Verstort Posted April 4, 2016 Author Posted April 4, 2016 Skyrim isn't big enough for the sun to set and rise at different times depending on how far north you are, is it? Does it change based on the season? I never noticed... Maybe I could use sun potion in the sky... I don't like the pre-defined times for when night starts and stops, always annoys me when playing as a vampire character. Edit: This is amazing thing, zippy. "Game.GetSunPositionZ" returns an absolute value distance from horizon, so when day becomes night it just starts counting UP from zero again until midnight, then counts down to zero as dawn approaches. I can't even tell if it's night or day from this function (thanks, bethesuda) . I think it's for sun shadow casting so it has to always be positive.
Siudhne Posted April 4, 2016 Posted April 4, 2016 Nighttime features! Yeeeha! Best of thanks! Night time Distance doesn't work which is why it's greyed out, and I only tested that night detection was working, not that the modifiers were working correctly. I forgot to add variables for setting the nighttime hours, currently set to 8pm to 5am. If anyone wants to argue why it should be changed, be my guest. The hours are fine for me. ^^ Night vulnerability tooltip says that it only applies while "being out in public", but it seems to trigger in taverns during nighthours aswell. Approach chance modifer gets strange when I use *10 (granted, this makes no sense since I already have high chances for approach). Console debug says its rolling 300 or something similar large, then states it rolled too low - so probably the dice roll gets multiplied instead of the target number. Any way, no big issue. Arousal modifier seems to work fine.
zippy57 Posted April 4, 2016 Posted April 4, 2016 Edit: This is amazing thing, zippy. "Game.GetSunPositionZ" returns an absolute value distance from horizon, so when day becomes night it just starts counting UP from zero again until midnight, then counts down to zero as dawn approaches. I can't even tell if it's night or day from this function (thanks, bethesuda) . I think it's for sun shadow casting so it has to always be positive. Even more amazing: I decided to look to see who the user was who posted the inaccurate information on the wiki. Hmm... Somehow this fails to surprise me.
Verstort Posted April 4, 2016 Author Posted April 4, 2016 Nighttime features! Yeeeha! Best of thanks! Night time Distance doesn't work which is why it's greyed out, and I only tested that night detection was working, not that the modifiers were working correctly. I forgot to add variables for setting the nighttime hours, currently set to 8pm to 5am. If anyone wants to argue why it should be changed, be my guest. The hours are fine for me. ^^ Night vulnerability tooltip says that it only applies while "being out in public", but it seems to trigger in taverns during nighthours aswell. Approach chance modifer gets strange when I use *10 (granted, this makes no sense since I already have high chances for approach). Console debug says its rolling 300 or something similar large, then states it rolled too low - so probably the dice roll gets multiplied instead of the target number. Any way, no big issue. Arousal modifier seems to work fine. Right you are, I modified the wrong variable, so it works backwards. For now you can just shift the modifier in the other direction, but I'll fix for the next version I decided after I wrote the tooltips that it should affect everywhere, mostly because detecting where the player is a pain and It would be fine to ignore in this case. I could release a quick fix for both, but there's this odd bug I saw again last night where sometimes your roll drops to zero which always triggers an approach. I thought it was only showing up without a clean save, but now I'm not so sure... I want to fix that first before releasing the other two fixes above. Pretty sure it would be easy enough to fix, probably tonight. Yeah I wasn't paying attention, same bug. Edit: This is amazing thing, zippy. "Game.GetSunPositionZ" returns an absolute value distance from horizon, so when day becomes night it just starts counting UP from zero again until midnight, then counts down to zero as dawn approaches. I can't even tell if it's night or day from this function (thanks, bethesuda) . I think it's for sun shadow casting so it has to always be positive. Even more amazing: I decided to look to see who the user was who posted the inaccurate information on the wiki.wiki1.png Hmm... wiki2.png Somehow this fails to surprise me. This is creationkit.com we're talking about, sadly.
zippy57 Posted April 5, 2016 Posted April 5, 2016 This is creationkit.com we're talking about, sadly.It just is so very much in line with the weird expectations I have that someone who was not only a programmer on Skyrim but literally the creator of Papyrus cannot accurately describe how a Skyrim function works. I just... How? How does that happen?
magnusx Posted April 5, 2016 Posted April 5, 2016 the update is safe to update over the very previous release?
