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Posted

I'm getting a completely broken mod from this side.

 

Sometimes the MCM menu and the mod don't start, and when they do normally seem to work the appraoch doesn't.

 

I don't think this mod can be restringed yet, need to figure out which variable got renamed which screwed up the approach.

 

Sorry for getting anyones hopes up.

 

Edit: Yeah it seems it breaks the mod if you introduce without a save clean, log full of variable look up errors, so the script names are getting saved in the save file. I don't think there's a way to fix that without save cleaning anyway, but even on a new save the approach and dialogue aren't working right.

 

Edit2: Or.... Restrung 13.0 is working, 12.4.4 isn't.... did I introduce a bug somewhere?

 

Yeah it seems to work for me, but new save or save cleaning DEC off of your save is Required. No ambiguity here it seems.

Posted

I'm getting a completely broken mod from this side.

 

Sometimes the MCM menu and the mod don't start, and when they do normally seem to work the appraoch doesn't.

 

I don't think this mod can be restringed yet, need to figure out which variable got renamed which screwed up the approach.

 

Sorry for getting anyones hopes up.

 

Edit: Yeah it seems it breaks the mod if you introduce without a save clean, log full of variable look up errors, so the script names are getting saved in the save file. I don't think there's a way to fix that without save cleaning anyway, but even on a new save the approach and dialogue aren't working right.

 

Edit2: Or.... Restrung 13.0 is working, 12.4.4 isn't.... did I introduce a bug somewhere?

 

Yeah it seems to work for me, but new save or save cleaning DEC off of your save is Required. No ambiguity here it seems.

 

I am using restrung 12.44. That error disappeared several saves ago, and your mod seems to work so far.

Another mod, captured-dreams-4.16, won't let player go anywhere, or the game will crash.

The difference is night+day, without it

stuff is smooth and

exits from buildings seem to work.

  Now I gotta hope some beta tester of that mod also is using your mod, and, if they have no problems, what they do to live so luxuriously.

 (Sounds like a great idea for an infomercial)

 

I thought about uninstalling your mod and re-installing captured-dreams-B4.16, but I really like your mod, and my battle-scarred game needs time to heal (yeah, that's it, "heal")

Posted

You're saying CDx 4 works fine by itself, DEC works fine by itself, but the two together cause crashing?

 

It really could be string count if DEC is a big offender and CDx4 is as big as Vel has suggested... If you can manage a save of both running before a crash and throw it into TESVESSEditor it should tell you how many strings the save has allocated.

 

http://www.nexusmods.com/skyrim/mods/27119/? - editor, can read string count from save

https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ - instructions on using it to read string count and details on the issue

 

Or you can throw the save file my way and I'll run the program on the save file, I don't think anything except the save file itself is needed to test that, I don't need a mirror mod layout or anything

 

Of course it might not be a string thing at all, maybe DEC breaks CDx somehow? I don't know I'm not part of the beta so can't test right now.

 

But priorities, if CDx4 needs testing tend to that first.

Posted

You're saying CDx 4 works fine by itself, DEC works fine by itself, but the two together cause crashing?

 

It really could be string count if DEC is a big offender and CDx4 is as big as Vel has suggested... If you can manage a save and throw it into TESVESSEditor it should tell you how many strings the save has allocated.

 

http://www.nexusmods.com/skyrim/mods/27119/? - editor, can read string count from save

https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ - instructions on using it to read string count and details on the issue

 

Or you can throw the save file my way and I'll run the program on the save file, I don't think anything except the save file itself is needed to test that, I don't need a mirror mod layout or anything

 

Of course it might not be a string thing at all, maybe DEC breaks CDx somehow? I don't know I'm not part of the beta so can't test right now.

 

But priorities, if CDx4 needs testing tend to that first.

 

I do not know if cdx4 works by itself but the author and several testers have no problems, and they use mods I do not.

             Sometimes testers get all fancy and test each mod individually, which is silly because they've got to work together.

 My experiment, which I have not done yet, is uninstall 12.44 and reinstall captured dreams.

That is probably what I should do next, but it's sunday and it looks like rain.

But I Did restring the thing, and here is the output:

 

This one action, restringing, seemed to have helped tons, and I wanted to thank you so much.

