Guest Posted April 25, 2016 Posted April 25, 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. I'm not sure I can upload a record of nothing happening, but I will try edit: just turned "debug info" on, and printed status "CRDE Ysolda is unconscious, dead or asleep" (but that never stopped Cursed loot) ----- crde "closest npc's" is usually blank. It does detect Ysolda occasionally. We're in the courtyard where the dawnguard-talking guard, the cloud-district-guy and the good-deeds lady are. I expect Ysolda will jump up and demand something soon. CRDE just said "Closest NPC's" and nothing else. I'm amending my attached files, there should be one (in a second) called papyrus0-copy.zip --------- Increasing the MCM variable "distance" from 128-inches to 320 inches did the trick for now. I'm remedial at basic math but 128 inches, a little over ten feet, should'a been plenty, but I'm just glad Ysolda notices peaches now.
Verstort Posted April 25, 2016 Author Posted April 25, 2016 I'm not sure I can upload a record of nothing happening, but I will try edit: just turned "debug info" on, and printed status "CRDE Ysolda is unconscious, dead or asleep" (but that never stopped Cursed loot) ----- crde "closest npc's" is usually blank. It does detect Ysolda occasionally. We're in the courtyard where the dawnguard-talking guard, the cloud-district-guy and the good-deeds lady are. I expect Ysolda will jump up and demand something soon. CRDE just said "Closest NPC's" and nothing else. I'm amending my attached files, there should be one (in a second) called papyrus0-copy.zip --------- Increasing the MCM variable "distance" from 128-inches to 320 inches did the trick for now. I'm remedial at basic math but 128 inches, a little over ten feet, should'a been plenty, but I'm just glad Ysolda notices peaches now. Distance is probably not actually in inches, I was just frustrated with how short the distance was after I thought it was meters back when I put it in and couldn't understand why I was never being attacked. It's whatever the baseline game distance unit is, which I don't think correlates with metric or english, so I threw in inches to make sure people knew it was a really short value. I normally set it to far longer, ~1024 because until 12.5 there was a delay on people attacking you, and since the player can move they might move out of range since we double check between detecting the NPC and making sure they can attack you that they are still in range (so enemies don't try to chase you across the map if you fast traveled, for instance). 12.5 sped up the NPC detect rate so this shouldn't happen as commonly at a shorter distance. I turned on sleep detection recently because it seemed silly for NPCs to wake up because they could detect you. I thought, if you want the NPC to wake up in the middle of the night to be horny that should be it's own mod or something, but since DEC is the one waking them up, only because the player is around, it seemed like they were waking up because they could detect you in bondage somehow which seemed silly.
zippy57 Posted April 25, 2016 Posted April 25, 2016 Assuming the standard didn't change from FNV, 128 in-game units = the height of an NPC at height 1.0 = 6 feet.
Verstort Posted April 25, 2016 Author Posted April 25, 2016 http://www.creationkit.com/Unit Yep, looks unchanged. Kinda surprised there are whole number ratios even, although it still doesn't match anything at almost any of those. The distances that it lines up cleanly with reminds me of old english units. Half-inch is a better approximation for one GU, I'll probably at least change it to that and explain better in the tooltip...
Verstort Posted April 27, 2016 Author Posted April 27, 2016 I'm exploring ways to save data for NPCs, I hear jcontainers is a lot faster than storageutil. storageutil comes free with sexlab, but jcontainers does not. Does anyone here care if I make jcontainers a requirement if it really is that much faster? I figure most people have it anyway, just double checking Edit: NVM, I can't find evidence of such a claim, or the post where I read it, curse this memory of mine.
Guest Posted April 27, 2016 Posted April 27, 2016 I'm exploring ways to save data for NPCs, I hear jcontainers is a lot faster than storageutil. storageutil comes free with sexlab, but jcontainers does not. Does anyone here care if I make jcontainers a requirement if it really is that much faster? I figure most people have it anyway, just double checking Edit: NVM, I can't find evidence of such a claim, or the post where I read it, curse this memory of mine. Someone uses FISS although I do not know what it is. Jcontainers sounds great if that's what you want, but if you like the way things are now, I'm happy also. I'm only writing to show I was awake and listening...