Verstort Posted April 5, 2016 Author Posted April 5, 2016 the update is safe to update over the very previous release? It should be. Edit: Oh I forgot to change the version number didn't I...
magnusx Posted April 6, 2016 Posted April 6, 2016 the update is safe to update over the very previous release? It should be. Edit: Oh I forgot to change the version number didn't I... I just made another safe save, configuring it again hahahaha, Ty anyway hehehehe dunno, dint saw the version hehehehe
Verstort Posted April 6, 2016 Author Posted April 6, 2016 the update is safe to update over the very previous release? It should be. Edit: Oh I forgot to change the version number didn't I... I just made another safe save, configuring it again hahahaha, Ty anyway hehehehe dunno, dint saw the version hehehehe The version number isn't really that important, it wasn't until like version 11 that I actually updated it from 1.04 chase set it to anyway. I just know It's going to confuse someone though
tanuhk Posted April 6, 2016 Posted April 6, 2016 I've had two cases with the handling of Devious Devices by NPCs that have been screwy...I've had several NPC's put multiple types of armbinder on me at the same time, and now I am stuck with one on that cannot be removed at all. Smith takes gold, says it's off but it stays on...struggle, take it off with confirmation message saying it is off, but it stays on. Doesn't seem to happen with collars or other devices, just armbinders. ANy way to disable armbinders? I don't want to keep breaking my progress because of stupid NPC's putting on multiple binders at once.
Verstort Posted April 6, 2016 Author Posted April 6, 2016 I've had two cases with the handling of Devious Devices by NPCs that have been screwy...I've had several NPC's put multiple types of armbinder on me at the same time, and now I am stuck with one on that cannot be removed at all. Smith takes gold, says it's off but it stays on...struggle, take it off with confirmation message saying it is off, but it stays on. Doesn't seem to happen with collars or other devices, just armbinders. ANy way to disable armbinders? I don't want to keep breaking my progress because of stupid NPC's putting on multiple binders at once. You can turn off receiving an armbinder through DEC in the Items submenu of the MCM. On the left side there is a slider for Armbinder chance, if you slide it to 0 then there is no chance of getting an armbinder through DEC. I haven't gotten an armbinder through DEC in awhile, so I need to go back to test, but when you say "I've had several NPC's put multiple types of armbinder on me at the same time" are you saying you get these armbinders from DEC alone through multiple NPCs at the same time, or from DEC and somewhere else?
tanuhk Posted April 6, 2016 Posted April 6, 2016 I've had two cases with the handling of Devious Devices by NPCs that have been screwy...I've had several NPC's put multiple types of armbinder on me at the same time, and now I am stuck with one on that cannot be removed at all. Smith takes gold, says it's off but it stays on...struggle, take it off with confirmation message saying it is off, but it stays on. Doesn't seem to happen with collars or other devices, just armbinders. ANy way to disable armbinders? I don't want to keep breaking my progress because of stupid NPC's putting on multiple binders at once. You can turn off receiving an armbinder through DEC in the Items submenu of the MCM. On the left side there is a slider for Armbinder chance, if you slide it to 0 then there is no chance of getting an armbinder through DEC. I haven't gotten an armbinder through DEC in awhile, so I need to go back to test, but when you say "I've had several NPC's put multiple types of armbinder on me at the same time" are you saying you get these armbinders from DEC alone through multiple NPCs at the same time, or from DEC and somewhere else? I run DEC and SD+, but I turned off having devious devices attached in SD+ (or at least as much as I could). THe only times I get stuck with a binder is if the whole armbinder is put on first, like by my Owner, and then someone else comes up for sex and I reject them...usually netting them adding another device. Most of the time it is cuff-binders, and those stack up. One time I had Iron-cuff binder, full arm binder and leather binds on all at once because I think they use different slots each. I didn't modify what slots they used in DD, so it was "vanilla DD setup". I know on DD they say "don't put on multiples of the same device or bad things will happen" but I didn't have any choice, NPCs put them on me. EDIT: Thanks for the info by the way, I turned binders off for now since they appear to be the only devices that stack when worn.
kekzz Posted April 7, 2016 Posted April 7, 2016 Is there a way to disable the equipping of restraints for certain scenarios? I don't want the PC to receive restraints when being asked for sex and I turn them away, at least I'd like a chance to fight to keep the bastard away - maybe a brawl could work for that or a fight to a certain % of HP (so as not to kill any important NPCs by a mishap).I've only had one enslavement action occur and then I was sold off to the master at the Captured Dreams shop - was an interesting way to get introduced Can my PC get enslaved in a manner similar to how it happens in sanguine's debauchery+? So there's an owner to kill/steal/please to get away from.Edit: Forgot to ask about this, I'm a bit confused with the morality sliders in the MCM menu, there are 0 levels (0-4) and the post linked to in the description here gives 4 levels (0-3). So how do they actually work in practice?