 

What the future holds I do not know, but you helped a lot, thanks!

Posted

Thank markdf, he's the one who wrote it, I'm just relaying some info.

 

I didn't mean that you should restring CD's beta. Normally you don't want to possibly introduce errors by changing something in a way the author might not expect, but in this case if it helps...? Normally you only want to restring end point mods at this point in the Restringer development, and there are several mods that could (in the future) it could still introduce errors although it hasn't yet on this end.

 

Another thing, since upgrading from non-strung to re-strung versions doesn't work, it's possible upgrading from restrung version to version might break too if restringer changes the method they name their replacement strings, soo it might be a good idea to clean in between restring sessions if a new version comes your way too.

Posted

"this"? Kinda ambiguous... I'll answer the questions I think you could be asking.

 

In 12.X, followers will prevent the player from being attacked unless you turn off the follower lock, active followers (within range) only. If you turn off the follower lock, the player can still be approached while they have a follower, but what happens after that is undefined. The lock exists to prevent enslavement, since some of the enslavements don't properly take care of the possibility of the player having a follower, can lead to odd/bugged behaviour.

 

Followers will not be attacked by NPC under any circumstance, I haven't added functionality to handle this yet.

 

In 13.X the follower dialogue requires active follower within range, they must be in the current follower faction. I haven't considered checking for other odd follower types to use there yet.

 

If you meant something else or you have a follower and the lock isn't working, or some other bug, can you specify?

Posted

No... what I mean is, if the PC is vulnerable, can an active follower approach the PC for sex? Or are active followers set up to not molest the PC while following?

Posted

I didn't think the Deviously enslaved dialogue was acceptable to use with followers, it's too impersonal and some of it kinda assumes that they walk away afterwards. Followers don't approach the player at all in 12.X.

 

In 13.X I haven't gotten far enough yet, the dialogue that exists isn't complete and I haven't even started writing some of it. Right now, your follower can approach you with an item they found and they might put it on you or on themselves, some broken do-nothing outcomes too. Your follower might use you for sex if you approach them while they are aroused and you are covered in bondage, but that is kinda limited in dialogue depth and scope right now. Follower enslaving the player hasn't been written yet. More dominate/aggressive dialogue from follower to player hasn't been written yet, right now it's still fairly playful in nature, not as rough as the original DE dialogue (I mean they are meant to be your friends afterall). Followers only, slaves from PAHE and other sources won't approach you.

 

You can try it out here, but like I said it's not ready yet. Turn on follower dialogue in the MCM menu.There aren't even any MCM options to change the chance of approach, which is locked at 30% per attempt (every 2 minutes average, pretty often because I'm testing it). If it seems too often, you could just turn the refresh rate down lower, or turn off follower dialogue when you get bored of it.

 

Billidovahkin reported that there was an issue where the mod would suddenly stop working, I haven't been able to reproduce that, if you see it please report it.

Deviously Enslaved Continued(v13.0 experimental test 5).7z

Posted

I didn't think the Deviously enslaved dialogue was acceptable to use with followers, it's too impersonal and some of it kinda assumes that they walk away afterwards. Followers don't approach the player at all in 12.X.

 

In 13.X I haven't gotten far enough yet, the dialogue that exists isn't complete and I haven't even started writing some of it. Right now, your follower can approach you with an item they found and they might put it on you or on themselves, some broken do-nothing outcomes too. Your follower might use you for sex if you approach them while they are aroused and you are covered in bondage, but that is kinda limited in dialogue depth and scope right now. Follower enslaving the player hasn't been written yet. More dominate/aggressive dialogue from follower to player hasn't been written yet, right now it's still fairly playful in nature, not as rough as the original DE dialogue (I mean they are meant to be your friends afterall). Followers only, slaves from PAHE and other sources won't approach you.

 

You can try it out here, but like I said it's not ready yet. Turn on follower dialogue in the MCM menu.There aren't even any MCM options to change the chance of approach, which is locked at 30% per attempt (every 2 minutes average, pretty often because I'm testing it). If it seems too often, you could just turn the refresh rate down lower, or turn off follower dialogue when you get bored of it.