Sospice Posted April 29, 2016 Posted April 29, 2016 I've got the mod set for the same morality levels for both sex and enslavement. I even tried putting enslavement at 100% but enslavement still never happens. Once you start slaverun, are you locked out from all enslave events and only sex events can happen (it did do the initial event that caused the slaverun enslavement but nothing since then, and I unchecked all the lockouts in the MCM).
Verstort Posted April 29, 2016 Author Posted April 29, 2016 Huh, I thought I fixed that, so that slavery could spread from town to town and so long as you aren't a slave yet you could still get approached for enslave. Can you give me more details? This is the part I wish you could print console ouput to a file: I would like to know which stages are set on the slaverun main quest and the training quest, you can get these numbers with sqs <quest object name> which you could find manually with help "slaverun" but I think they're called SLV_Slavetraining and SLV_Mainquest in slaverun reloaded. Posting a log might tell me something too. If you loaded the version that I fixed on top of an old version that could explain it too, resetting mod detection or save cleaning DEC specifically might fix it if it's just in a corrupted state. Edit: Then again I haven't played with it in awhile, and I think I remember Kenjoka making a dom female section, which might have changed the mechanics enough that I need to change something, will test tonight (hopefully) Edit2: So far it looks like it's working, whiterun has become slaverun, player is not slave, v:0 e:0 I really need you to help me out here, since I'm not going to play through all of slaverun reloaded all in one night to find later cases where it might be broken.
Guest Posted April 29, 2016 Posted April 29, 2016 Keeping count of a deviously-enslaved attacker is my main reason for writing this, just not sure how to word the request so it looks attractive and pleasant. If the mod kept count, then after a certain number of "attacks" (I' don't mean enslavements), the person in question would treat the victim differently. That's all I'm saying. Sexlab already keeps count but unless the player specifically goes to look, no one knows. "Hormones" or some similar mod keeps telling me my recovery level, which rises. That isn't something I'd really like to know, but I try to play along. Anyway that's the sort of thing that could be done, rising satisfaction (or loathing and disgust) with one person repeating. And on a related note, some seemingly harmless mods stopped this mod from working at all, but it may have been related to "forcegreet" or sexlab. I'm not sure. Ysolda would rather stir the cooking-pot than stir Peaches. I reloaded a way-previous save, and everything seemed fine again. Specifically I think I'd like to install "Clams of Skyrim" which seems to be mostly textures, but I'm afraid to now.
Verstort Posted April 29, 2016 Author Posted April 29, 2016 Keeping count of a deviously-enslaved attacker is my main reason for writing this, just not sure how to word the request so it looks attractive and pleasant. If the mod kept count, then after a certain number of "attacks" (I' don't mean enslavements), the person in question would treat the victim differently. That's all I'm saying. Sexlab already keeps count but unless the player specifically goes to look, no one knows. I like the idea, but with what I know of player dillogue, this would double my number of conversations and potentially double the script fragment count. Not very high on my todo list as a result. "Hormones" or some similar mod keeps telling me my recovery level, which rises. That isn't something I'd really like to know, but I try to play along. Anyway that's the sort of thing that could be done, rising satisfaction (or loathing and disgust) with one person repeating. Have never used hormones, should probably try it out just to see if it does anything weird with DEC. And on a related note, some seemingly harmless mods stopped this mod from working at all, but it may have been related to "forcegreet" or sexlab. I'm not sure. Ysolda would rather stir the cooking-pot than stir Peaches. I reloaded a way-previous save, and everything seemed fine again. Specifically I think I'd like to install "Clams of Skyrim" which seems to be mostly textures, but I'm afraid to now. Several things can hangup the force greet, including the bard singing/lute playing, cooking might be on that list. I don't know how to fix it, maybe there's a way to fix it through AI package fiddling, but playing with that has never ended well for me. I doubt the clams of skyrim, or any HDT mod would stop the approach, which is an AI process. DEC does not specifically look for HDT related things to prevent it from working, mostly quest and situation (scene/player AI overwrite/devices worn) and you can read any of those in the log if those kinds of things are happening. DEC stopping itself should appear in the console too as part of the debug output. If you aren't seeing a reason pop out, and ysolda is in the list of possible approaching NPCs, maybe it's just bad luck and you're approach rolls are too low? Show me a log and I can help more, since the debug was writen for me by me, and so it makes more sense to me.