Verstort Posted April 7, 2016 Author Posted April 7, 2016 Is there a way to disable the equipping of restraints for certain scenarios? I don't want the PC to receive restraints when being asked for sex and I turn them away, at least I'd like a chance to fight to keep the bastard away - maybe a brawl could work for that or a fight to a certain % of HP (so as not to kill any important NPCs by a mishap). Fighting them off is on my todo list with the new DDi release integrating armbinder combat into DDi as standard. I suppose I could add a toggle to remove Item adding for saying no, adding a chance slider is a bigger pain but could still be done. I've only had one enslavement action occur and then I was sold off to the master at the Captured Dreams shop - was an interesting way to get introduced Can my PC get enslaved in a manner similar to how it happens in sanguine's debauchery+? So there's an owner to kill/steal/please to get away from. There are sliders in the enslavement tab of the MCM to control the chance of enslavement you can get. SD local gets you enslaved by the approacher, SD distance will send you to an NPC somewhere in the world. Make sure both the toggle is ticked on for the enslavement type, and that the slider is set above 0. Some of the newer enslavments don't have a toggle because I'm lazy, just set the slider to zero turns them off just the same. The SD master list is hard coded and limited ~20 I think, if you don't like the one you get you can pre-emptively choose the one you want by using the SD Master cycle option in the debug menu, upper right hand corner (tick the toggle, leave the menu and wait 10-30 seconds and it should show you a notification on what the old master is and what the new one selected is) Edit: Forgot to ask about this, I'm a bit confused with the morality sliders in the MCM menu, there are 0 levels (0-4) and the post linked to in the description here gives 4 levels (0-3). So how do they actually work in practice? NPC morality has to be less than or equal to the setting for the NPC to approach the player. The idea was that some people are too moral to ever attack you. I think 4 is just a glitch, I probably copy-pasted the MCM code from one of the other 0-4 sliders, or the -3-4 slider (relationship)
kekzz Posted April 7, 2016 Posted April 7, 2016 I suppose I could add a toggle to remove Item adding for saying no, adding a chance slider is a bigger pain but could still be done. This one would be much happier with such an implementation . some might enjoy the sliders but personally I wouldn't use the sliders if it's working with a static chance % - would be much more interesting if it factors in the level difference of the PC/NPC, would make sense if a level 30 hunk grabs that low lvl PC with no chance of putting up any resistance. Any idea how far off in the future would a fight/brawl implementation be? I'm not exactly up to date on upcoming updates for the various mods around :x
Verstort Posted April 8, 2016 Author Posted April 8, 2016 Haven't even started yet. I know I can start combat between Player and NPC but I need to write dialogue and some MCM options, will probably leave combat failure to other mods since several exist (defeat, submit, surrender, DCL, Death altenative+stuff) Could finish in a single day if I had the time and motivation, oh look video games
Verstort Posted April 14, 2016 Author Posted April 14, 2016 Anyone feeling brave and wanna try a version that might require a saveclean before and after? I think this version has some weird bugs, but they all seem cosmetic. Going to test this myself but that could take all week, thought I would throw this here in case anyone is bored. Changes: Fight exit for sex and enslave approaches Revert to old NPC search, should be much faster to cycle through (might be broken in some way, but seems to work in my first tests) Possible fix to other mods having issues with DEC in the background by checking enslave first, before NPC SD Master cycle is now in-menu, fewer headaches Other smaller changes I know about the new Paradise Halls version with the new author, but since I only just got to like this save, that uses the old PAH with PAHSLE, I'm going to wait for it to become a touch more stable (and/or PAHSLE compatible if it isn't already) before adding it to DEC detection, for now you can just put your slaves in DD/Zaz gear to make them detectable as slaves. Deviously Enslaved Continued(v12.5 experimental test 1).7z
Gearbreak Posted April 16, 2016 Posted April 16, 2016 I cant seem to get the Captured Dreams sold enslavement to work correctly. I get enslaved and sent to the CD cell and wake up there but at that point im stuck on the ground with Heran lookin over me and the master isnt moving.