 

Billidovahkin reported that there was an issue where the mod would suddenly stop working, I haven't been able to reproduce that, if you see it please report it.

 

An odd occurence with 12.44 yesterday I've never seen before and I doubt could be duplicated was,

all the women in Whiterun demanding sex except for Ysolda.

I'd go into details but there aren't much more than that. I reverted to a much earlier save and it did not repeat (yet).

Well actually, this morning Peaches is a new member of the Captured-Dreams manor-house/convent, and my choices are to leave your mod enabled and start getting to know the residents (I do not know right now if your mod works in a captured-dreams setting) , or restart.

I think maybe I will choose "restart" and try your new mod.

Thanks.

 

Posted

An odd occurence with 12.44 yesterday I've never seen before and I doubt could be duplicated was,

all the women in Whiterun demanding sex except for Ysolda.

I'd go into details but there aren't much more than that. I reverted to a much earlier save and it did not repeat (yet).

Well actually, this morning Peaches is a new member of the Captured-Dreams manor-house/convent, and my choices are to leave your mod enabled and start getting to know the residents (I do not know right now if your mod works in a captured-dreams setting) , or restart.

I think maybe I will choose "restart" and try your new mod.

Thanks.

 

If you had mod organizer this isn't an issue really, just use more than one save and swap profiles when you want to play with different setups. Switching to Mod organizer, if you aren't on it already, is a pain though.

 

That said, can only speculate without log to help me narrow down the cause, maybe ysolda has too high of a relationship with the player? (you can turn this off in the menu) or some item was added to them at some point that tells DEC they are a slave and cannot attack you?

 

Posted

I wish I were a modder today, time stopped for me when I ran out of cigs. I even started reading some of the old posts here.

It reminded me of something.

The pre-conversation just before the player says "yes Miss" or kicks somebody.

"Look a free fck! slave service me"

"My p* needs attention, slut" (My favorite)

"I'm Horny! Let's F"( I only saw this Once, yesterday)

OK the first one is humiliating, if a person had any doubts about submitting, they'd probably really say "F yourself" after that one.

The second one is delicious but repetitive.

The third one is so incredibly rare I even doubt it is from your mod, maybe another mod snuck in.

Anyway, The latest version hasn't broken yet, thanks so much.

 

Posted

If you walked up to a friendly person who had high arousal, "I'm Horny let's fuck" was probably DEC. It's not as likely to show up since it's friendly NPC only (or maybe follower only, can't remember what the limit was atm).

 

But yeah, more variety is always good when I can think of something worth adding. The old DE dialogue gets stale pretty fast.

Posted

If you walked up to a friendly person who had high arousal, "I'm Horny let's fuck" was probably DEC. It's not as likely to show up since it's friendly NPC only (or maybe follower only, can't remember what the limit was atm).

 

But yeah, more variety is always good when I can think of something worth adding. The old DE dialogue gets stale pretty fast.

after refusal: "Be careful I don't report you to the guard"

if a variable exists incrementing sex-count with an NPC,

increasingly vague phrases.

"it's time" followed maybe later by "Do it good this time."

"report to my ready room", although you have Player frozen to the spot so that one's out.

Actually there *is* a short period where the NPC will telegraph her intentions by running up to Player, and Player still has an opportunity to choose a better spot.

If the NPC shouted something first, Calling the Player, maybe.

 

something Physical w/no dialogue. Not sure that's even possible.

Say a player is engaged in conversation with an NPC about fruits and vegetables, and gets an aggressive swat from the partner.

 

An HUD message Player feels eyes upon her, and submissively goes towards partner (or runs away)

 

-----

Conversely, repetitive messages belittling Player and refusing sex (Not that they asked, but just so they know they're on the blacklist)

"you've displeased me, no sex for you for a month" Followed by some HUD message about an aching need and an increment in arousal.

 

In theory, and making sure it isn't too real, all the above sounds good but I'm no modder, so the way it is now is already fantastic.

 

A question:

Peaches wears panties from a mod called "summerwear nsfw" from Nexus.

This confuses your mod, and in turn your mod confuses me,

leaving HUD messages in tiny print about non-chest items.

This is not a problem but I wonder if the panties all by themselves block sex?

