tomorrow. Annoyingly that new .esp bombs Lootification, so haven't really tested it. ...??? I didn't even touch that outfit recently, forget daymoyl that outfit is full of zaz and DDx gear. What the hell creation kit... Edit: this is weird. TESVEdit, if I'm reading this right, doesn't find any hard dependencies between daymoyl and de.esp, but I can't remove with clean masters and if I remove the dependency in creation kit it breaks all DD references... Edit2: Try this: Or I'll just upload it and assume it's working... Deviously Enslaved.esp
Verstort Posted January 27, 2016 Author Posted January 27, 2016 Snags with blackout event for multi: In order to get the player to "recover" like waking up, I have to use paralysis, which adds an annoying almost-dead sound effect that I don't really like. I haven't found the image affect that goes to solid black, which is annoying. I was thinking about adding several locations the player can wake up in, instead of just waking up where they currently are, but that means modifying the world I think. Want to link some sort of orgy thing, where you are delivered, sexed, then dumped with gear, but never made a scene before and don't know of any other mods that have something like that I can use instead of making one. I didn't finish the slaverun integration, shouldn't he a hard fix It just was less important than the other fixes in 12.2 so I tossed it out as is, also when too much time passes between versions I start to forget what I changed for the change log. Next version should have slaverun local and ranged working for all cities enslaved, and some additional SSR specific dialogue. I'm still looking for more ranged SD masters, if anyone has any suggestions.
JahReit Posted January 28, 2016 Posted January 28, 2016 RE: post 306. The gender restriction problem come from Populated cities mod http://erkeilmods.altervista.org/skyrim/populated-cities-towns-villages-rs-relliosavini/. I realize 6000+ years of human history, culture, evolution, religion, 76 countries at this time, and many more, couldn't weed out this problem, but for the love of continuing the human race, can't I at least weed this out of my game?
Verstort Posted January 28, 2016 Author Posted January 28, 2016 RE: post 306. The gender restriction problem come from Populated cities mod http://erkeilmods.altervista.org/skyrim/populated-cities-towns-villages-rs-relliosavini/. I realize 6000+ years of human history, culture, evolution, religion, 76 countries at this time, and many more, couldn't weed out this problem, but for the love of continuing the human race, can't I at least weed this out of my game? Huh, I'll see if I can replicate it now that I know which mod supposedly causes it. I'm guessing they set every gender to -1? Even if they did that, I would have no idea how else to detect what gender they are. Is there a way to detect that the model they use is gendered? Voice? Hmm...
JahReit Posted January 28, 2016 Posted January 28, 2016 I understand. I sort of figured something like that already. Guess nothing you can do. Thanks anyway. That might also explain why my mods that change female bandits to male doesn't work. Female bandits, what nonsense. Sorry, on a rant today.
Verstort Posted January 28, 2016 Author Posted January 28, 2016 @JahReit I can't replicate so far. The men from the mod count as men, and the women count as women so far every one I've checked. Thing is, you said "female refugee" in your post, but I don't see any refugees when I search with help in console that belong to popular cities. The only refugees I see are vanilla, with a load order of 00. Are you sure it was that mod that was causing you issues? can you give me an exact NPC baseID so I can replicate it easier if it's one NPC?
JahReit Posted January 28, 2016 Posted January 28, 2016 I'll check again, but I'm pretty sure I'm right. I AM getting old and senile, so ...
Verstort Posted January 28, 2016 Author Posted January 28, 2016 If they actually had refugee in the name, should should be able to get their ID from help refugee in console and then you can use player.placeatme <ID> to warp them to you and test against DEC I would test that other mod you thought it could be, Immersive citizens or something, but nexus seems down from my end.
hexenhaus Posted January 29, 2016 Posted January 29, 2016 There are several problems while wearing a full chastity set: You get approached but there are only empty animation because you are fully locked.Shouldn't DEC block the approach for sex at all or better strip the armbinder and play oral animations(i am on panel-plug gag). Could be a way to get out of an armbinder if the aggressor neglects to bind the armbinder again. Atm it is just broken, as you get approached by the same aggressors again and again because no SL interaction works and therefore no one gets satisfied.
Verstort Posted January 29, 2016 Author Posted January 29, 2016 There are several problems while wearing a full chastity set: You get approached but there are only empty animation because you are fully locked.Shouldn't DEC block the approach for sex at all or better strip the armbinder and play oral animations(i am on panel-plug gag). Could be a way to get out of an armbinder if the aggressor neglects to bind the armbinder again. Atm it is just broken, as you get approached by the same aggressors again and again because no SL interaction works and therefore no one gets satisfied. What... version are you using? Even if the attacker just stands there and masturbates, he should still get satisfied and his arousal should lower.... But... Full chastity should stop you from being approached for sex at all. Panel gag is not chastity, if the item has zad_PermitOral, which most ring and panel gags should have, then you should still be available for oral sex and still be approached, otherwise it's full chastity and you never get approached for sex, only enslavement. What gag are you wearing? Which mod is it from? I need to test with that gag to make sure it works. Otherwise, I'll double check regular panel gag is working tonight, maybe I broke something when I changed the animation tags... As for stripping, I've considered the possibility in the past, I wanted the attacker, or the player, to have the right key before stripping of chastity items was allowed, but I kept putting it on backburner then forgot it was never added. I might ignore the key requirement for armbinder, though, since even though it locks there are dialogue options for NPC to remove it from the player without the key already. There are already animations for armbinder sex, though, so maybe random or an MCM option for the user to decide if they want that to happen. Do you have a papyrus log of the event? It should list the keywords, animation tags and suppress tags at the start of the attack as well Edit: Looks like oral was still being added to the suppression tags, sexlab correctly detected this on my end and re-assigned an oral animation with the panel gag, not sure why you got a double masturbate instead, but I can fix the original tag for the future.
JahReit Posted January 29, 2016 Posted January 29, 2016 I was right ... and wrong. The female refugee was from populated series, populated lands not cities.
Verstort Posted January 29, 2016 Author Posted January 29, 2016 I was right ... and wrong. The female refugee was from populated series, populated lands not cities. This mod? http://erkeilmods.altervista.org/skyrim/populated-lands-roads-paths-rs/ ? Edit: This mod has lost me. I don't know enough about making NPCs in game based off of templates, but this is too weird. I spawned a random Refugee from that mod, they attacked me, so ok, lets see what gender it is in creation kit. Gender race skin height weight all of that stuff is greyed out, based on template? Template has no gender???? Why is race set to FoxRace?? Why would you use non-mod-specific rrrr and ssss labeling system that other mods might conflict with? I can't make heads of this, Go email the dev of this mod and tell him I can't detect the actor's gender and hope he can fix from his end. I mean it's the same Dev from populated cities right? That mod seems to have working genders, so it should be doable.
JahReit Posted January 30, 2016 Posted January 30, 2016 Damn, and he was so proud of that mod. Is there another mod that does the same thing without scripts? Anyway, thanks for looking into it for me.
Verstort Posted January 30, 2016 Author Posted January 30, 2016 Double checked, the mod returns "Male" for the female characters from that mod, so they aren't genderless but misgendered. No idea how to do it, never made a mod with NPCs at all, just thought if he made the populated cities mod he could use the same system to give the women a female gender? One works, the other doesn't, why? I don't know why one is broken, but why wouldn't it be fixable by using the other system?
fgeagweew Posted February 2, 2016 Posted February 2, 2016 Does anyone know how to get deviously enslaved to detect slave mods? I have captured dreams and simple slavery, but the deviously enslaved enslavement options are all greyed out for me. The console debug messages also say that no npc can enslave me because i have no slave mods
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