Verstort Posted April 16, 2016 Author Posted April 16, 2016 Hmmm... that's odd. Never seen that myself, shouldn't be anything new since I haven' touched that code in ages and his release version hasn't changed in awhile either... Is this an old save that you cleaned? Maybe something broke when you tried to clean it? Do you get the same behavior trying with a brand new save? I'll be honest, It's been so long since I added this code I'm not even sure where I got it from. I think I pulled it straight from immerslave which it was intended for, but I can't remember. Ignoring the fluff in the function, we have: Quest CDQuest = Game.GetFormFromFile( 0x04E321, "Captured Dreams.esp" ) as Quest GlobalVariable CDGlobal = Game.GetFormFromFile( 0x04FED4, "Captured Dreams.esp" ) as GlobalVariable CDGlobal.SetValue(14) CDQuest.SetStage(50) Where the quest is called "CDxMP03" and the global is called "CDxMP03DialogueSet". If I recall correctly that quest handled many different punishment outcomes, Vel wrote an extra version specifically for immerslave, which is why we set the global to 14 so the quest knows which variant we're using. You could double check that the global is getting set by DEC (if DEC doesn't load the global, it can't change it) by typing help cdxmp03 3 into the console, where help shows you all skyrim public variables and 3 specifies global variables only, if it isn't getting set you set it manually with set CDxMP03DialogueSet to 14 which will set the global manually, assuming nothing else is setting it for some reason. I don't think this is the problem since if the variable failed to load that usually indicates that it can't be found in the esp, and we wouldn't get this far if DEC thought the mod wasn't installed. maybe there's something useful in the quest itself? If you type SQV CDxMP03 in console while the quest has been started and all of the aliases at the bottom of the variable list (pageup and down to scroll the console) are NONE that would stop it from working, but I don't know what could cause this in this context, the quest was just started, so it's not like it could have been corrupted by the game engine or a save clean over time... Edit: Actually, now that I remember, I think if the global is 0 you get a default punishment, it shouldn't break anything. I doubt my speculation has been useful, but I don't think this is a DEC issue, I think it's a CD issue, and asking Vel might yield more helpful advise. Then again, he's working on version 4.0 which might not even contain this entrance anymore, so this might be moot. If it still doesn't work with new game, you could try downloading immerslave and alternative start and seeing if you can get the CD entrance to work from there, since that's where the entrance is originally from and was designed to work at.
Gearbreak Posted April 18, 2016 Posted April 18, 2016 Hmmm... that's odd. Never seen that myself, shouldn't be anything new since I haven' touched that code in ages and his release version hasn't changed in awhile either... Is this an old save that you cleaned? Maybe something broke when you tried to clean it? Do you get the same behavior trying with a brand new save? I'll be honest, It's been so long since I added this code I'm not even sure where I got it from. I think I pulled it straight from immerslave which it was intended for, but I can't remember. Ignoring the fluff in the function, we have: Quest CDQuest = Game.GetFormFromFile( 0x04E321, "Captured Dreams.esp" ) as Quest GlobalVariable CDGlobal = Game.GetFormFromFile( 0x04FED4, "Captured Dreams.esp" ) as GlobalVariable CDGlobal.SetValue(14) CDQuest.SetStage(50) Where the quest is called "CDxMP03" and the global is called "CDxMP03DialogueSet". If I recall correctly that quest handled many different punishment outcomes, Vel wrote an extra version specifically for immerslave, which is why we set the global to 14 so the quest knows which variant we're using. You could double check that the global is getting set by DEC (if DEC doesn't load the global, it can't change it) by typing help cdxmp03 3 into the console, where help shows you all skyrim public variables and 3 specifies global variables only, if it isn't getting set you set it manually with set CDxMP03DialogueSet to 14 which will set the global manually, assuming nothing else is setting it for some reason. I don't think this is the problem since if the variable failed to load that usually indicates that it can't be found in the esp, and we wouldn't get this far if DEC thought the mod wasn't installed. maybe there's something useful in the quest itself? If you type SQV CDxMP03 in console while the quest has been started and all of the aliases at the bottom of the variable list (pageup and down to scroll the console) are NONE that would stop it from working, but I don't know what could cause this in this context, the quest was just started, so it's not like it could have been corrupted by the game engine or a save clean over time... Edit: Actually, now that I remember, I think if the global is 0 you get a default punishment, it shouldn't break anything. I doubt my speculation has been useful, but