They seem to, taking them off to be completely nude makes the mod kick in.

 

Posted
A question:

Peaches wears panties from a mod called "summerwear nsfw" from Nexus.

This confuses your mod, and in turn your mod confuses me,

leaving HUD messages in tiny print about non-chest items.

This is not a problem but I wonder if the panties all by themselves block sex?

They seem to, taking them off to be completely nude makes the mod kick in.

 

Assuming those panties are the actual cause, they contain a keyword skyrim uses to mark the player not-naked (ClothingChest or whatever), likely so that everyone in skyrim shuts up and stops annoying the player about being naked.

 

This is only an issue if you WANTED to be considered not-naked while wearing the panties, but naked in this case is good, yes?

 

The reason the debug exists: Sexlab Aroused lets you make these items, that have the non-nude keyword, count as nude if you wish, but DEC doesn't check every slot for them normally because it's a little expensive (we only check the chest slot normally). In order to set DEC to search through those slots and get rid of the debug you have to turn on alternate slot check, or whatever I called the option, in the debug menu.

 

I don't think it turned out to be that bad for performance to leave it on all the time, so you can just turn it on, set the panties to not-naked in sexlab aroused, and DEC should ignore the chest keyword on them and the debug should stop showing up.

 

I should probably write a better message though...

 

after refusal: "Be careful I don't report you to the guard"

 

Er... I thought there already was one.

 

Maybe I'm thinking of some guard dialogue I wrote a long time ago, on the list it goes then.

 

if a variable exists incrementing sex-count with an NPC,

increasingly vague phrases.

"it's time" followed maybe later by "Do it good this time."

"report to my ready room", although you have Player frozen to the spot so that one's out.

Actually there *is* a short period where the NPC will telegraph her intentions by running up to Player, and Player still has an opportunity to choose a better spot.

If the NPC shouted something first, Calling the Player, maybe.

 

I can write dialogue that assumes you have already had  sex with that character, but I feel I need to make sure there is enough dialogue at both levels.

 

 

Probably end up writing something like this since I'm going to need to keep track of the last sex anyway for follower dialogue.

 

"it's time" followed maybe later by "Do it good this time."

"report to my ready room", although you have Player frozen to the spot so that one's out.

Actually there *is* a short period where the NPC will telegraph her intentions by running up to Player, and Player still has an opportunity to choose a better spot.

If the NPC shouted something first, Calling the Player, maybe.

 

Follower dialogue already allows you to move locations, not too hard, maybe.

 

"It's time" might be more inline with dialogue to unlock the players belt with special plug, or move the player to a public location for sex after discussing it, or something. Seems too ominous for just regular sex.

 

"report to my ready room" Not sure I can implement this except for very few specific NPC, I mean how many NPCs have a house that has a special room for sex/stuff? I'm not even sure I can detect if the player has moved to those areas either...

 

 

something Physical w/no dialogue. Not sure that's even possible.

Say a player is engaged in conversation with an NPC about fruits and vegetables, and gets an aggressive swat from the partner.

 

I could probably use a message box to describe what is happening, but that's kinda...

 

An HUD message Player feels eyes upon her, and submissively goes towards partner (or runs away)

 

Conversely, repetitive messages belittling Player and refusing sex (Not that they asked, but just so they know they're on the blacklist)

"you've displeased me, no sex for you for a month" Followed by some HUD message about an aching need and an increment in arousal.

 

In theory, and making sure it isn't too real, all the above sounds good but I'm no modder, so the way it is now is already fantastic.

 

Messages about the player noticing their partner being suggestive are possible, if the follower is really aroused. Doing this for previous sex partners you find randomly is less likely to happen unless I can write a context.

 

Conversely, repetitive messages belittling Player and refusing sex (Not that they asked, but just so they know they're on the blacklist)

"you've displeased me, no sex for you for a month" Followed by some HUD message about an aching need and an increment in arousal.

 

In theory, and making sure it isn't too real, all the above sounds good but I'm no modder, so the way it is now is already fantastic.

 

Follower dialogue needs more sub/dom dialogue in general. Ran into a writers block for some of it. Belted, then sex later, already exists in two forms but I don't think the more dominant version works at all.