Guest Posted April 30, 2016 Posted April 30, 2016 I'm sort of glad you brought my log up, mysterious things have been happening. I take for granted that bound animations are absolutely terrible and will not work ever at all (unless of course, I have it set up way wrong). Yours is the single sex mod I permit to work, although a few others manage to work anyway (draugrs and conversations that end with "Since you don't have a choice, why don't we have some fun?" Your mod is very perfect right now. I mean, what can I say, except "thanks" and stuff.
Verstort Posted April 30, 2016 Author Posted April 30, 2016 CliftonJD is spreading, it seems. Your logs have no trace debugging, so all I see are Deviously Enslaved errors, none of the debug output. Does your skyrim.ini contain a line "bEnableTrace=0"? that needs to be a 1 in order to get DEC debugging to show up in the log, although it will still show up in the console without that ini setting if you just want to read the debug as it happens without bloating the log. As for the errors, your 0 log only has one type of error which is common and means there are no enemies nearby to attack you, I fixed it in either 12.5 test or in this unreleased version, but it doesn't really matter since the mod was about to quit after finding no attackers anyway, nothing lost from that error. In your 1 log you have a MagicEffect is None error, never seen it before but the only magic effect we check for in IsSlave() is the pet collar effect. Resetting mod detection (function in the debug section of the MCM menu) should fix it, whether it showed up because you uninstalled pet collar or some corruption, that function should re-check pet collar and fix the variable, otherwise save cleaning DEC from the save and letting it reinstall should fix it. It looks like that error might have happened right before/after a mod refresh, in which case it shouldn't be a major thing at all anyway The error in log 2, Cannot call GetName on a None object, I fixed that too already. No way to mitigate that from your end except to wear a gag, maybe I fixed it already in 12.5 test? Everything else looks like compound errors on top of the above errors, they should go away once these are fixed. I forgot to ask, but in the future can you tell me which version you're using? If you were using 12.4.1 can you try 12.5 on the last page? If 12.5 isn't working for you, then I can probably backport these fixes to make 12.4.2 Bound animations should be better with the new DDi and once kimy updates DCUR, if not make sure you're on the latest FNIS and have the addon, if that doesn't work then please contribute to the DDi support thread, it's in beta because some testers had issues with bound animations and we could use all the info we can get to pinpoint the problem.
Guest Posted April 30, 2016 Posted April 30, 2016 I am using 12.41(The "full exerimental") and You're right about how I refreshed some mods: I updated xpmse from 3.84 to 3.85, DDI from 2.92 to "3.0 beta-1" I got all paranoid wondering why cliftonJD was spreading, and if that's a bad thing (I'm guessing yes). In a way different mod, Peaches wants to be bound, and then Ysolda comes home and wants some recreation (from your mod). In her armbinder, not a lot happens, and I am thinking that I need to use an override from zaz or devious devices (Or just start a new game). But the whole subject was OT and I apologize, except I hope the logs helped, and I will choose more debug recording options in the future. The benabletrace has always been 1 but I have lots of debugs off.