I don't think this is a DEC issue, I think it's a CD issue, and asking Vel might yield more helpful advise. Then again, he's working on version 4.0 which might not even contain this entrance anymore, so this might be moot. If it still doesn't work with new game, you could try downloading immerslave and alternative start and seeing if you can get the CD entrance to work from there, since that's where the entrance is originally from and was designed to work at. I tried with both a very advanced save I use for regular play and a brand new fresh save with minimal mods, basicly only the essential Sexlab and Devious mod resource required and Devious cursed loot with captured dream. BOTH saves have the same type of problems. BUT the difference with a brand new clean save, is that Herran actually starts OUTSIDE the cell, comes in and looks at me, instead of being directly in front of me from the start. I also managed to make the event start but I think the problem might be a bad positioning relative to Herran or the Master. Reason is I had the SAME problem doing a similar event in Captured Dreams before. By messing with Moveto, and making my character get pushed around, Herran finaly started the event and talk to me. The captured Dreams punishement in general has always been a headache for me. -EDIT- After checking Captured Dreams again, seems that the problem is ZAZ animation preventing all AI driven events from firing correctly with the new 6.1 version. I'm gonna be testing this later.
Verstort Posted April 18, 2016 Author Posted April 18, 2016 Hmmm... that's odd. Never seen that myself, shouldn't be anything new since I haven' touched that code in ages and his release version hasn't changed in awhile either... Is this an old save that you cleaned? Maybe something broke when you tried to clean it? Do you get the same behavior trying with a brand new save? I'll be honest, It's been so long since I added this code I'm not even sure where I got it from. I think I pulled it straight from immerslave which it was intended for, but I can't remember. Ignoring the fluff in the function, we have: Quest CDQuest = Game.GetFormFromFile( 0x04E321, "Captured Dreams.esp" ) as Quest GlobalVariable CDGlobal = Game.GetFormFromFile( 0x04FED4, "Captured Dreams.esp" ) as GlobalVariable CDGlobal.SetValue(14) CDQuest.SetStage(50) Where the quest is called "CDxMP03" and the global is called "CDxMP03DialogueSet". If I recall correctly that quest handled many different punishment outcomes, Vel wrote an extra version specifically for immerslave, which is why we set the global to 14 so the quest knows which variant we're using. You could double check that the global is getting set by DEC (if DEC doesn't load the global, it can't change it) by typing help cdxmp03 3 into the console, where help shows you all skyrim public variables and 3 specifies global variables only, if it isn't getting set you set it manually with set CDxMP03DialogueSet to 14 which will set the global manually, assuming nothing else is setting it for some reason. I don't think this is the problem since if the variable failed to load that usually indicates that it can't be found in the esp, and we wouldn't get this far if DEC thought the mod wasn't installed. maybe there's something useful in the quest itself? If you type SQV CDxMP03 in console while the quest has been started and all of the aliases at the bottom of the variable list (pageup and down to scroll the console) are NONE that would stop it from working, but I don't know what could cause this in this context, the quest was just started, so it's not like it could have been corrupted by the game engine or a save clean over time... Edit: Actually, now that I remember, I think if the global is 0 you get a default punishment, it shouldn't break anything. I doubt my speculation has been useful, but I don't think this is a DEC issue, I think it's a CD issue, and asking Vel might yield more helpful advise. Then again, he's working on version 4.0 which might not even contain this entrance anymore, so this might be moot. If it still doesn't work with new game, you could try downloading immerslave and alternative start and seeing if you can get the CD entrance to work from there, since that's where the entrance is originally from and was designed to work at. I tried with both a very advanced save I use for regular play and a brand new fresh save with minimal mods, basicly only the essential Sexlab and Devious mod resource required and Devious cursed loot with captured dream. BOTH saves have the same type of problems. BUT the difference with a brand new clean save, is that Herran actually starts OUTSIDE the cell, comes in and looks at me, instead of being directly in front of me from the start. I also managed to make the event start but I think the problem might be a bad positioning relative to Herran or the Master. Reason is I had the SAME problem doing a similar event in Captured Dreams before. By messing with Moveto, and making my character get pushed around, Herran finaly started the event and talk to me. The captured Dreams punishement in general has always been a headache