 

Issue: How does the follower know the player is in a an item that they put the player in? If the player find a key, unlocks the item, then I have to catch that or work with the possibility it wasn't caught, complicated. Keeping track of all items given, under what context were they given, complicated. Just the belt is probably doable, but I was hoping I could get other items to work(gag, collar, armbinder, nipple piercings, butt plug) but it seems a little annoying to get working. Just not the highest on my list right now.

 

 

---

 

* Dialogue writers block: Want to add these, but need context and dialogue that I like enough to add

How to transition player with follower from fuckbuddy -> casual dom/sub with regular follower behavior-> full sexslave (both ways, with player OR follower as sexslave)

Follower wants to go shopping to Captured dreams or Rubber slave shop, stuff can happen along the way, stuff can happen at the shop..?

Sub liking slave wants to try being dom to your other slave

Dom liking slave wants to try being sub to you

Dialogue for follower putting special collars on player and interacting (pet, slave(Can I override it's own dialogue?), rubber doll, naked, other)

Follower wants to punish you, uh... for what? Can I really detect the follower being hit by players attacks in combat accident? player not agreeing to sex?

  Light Punishment ideas:

     Leaving you locked in bondage funiture/cage in a town while follower goes shopping

     Yoke + other stuff and follower offers your body to passer by

     Belt with plug, armbinder, stuck aroused with no relief

     Whipping at some furniture, other stuff like piercings/tattoos?

Dialogue that leads to player being enslaved if follower is frustrated (SRR, SS, CD, SD, others?)

 

 

I really want some mod to offer a train your player for follower quest, where I can send the player for slave training followed by the follower picking them up from the event afterwards, but that's just a dream.

 

The issue I have with mods like CD + DCL is that slavery is kinda... dull? You stand around in bondage watching the boring skyrim AI do stuff in the background, needs interaction, need to sit down some day and figure out how to make scenes for using zaz furniture and/or special sexlab animations.

Posted

 

A question:

Peaches wears panties from a mod called "summerwear nsfw" from Nexus.

This confuses your mod, and in turn your mod confuses me,

leaving HUD messages in tiny print about non-chest items.

This is not a problem but I wonder if the panties all by themselves block sex?

They seem to, taking them off to be completely nude makes the mod kick in.

 

Assuming those panties are the actual cause, they contain a keyword skyrim uses to mark the player not-naked (ClothingChest or whatever), likely so that everyone in skyrim shuts up and stops annoying the player about being naked.

 

This is only an issue if you WANTED to be considered not-naked while wearing the panties, but naked in this case is good, yes?

 

The reason the debug exists: Sexlab Aroused lets you make these items, that have the non-nude keyword, count as nude if you wish, but DEC doesn't check every slot for them normally because it's a little expensive (we only check the chest slot normally). In order to set DEC to search through those slots and get rid of the debug you have to turn on alternate slot check, or whatever I called the option, in the debug menu.

 

I don't think it turned out to be that bad for performance to leave it on all the time, so you can just turn it on, set the panties to not-naked in sexlab aroused, and DEC should ignore the chest keyword on them and the debug should stop showing up.

 

I should probably write a better message though...

 

after refusal: "Be careful I don't report you to the guard"

 

Er... I thought there already was one.

 

Maybe I'm thinking of some guard dialogue I wrote a long time ago, on the list it goes then.

 

if a variable exists incrementing sex-count with an NPC,

increasingly vague phrases.

"it's time" followed maybe later by "Do it good this time."

"report to my ready room", although you have Player frozen to the spot so that one's out.

Actually there *is* a short period where the NPC will telegraph her intentions by running up to Player, and Player still has an opportunity to choose a better spot.

If the NPC shouted something first, Calling the Player, maybe.

 

I can write dialogue that assumes you have already had  sex with that character, but I feel I need to make sure there is enough dialogue at both levels.

 

 

Probably end up writing something like this since I'm going to need to keep track of the last sex anyway for follower dialogue.

 

"it's time" followed maybe later by "Do it good this time."

"report to my ready room", although you have Player frozen to the spot so that one's out.

Actually there *is* a short period where the NPC will telegraph her intentions by running up to Player, and Player still has an opportunity to choose a better spot.