Verstort Posted April 30, 2016 Author Posted April 30, 2016 I am using 12.41(The "full exerimental") and You're right about how I refreshed some mods: I updated xpmse from 3.84 to 3.85, DDI from 2.92 to "3.0 beta-1" I got all paranoid wondering why cliftonJD was spreading, and if that's a bad thing (I'm guessing yes). In a way different mod, Peaches wants to be bound, and then Ysolda comes home and wants some recreation (from your mod). In her armbinder, not a lot happens, and I am thinking that I need to use an override from zaz or devious devices (Or just start a new game). But the whole subject was OT and I apologize, except I hope the logs helped, and I will choose more debug recording options in the future. The benabletrace has always been 1 but I have lots of debugs off. Oh you actually turned them off? That's rare enough I didn't even consider it. CliftonJD turned his trace off and tried to debug DEC without it being on, I ended up feeding him speculation as to what was happening with his game because I couldn't tell since the debug was left off. The armbinder override shouldn't affect DEC's armbinder detection, putting the armbinder in DDi device hider might, but I doubt anyone would do that. Edit: I didn't check it, but this should fix the first and third error you got, unless you wanna switch to 12.5 but I can't remember if either of these errors were still in that version.
gollum007 Posted April 30, 2016 Posted April 30, 2016 A note on the enslavement not happening: Try disabling the 'special' Cursed Loot collars and the Chastity Belt of Shame. These all have zad_blockgeneric tags attached, and by default have quite high priorities. This means that the mod is actively equipping stuff which blocks the enslavement next cycle. Not sure this is the best way of doing things, but I can't think of any better way to do stuff off the top of my head. It perhaps wants the logic modified a little like this: 1. Check if actor is confident enough to enslave. 2. Check enslave/ sex roll. 3. Process sex scene. 4. If actor **is** confident enough but the vunerability level is not met, do not equip blocking devices, but rather stick to generic ones. More complicated: Some of the DCL stuff shouldn't really block enslavements. The Belt of Shame and the striptease collar are prime targets for this. I suspect you'd have to work with Kimy on this one, the easiest way I can think of for these to block generic removal, but not enslavement events would be the provision of an entirely new keyword.
Sospice Posted April 30, 2016 Posted April 30, 2016 Huh, I thought I fixed that, so that slavery could spread from town to town and so long as you aren't a slave yet you could still get approached for enslave. Can you give me more details? This is the part I wish you could print console ouput to a file: I would like to know which stages are set on the slaverun main quest and the training quest, you can get these numbers with sqs <quest object name> which you could find manually with help "slaverun" but I think they're called SLV_Slavetraining and SLV_Mainquest in slaverun reloaded. Posting a log might tell me something too. If you loaded the version that I fixed on top of an old version that could explain it too, resetting mod detection or save cleaning DEC specifically might fix it if it's just in a corrupted state. Edit: Then again I haven't played with it in awhile, and I think I remember Kenjoka making a dom female section, which might have changed the mechanics enough that I need to change something, will test tonight (hopefully) Edit2: So far it looks like it's working, whiterun has become slaverun, player is not slave, v:0 e:0 I really need you to help me out here, since I'm not going to play through all of slaverun reloaded all in one night to find later cases where it might be broken. I was just running some tests on a new game. The first enslavement attempt gave me an error so I turned on the debug function (I did a clean save and reinstall because of that, slaverun is NOT initiated yet). I'm noticing that the debug is printing out the message each time after an enslavement roll; {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. I have that unchecked in MCM under "General enslavement options", so shouldn't that be off? I'm also seeing that after a DEC instigated sex attack that I'm getting the message; [CRDE] post rape: enslave/ devices: (0.0000000/8.0000000) needed (under ):80/20) So it looks like the requirements for enslavement have been fullfilled, but it isn't happening. Next I see after the vulnerability check; [CRDE} chastity: False, a: False: b TRUE, g: TRUE [CRDE]: approachroll enslave: 32.6666668/ sex: 18.000/ a: Belrand {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. [CRDE] slave lvl: 0 vuln lvl: 2 (I decided to set the sex attack NPC morlaity in the hopes it would prevent it from going off in case it was stepping on enslavement attempts and got this) Sexlabhook: enslaved failed checking devices it then ran through calculation checks with other mods, hit this line; {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. and I got a ctd (which is not necessarily connected to your mod at all, my game is a bit script heavy to start so it just sometimes happens). I started up again, and stil lget; [CRDE] post rape: enslave/ devices: (0.0000000/53.0000000) needed (under ):80/20) Sexlabhook: enslave failed, trying items I changed the settings so that sex events can't happen and now I'm seeing this; [CRDE] Not enough time has passed since the last enslave attempt: Now: 1.797244 t.o.:2.401433 *note, I realized that with the debug delay compared to real time events on screen, there's probably no problem here with timeouts*. Basically, it's just cycling through and saying not enough time has passed or I get this; {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. ------------------------------------------------ Okay, I stripped of all devices, and no matter what setting I do it seems like i get the message; Sexlabhook: enslave failed, trying items So no matter what, enslavement attempts fail.