for me. Was this with the test candidate I posted up the thread or an older version like 12.4.X and 12.3.X? NPCs failing to path/talk can sometimes happen with multiple mod aliasing, meaning the NPC is added to multiple scripts and AI packages which confuses the AI and causes unpredictable behavior. DEC had an issue with this back in version 10/11, where the approaching NPC wouldn't behave correctly because the NPC was in too many aliases at once and had overwritten conflicting behaviors. If you could download immerslave, try using immerslave to start the CDx start without DEC installed (or at least not turned on, flipping the toggle to turn off the mod before starting the CDx entrance should be enough). I'm pretty sure it's not the cause, but maybe DEC is scanning for attacking NPCs and Herran is getting the same AI confusion because he's being added to the list of possible attackers? While I haven't tested the entrance recently (with this new version) CDx entrance was working fine the last 2-5 times I got it through DEC or SimpleSlavery, so I doubt this is the case but worth mentioning. That's all I got for what could cause a scene like this to break, maybe Vel knows more since all of this stuff is running in his mod space. With the exception of DEC running normally in the background, DEC does nothing after starting the CDx quest; I couldn't even tell you what any of his papyrus debug would mean if there was any. I can't really help you with CDx punishments not working regularly either, better go talk to Vel about his mod. I guess you could upload a papyrus log, not sure why I forgot to look there for something odd.
Gearbreak Posted April 19, 2016 Posted April 19, 2016 Hmmm... that's odd. Never seen that myself, shouldn't be anything new since I haven' touched that code in ages and his release version hasn't changed in awhile either... Is this an old save that you cleaned? Maybe something broke when you tried to clean it? Do you get the same behavior trying with a brand new save? I'll be honest, It's been so long since I added this code I'm not even sure where I got it from. I think I pulled it straight from immerslave which it was intended for, but I can't remember. Ignoring the fluff in the function, we have: Quest CDQuest = Game.GetFormFromFile( 0x04E321, "Captured Dreams.esp" ) as Quest GlobalVariable CDGlobal = Game.GetFormFromFile( 0x04FED4, "Captured Dreams.esp" ) as GlobalVariable CDGlobal.SetValue(14) CDQuest.SetStage(50) Where the quest is called "CDxMP03" and the global is called "CDxMP03DialogueSet". If I recall correctly that quest handled many different punishment outcomes, Vel wrote an extra version specifically for immerslave, which is why we set the global to 14 so the quest knows which variant we're using. You could double check that the global is getting set by DEC (if DEC doesn't load the global, it can't change it) by typing help cdxmp03 3 into the console, where help shows you all skyrim public variables and 3 specifies global variables only, if it isn't getting set you set it manually with set CDxMP03DialogueSet to 14 which will set the global manually, assuming nothing else is setting it for some reason. I don't think this is the problem since if the variable failed to load that usually indicates that it can't be found in the esp, and we wouldn't get this far if DEC thought the mod wasn't installed. maybe there's something useful in the quest itself? If you type SQV CDxMP03 in console while the quest has been started and all of the aliases at the bottom of the variable list (pageup and down to scroll the console) are NONE that would stop it from working, but I don't know what could cause this in this context, the quest was just started, so it's not like it could have been corrupted by the game engine or a save clean over time... Edit: Actually, now that I remember, I think if the global is 0 you get a default punishment, it shouldn't break anything. I doubt my speculation has been useful, but I don't think this is a DEC issue, I think it's a CD issue, and asking Vel might yield more helpful advise. Then again, he's working on version 4.0 which might not even contain this entrance anymore, so this might be moot. If it still doesn't work with new game, you could try downloading immerslave and alternative start and seeing if you can get the CD entrance to work from there, since that's where the entrance is originally from and was designed to work at. I tried with both a very advanced save I use for regular play and a brand new fresh save with minimal mods, basicly only the essential Sexlab and Devious mod resource required and Devious cursed loot with captured dream. BOTH saves have the same type of problems. BUT the difference with a brand new clean save, is that Herran actually starts OUTSIDE the cell, comes in and looks at me, instead of being directly in front of me from the start. I also managed to make the event start but I think the problem might be a bad positioning relative to Herran or the Master. Reason is I had the SAME problem doing a similar event in Captured Dreams before. By messing with Moveto, and making my character get