If the NPC shouted something first, Calling the Player, maybe.

 

Follower dialogue already allows you to move locations, not too hard, maybe.

 

"It's time" might be more inline with dialogue to unlock the players belt with special plug, or move the player to a public location for sex after discussing it, or something. Seems too ominous for just regular sex.

 

"report to my ready room" Not sure I can implement this except for very few specific NPC, I mean how many NPCs have a house that has a special room for sex/stuff? I'm not even sure I can detect if the player has moved to those areas either...

 

 

something Physical w/no dialogue. Not sure that's even possible.

Say a player is engaged in conversation with an NPC about fruits and vegetables, and gets an aggressive swat from the partner.

 

I could probably use a message box to describe what is happening, but that's kinda...

 

An HUD message Player feels eyes upon her, and submissively goes towards partner (or runs away)

 

Conversely, repetitive messages belittling Player and refusing sex (Not that they asked, but just so they know they're on the blacklist)

"you've displeased me, no sex for you for a month" Followed by some HUD message about an aching need and an increment in arousal.

 

In theory, and making sure it isn't too real, all the above sounds good but I'm no modder, so the way it is now is already fantastic.

 

Messages about the player noticing their partner being suggestive are possible, if the follower is really aroused. Doing this for previous sex partners you find randomly is less likely to happen unless I can write a context.

 

Conversely, repetitive messages belittling Player and refusing sex (Not that they asked, but just so they know they're on the blacklist)

"you've displeased me, no sex for you for a month" Followed by some HUD message about an aching need and an increment in arousal.

 

In theory, and making sure it isn't too real, all the above sounds good but I'm no modder, so the way it is now is already fantastic.

 

Follower dialogue needs more sub/dom dialogue in general. Ran into a writers block for some of it. Belted, then sex later, already exists in two forms but I don't think the more dominant version works at all.

 

Issue: How does the follower know the player is in a an item that they put the player in? If the player find a key, unlocks the item, then I have to catch that or work with the possibility it wasn't caught, complicated. Keeping track of all items given, under what context were they given, complicated. Just the belt is probably doable, but I was hoping I could get other items to work(gag, collar, armbinder, nipple piercings, butt plug) but it seems a little annoying to get working. Just not the highest on my list right now.

 

 

---

 

* Dialogue writers block: Want to add these, but need context and dialogue that I like enough to add

How to transition player with follower from fuckbuddy -> casual dom/sub with regular follower behavior-> full sexslave (both ways, with player OR follower as sexslave)

Follower wants to go shopping to Captured dreams or Rubber slave shop, stuff can happen along the way, stuff can happen at the shop..?

Sub liking slave wants to try being dom to your other slave

Dom liking slave wants to try being sub to you

Dialogue for follower putting special collars on player and interacting (pet, slave(Can I override it's own dialogue?), rubber doll, naked, other)

Follower wants to punish you, uh... for what? Can I really detect the follower being hit by players attacks in combat accident? player not agreeing to sex?

  Light Punishment ideas:

     Leaving you locked in bondage funiture/cage in a town while follower goes shopping

     Yoke + other stuff and follower offers your body to passer by

     Belt with plug, armbinder, stuck aroused with no relief

     Whipping at some furniture, other stuff like piercings/tattoos?

Dialogue that leads to player being enslaved if follower is frustrated (SRR, SS, CD, SD, others?)

 

 

I really want some mod to offer a train your player for follower quest, where I can send the player for slave training followed by the follower picking them up from the event afterwards, but that's just a dream.

 

The issue I have with mods like CD + DCL is that slavery is kinda... dull? You stand around in bondage watching the boring skyrim AI do stuff in the background, needs interaction, need to sit down some day and figure out how to make scenes for using zaz furniture and/or special sexlab animations.

 

 

Devices that block some part of the rest of the game are anathema to me, but only me, everyone else dotes on them.

"ysolda" is not a follower, she just uses player like a sextoy (Hanging around her house helps a lot).

If the incremented variable existed,

A "partner" (not an official follower or spouse or whatever)

might progressively bind Player, if that's what they're into (at first they're not, and a safeword would reset their AI ("Omigosh, I didn't mean to hurt you").