Sospice Posted April 30, 2016 Posted April 30, 2016 Hey, I just tried out a fresh game again to see what that error code I got was on the first enslave attempt. This pops up onscreen after the first attempt (not in the upper corner debug, it is it's own popup);[CRDE] Err:attemptEnsl::masterRef is None
Verstort Posted April 30, 2016 Author Posted April 30, 2016 A note on the enslavement not happening: Try disabling the 'special' Cursed Loot collars and the Chastity Belt of Shame. These all have zad_blockgeneric tags attached, and by default have quite high priorities. This means that the mod is actively equipping stuff which blocks the enslavement next cycle. Not sure this is the best way of doing things, but I can't think of any better way to do stuff off the top of my head. It perhaps wants the logic modified a little like this: 1. Check if actor is confident enough to enslave. 2. Check enslave/ sex roll. 3. Process sex scene. 4. If actor **is** confident enough but the vunerability level is not met, do not equip blocking devices, but rather stick to generic ones. More complicated: Some of the DCL stuff shouldn't really block enslavements. The Belt of Shame and the striptease collar are prime targets for this. I suspect you'd have to work with Kimy on this one, the easiest way I can think of for these to block generic removal, but not enslavement events would be the provision of an entirely new keyword. DCUR devices that have the blocking keywords no longer lock enslavement if you have the option to bypass them turned on, which is why the items aren't set really low. "Cursed loot Blocking item lock" is the option, can't remember if it's off or on that sets DEC to ignore zad_BlockGeneric tags on DCUR objects only. I thought the option was turned on by default but yes, if it's off a lot of cursed loot objects, including objects DEC puts on the player, will stop enslave approach. So far I haven't found a single downside with leaving that option on in general and turning the option off if you get an item you want to complete before the next enslavement. Belt of shame shouldn't be a really high value, since you need punishment belt to trigger as well. I'll consider lowering it in the future if it is that high though. Huh, I thought I fixed that, so that slavery could spread from town to town and so long as you aren't a slave yet you could still get approached for enslave. Can you give me more details? This is the part I wish you could print console ouput to a file: I would like to know which stages are set on the slaverun main quest and the training quest, you can get these numbers with sqs <quest object name> which you could find manually with help "slaverun" but I think they're called SLV_Slavetraining and SLV_Mainquest in slaverun reloaded. Posting a log might tell me something too. If you loaded the version that I fixed on top of an old version that could explain it too, resetting mod detection or save cleaning DEC specifically might fix it if it's just in a corrupted state. Edit: Then again I haven't played with it in awhile, and I think I remember Kenjoka making a dom female section, which might have changed the mechanics enough that I need to change something, will test tonight (hopefully) Edit2: So far it looks like it's working, whiterun has become slaverun, player is not slave, v:0 e:0 I really need you to help me out here, since I'm not going to play through all of slaverun reloaded all in one night to find later cases where it might be broken. I was just running some tests on a new game. The first enslavement attempt gave me an error so I turned on the debug function (I did a clean save and reinstall because of that, slaverun is NOT initiated yet). I'm noticing that the debug is printing out the message each time after an enslavement roll; {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. I have that unchecked in MCM under "General enslavement options", so shouldn't that be off? I'm also seeing that after a DEC instigated sex attack that I'm getting the message; [CRDE] post rape: enslave/ devices: (0.0000000/8.0000000) needed (under ):80/20) So it looks like the requirements for enslavement have been fullfilled, but