pushed around, Herran finaly started the event and talk to me. The captured Dreams punishement in general has always been a headache for me. Was this with the test candidate I posted up the thread or an older version like 12.4.X and 12.3.X? NPCs failing to path/talk can sometimes happen with multiple mod aliasing, meaning the NPC is added to multiple scripts and AI packages which confuses the AI and causes unpredictable behavior. DEC had an issue with this back in version 10/11, where the approaching NPC wouldn't behave correctly because the NPC was in too many aliases at once and had overwritten conflicting behaviors. If you could download immerslave, try using immerslave to start the CDx start without DEC installed (or at least not turned on, flipping the toggle to turn off the mod before starting the CDx entrance should be enough). I'm pretty sure it's not the cause, but maybe DEC is scanning for attacking NPCs and Herran is getting the same AI confusion because he's being added to the list of possible attackers? While I haven't tested the entrance recently (with this new version) CDx entrance was working fine the last 2-5 times I got it through DEC or SimpleSlavery, so I doubt this is the case but worth mentioning. That's all I got for what could cause a scene like this to break, maybe Vel knows more since all of this stuff is running in his mod space. With the exception of DEC running normally in the background, DEC does nothing after starting the CDx quest; I couldn't even tell you what any of his papyrus debug would mean if there was any. I can't really help you with CDx punishments not working regularly either, better go talk to Vel about his mod. I guess you could upload a papyrus log, not sure why I forgot to look there for something odd. no it was definetaly ZAZ animations. With the most recent version, it screws with pretty much ALL AI controlled events from Captured Dreams. I reverted to 6.07 and it worked pretty well again, but the dungeon punishment, both from CD and DEC are screwy. CD even mentions it in the main post that 6.10 of ZAZ will completly screw CD. and no Herran isnt at fault. the console log says player is busy so nothing activates once an update is launched. To get the events to work, I have to reset player idles in CD MMC, then disable player control and make 1 hour pass by using WAIT. Seems waiting forces the game to relaunch whatever step its on. I'll try a fresh save without ZAZ later, see how well it goes. But from what I saw, it should fix all the problems im getting. Also, downloading the LAST version of DEC (12.4.1) actually installs 12.3.3. Unless the version wasnt updated to show, thats what it says during installation and in MMC
Verstort Posted April 20, 2016 Author Posted April 20, 2016 Also, downloading the LAST version of DEC (12.4.1) actually installs 12.3.3.Unless the version wasnt updated to show, thats what it says during installation and in MMC No I just forgot to update the version number.
Guest Posted April 24, 2016 Posted April 24, 2016 I like this mod, and I hope you can help me with the "service me" part. There are times when "service me" works one right after the other, and times when it never ever happens (ever), even though Peaches My PC is wearing a collar. I would not mind fine-tuning either your mod or the related mod so the service-subject comes up regularly. I know it's there and it works, I just haven't gotten the settings down yet, for either cursed loot or your mod. Anyway thanks in advance. In case this gets buried, I hope I can ask again in a couple days.
Verstort Posted April 24, 2016 Author Posted April 24, 2016 I like this mod, and I hope you can help me with the "service me" part. There are times when "service me" works one right after the other, and times when it never ever happens (ever), even though Peaches My PC is wearing a collar. I would not mind fine-tuning either your mod or the related mod so the service-subject comes up regularly. I know it's there and it works, I just haven't gotten the settings down yet, for either cursed loot or your mod. Anyway thanks in advance. In case this gets buried, I hope I can ask again in a couple days. There are too many cases where DEC is stopped from attacking you to list them all. If attacker arousal is too low they won't attack you (you can set the minimum), if they are too moral they won't attack (You can set the max morality), if they are followers they won't attack, if you have a follower nobody should attack you (you can turn that off), if they aren't confident enough they won't attack (can set minimum confidence), ect If you are enslaved in certain ways DEC will not do anything to avoid breaking that enslavement in some way DEC writes a lot of debug text to the console as it runs, you can normally see why you aren't getting approached from this text if you open the console or you can post a papyrus log and I can tell you why it's no happening. Other than that, it's also random, rolling a dice every X seconds to see if an approach should start now or not, you could just be getting bad luck too.
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