Tons of slavery mods exist for the masses, but I use yours more as role-play.

So strangers get intimidated, and friends get a sheepish "Yes miss".

So a hypothetical scene might go

"Put this on"

"Yes, miss"

"Do me now"

OK  ("I live for your pleasure", etc)

"Come here, let me remove that"

OK (No wearing devices in between sex)

[end scene]

I read your writer's-block stuff, or tried to, and it seemed to be more technically oriented towards followers, which are usually a PITA for certain quests.

In your mod, Player goes on quests, kills whatever (whoever) and comes home or to some tiny town to rendezvous with the shy sheep farming girl.

The one about being in a cage (In a house, forget the freaking passers-by) sounds nice.

I am not sure I'd make it (uhmmm) a rehash of bullying some poor battered adult received as a teen, but whatever.

 

 

  • 2 weeks later...
Posted

13.0 isn't really ready, still has some odd bugs and I still find bugs whenever I test it, but none of these bugs are game breaking or mod breaking, and can be ignored for now.

 

Going on leave for a week in a few days, posting it here now so that any really major bugs users find might be fixed before I leave.

 

Follower frustration doesn't do anything, I never got far enough to think about how to implement it. Follower thinks dom doesn't work, and isn't required for anything. Most follower dom dialogue can be disabled by setting follower likes dom to a negative number, same with follower sub dialogue. I didn't like any of the ideas I had about what values I should make dialogue required to, and thought I could make it somewhat user controlled but didn't get that far. Only some of the possible dialogue requires player to be sub and follower to be dom, and almost no dialogue exists that requires the oposite yet, so you can see all new dialogue with follower +10,+10 and player sub > 10

 

Follower being sub or dom is random, the numbers are right now only a limit for requirement, they don't affect outcome (follower can like being dom 100 and like being sub 1 and both have equal chance of happening) I need to think about how different levels are taken into account before I make it lean one way based on numbers.

 

Right now Follower thinks player sub never goes down, it just keeps climbing forever, you can reset it it through the MCM interface.

 

One of the bugs I haven't been able to fix is the follower select in the MCM menu breaks if you set a different follower, so I Jury-rigged it by making it so that you can't select them. The nearest NPC follower that was seen in the last DEC loop should be the one in the menu, if you're having trouble getting them to show in the menu try moving them and the player to a remote area with no other NPCs.

 

Also chase is back, so maybe lots more dialogue and features in the future!

 

Posted

Well...right off the bat the MCM menu isn't showing up for me.  Deviously Enslaved.esp is showing in my load order and I just updated some other mods in my MCM just fine, so it seems to just be this one on the fritz?  Hopefully someone else can confirm?

Posted

There is this odd bug that sometimes shows where if you try to enter the DEC menu it just doesn't show any pages, loads into empty overview.

 

This bug comes and goes and I'm not sure what causes it. If you didn't save clean, try cleaning DEC from your save, or exit the menu and wait a cycle, it normally goes away on it's own before I can even check quest variables.

 

If you mean the menu isn't there at all, Deviously enslaved is missing completely, post a papyrus log, new bug I haven't seen.

 

Edit: Of course, the quick fix I thought was harmless and didn't test is breaking the mod...

 

Already fixed, but I don't think it's tied to your MCM issue, so lets fix that before I upload this bugfix

Posted

Oh christ, what happened to this save....

 

I've never seen this...