it isn't happening. Next I see after the vulnerability check; [CRDE} chastity: False, a: False: b TRUE, g: TRUE [CRDE]: approachroll enslave: 32.6666668/ sex: 18.000/ a: Belrand {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. [CRDE] slave lvl: 0 vuln lvl: 2 (I decided to set the sex attack NPC morlaity in the hopes it would prevent it from going off in case it was stepping on enslavement attempts and got this) Sexlabhook: enslaved failed checking devices it then ran through calculation checks with other mods, hit this line; {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. and I got a ctd (which is not necessarily connected to your mod at all, my game is a bit script heavy to start so it just sometimes happens). I started up again, and stil lget; [CRDE] post rape: enslave/ devices: (0.0000000/53.0000000) needed (under ):80/20) Sexlabhook: enslave failed, trying items I changed the settings so that sex events can't happen and now I'm seeing this; [CRDE] Not enough time has passed since the last enslave attempt: Now: 1.797244 t.o.:2.401433 *note, I realized that with the debug delay compared to real time events on screen, there's probably no problem here with timeouts*. Basically, it's just cycling through and saying not enough time has passed or I get this; {CRDE} Not enslaved: zad block generic detected, but only on DCUR items. ------------------------------------------------ Okay, I stripped of all devices, and no matter what setting I do it seems like i get the message; Sexlabhook: enslave failed, trying items So no matter what, enslavement attempts fail. "{CRDE} Not enslaved: zad block generic detected, but only on DCUR items." is not an error, it means you are vulnerable, have the blocking keyword but because it is a DCUR item we can continue with enslavement. It's a green light. "[CRDE] post rape: enslave/ devices: (0.0000000/53.0000000) needed (under ):80/20)" This fires after a sex/rape event, where as the other one fires off before the approach You should be able to get enslavement after rape with those numbers I think, I'll double check to see if there's something broken there. You haven't posted enough debug from the approach roll for me to say if anything is broken there, any reason you aren't posting the whole log? Double checking, You didn't see a "enslave dialogue weight total is zero, no enslave options" or similar right? You didn't mention what enslave mods you had. You get a zero roll in post sex enslave roll if you don't have any enslave mods. My calculation might be wrong, ignoring some mod, but can you tell me what mods you have to help narrow down the cause? Edit: Yikes, this bug should have been caught ages ago. If you had a very small amount of enslavement mods you wouldn't get enslaved at the end of sex as a result. This doesn't explain why you don't get enslaved through approach, I still need your log for that This should fix that bug (although judging by how no users have mentioned it before now I don't think this affects too many people, guessing you all play with lots of mods like I do) Hey, I just tried out a fresh game again to see what that error code I got was on the first enslave attempt. This pops up onscreen after the first attempt (not in the upper corner debug, it is it's own popup); [CRDE] Err:attemptEnsl::masterRef is None Now THAT's Interesting. I haven't seen that bug in ages, and can't even remember what could cause it. Really want to see the whole log for this one, since I can't replicate it without a lot more information. I can double check that all fragments are using the function correctly, but I doubt I'll find anything. Post log. Deviously Enslaved Continued(v12.4.3 full experimental).7z
Zor2k13 Posted May 1, 2016 Posted May 1, 2016 I don't know why this is happening but I can't access anything after the first settings page in the mcm menu for this mod. If I check other mods mcm they work fine but if I go to this mod mcm I can click the first settings at the top but anything below that just shows a blank page and then other mcm menus can't be accessed either until I esc out of that and get back to the game then go back to the mod configuration menu again.
Verstort Posted May 1, 2016 Author Posted May 1, 2016 I don't know why this is happening but I can't access anything after the first settings page in the mcm menu for this mod. If I check other mods mcm they work fine but if I go to this mod mcm I can click the first settings at the top but anything below that just shows a blank page and then other mcm menus can't be accessed either until I esc out of that and get back to the game then go back to the mod configuration menu again. Did you upgrade from a really old version of deviously enslaved? If yes, you'll need to save clean to fix the menu, instructions are on the DEC front page. If this is your first time using DEC, then... not sure how you got that effect. Resetting skyui might fix it, not sure. You could post a papyrus log, might tell me something else.
Zor2k13 Posted May 2, 2016 Posted May 2, 2016 Ok that savetool option worked just fine and I had already dumped in the latest file you have on here now before hand. Even after savetool the version of the file is still listed in game as 12.3.3.1 on the message thing upper left corner of the screen in game. I ran the mod through tes5edit and it says six things are ITM they turn out to be npcs some named and some not named. Hey is there something you can do with the dialogue for this mod? Like can the approaching npc talk about arousal of the player or themselves or both instead of just responding to slave related things? What if my pc is just really horny (high arousal level) can there be some dialogue about helping the player with their needs? Maybe if the player refuses the npc strips the player and spanks them then screws the player.
Verstort Posted May 2, 2016 Author Posted May 2, 2016 Ok that savetool option worked just fine and I had already dumped in the latest file you have on here now before hand. Even after savetool the version of the file is still listed in game as 12.3.3.1 on the message thing upper left corner of the screen in game. Oh right, I forgot to update the game version number from .3 to .4, and forgot again with this last update. Version number doesn't really matter that much with this mod, it's not like other mods are checking DEC's version for cross compatibility or anything so it should be fine. I ran the mod through tes5edit and it says six things are ITM they turn out to be npcs some named and some not named. I don't actually use TES5Edit for much besides looking up reference values and cleaning if Creation kit breaks down and adds errors to the esp. I don't know what ITM is, but DEC doesn't add any unique NPCs, and shouldn't modify any of them either, all it should do is use them in an NPC list for later user in a script. I'll look into it, but I don't think it's important if it's about NPCs. Hey is there something you can do with the dialogue for this mod? Like can the approaching npc talk about arousal of the player or themselves or both instead of just responding to slave related things? What if my pc is just really horny (high arousal level) can there be some dialogue about helping the player with their needs? Maybe if the player refuses the npc strips the player and spanks them then screws the player. I could probably add an arousal dialogue option, probably naked requirement and really high arousal (> 85) Spanking might happen, not sure how to start a spanking session. I don't recall Zaz having anything I could use but maybe there's something else. I don't like adding hard requirements to DEC, if I can call such a session from a third party mod without making it a hard requirement then I might consider using that.
Zor2k13 Posted May 2, 2016 Posted May 2, 2016 NSAP handles spanking I think and the edits to the npcs had nothing in them just that they were edited somehow. ITM stands for identical to master so it means there is nothing different only an added record that is not needed at all. Don't forget about undelete and disable references so deleted references will be restored but disabled. For the dialogue I was thinking non naked because the npc saw the player big boobs and ass caused by scaling from other mods like cursed loot and milk mod economy etc and decided to go relieve the player of their horny burdens. Plenty of naked vulnerability mods already there so no need for that one.
legume Posted May 4, 2016 Posted May 4, 2016 ... Can you give me more details? This is the part I wish you could print console ouput to a file... If you have the ConSkrybe mod installed all console output from a game is also logged to a file. http://www.nexusmods.com/skyrim/mods/19630/? ...\steamapps\common\Skyrim\ConSkrybe.log
Verstort Posted May 4, 2016 Author Posted May 4, 2016 ... Can you give me more details? This is the part I wish you could print console ouput to a file... If you have the ConSkrybe mod installed all console output from a game is also logged to a file. http://www.nexusmods.com/skyrim/mods/19630/? ...\steamapps\common\Skyrim\ConSkrybe.log Neat. I wish it was implemented in papyrus so I could add part of it to DEC directly for a debug button, but this is still probably useful if I ever need users to dump their quest data for me.
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