	Line 23: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "appointValidRace" in state "" on object "crdeplayermonitorscript".
	Line 24: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdelolascript"
	Line 25: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMon" on object "crdelolascript"
	Line 26: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdemariaedenscript"
	Line 27: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMon" on object "crdemariaedenscript"
	Line 30: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::MariaEden_var" on object "crdevars"
	Line 31: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Monitor_var" on object "crdevars"
	Line 32: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "MariaEden" on object "crdevars"
	Line 33: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "Monitor" on object "crdevars"
	Line 35: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMonitor_var" on object "crdeslaverunscript"
	Line 36: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMonitor" on object "crdeslaverunscript"
	Line 39: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMonitorScript_var" on object "crdeplayerscript"
	Line 40: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMonitorScript" on object "crdeplayerscript"
	Line 41: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "Maintenance" in state "" on object "crdestartquestscript".
	Line 42: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayMonScript_var" on object "crdemodsmonitorscript"
	Line 43: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::SlaverunScript_var" on object "crdemodsmonitorscript"
	Line 44: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::LolaScript_var" on object "crdemodsmonitorscript"
	Line 45: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Vars_var" on object "crdemodsmonitorscript"
	Line 46: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "SlaverunScript" on object "crdemodsmonitorscript"
	Line 47: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "LolaScript" on object "crdemodsmonitorscript"
	Line 48: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayMonScript" on object "crdemodsmonitorscript"
	Line 49: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "Vars" on object "crdemodsmonitorscript"
	Line 50: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "checkStatuses" in state "" on object "crdemodsmonitorscript".
	Line 51: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "enslaveME" in state "" on object "crdemodsmonitorscript".
	Line 52: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdenpcsearchingscript"
	Line 53: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdenpcsearchingscript"
	Line 54: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMon" on object "crdenpcsearchingscript"
	Line 55: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdenpcsearchingscript"
	Line 56: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::NPCSearchScript_var" on object "crdenpcmonitorscript"
	Line 57: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdenpcmonitorscript"
	Line 58: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerScript_var" on object "crdenpcmonitorscript"
	Line 59: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMonScript_var" on object "crdenpcmonitorscript"
	Line 60: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "playerScript" on object "crdenpcmonitorscript"
	Line 61: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "NPCSearchScript" on object "crdenpcmonitorscript"
	Line 62: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdenpcmonitorscript"
	Line 63: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMonScript" on object "crdenpcmonitorscript"
	Line 64: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "OnInit" in state "" on object "crdenpcmonitorscript".
	Line 65: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdedistantenslavescript"
	Line 66: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::SlaverunScript_var" on object "crdedistantenslavescript"
	Line 67: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdedistantenslavescript"
	Line 68: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::MariaEdenScript_var" on object "crdedistantenslavescript"
	Line 69: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "MariaEdenScript" on object "crdedistantenslavescript"
	Line 70: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "SlaverunScript" on object "crdedistantenslavescript"
	Line 71: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMon" on object "crdedistantenslavescript"
	Line 72: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdedistantenslavescript"
	Line 73: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "canRunWC" in state "" on object "crdedistantenslavescript".
	Line 74: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdeslavetatsscript"
	Line 75: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdeslavetatsscript"
	Line 76: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMon" on object "crdeslavetatsscript"
	Line 77: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdeslavetatsscript"
	Line 78: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdemcmscript"
	Line 79: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::StartScript_var" on object "crdemcmscript"
	Line 80: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "StartScript" on object "crdemcmscript"
	Line 81: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdemcmscript"
	Line 82: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "OnOptionSelect" in state "" on object "crdemcmscript".
	Line 83: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "UpdateFollowerPage" in state "" on object "crdemcmscript".
	Line 84: [06/11/2016 - 10:16:37PM] Error: Unable to link types associated with function "OnOptionSliderOpen" in state "" on object "crdemcmscript".
	Line 85: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdeitemmanipulatescript"
	Line 86: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Vars_var" on object "crdeitemmanipulatescript"
	Line 87: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdeitemmanipulatescript"
	Line 88: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::mcm_var" on object "crdeitemmanipulatescript"
	Line 89: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mcm" on object "crdeitemmanipulatescript"
	Line 90: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMon" on object "crdeitemmanipulatescript"
	Line 91: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "Vars" on object "crdeitemmanipulatescript"
	Line 92: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdeitemmanipulatescript"
	Line 93: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::PlayerMonitorScript_var" on object "crdemasterscript"
	Line 94: [06/11/2016 - 10:16:37PM] Error: Unable to link type of variable "::Mods_var" on object "crdemasterscript"
	Line 95: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "mods" on object "crdemasterscript"
	Line 96: [06/11/2016 - 10:16:37PM] Error: Unable to link type of property "PlayerMonitorScript" on object "crdemasterscript"
	Line 97: [06/11/2016 - 10:16:38PM] Error: Unable to link type of variable "::PlayerMon_var" on object "crdecrimemonitorscript"
	Line 98: [06/11/2016 - 10:16:38PM] Error: Unable to link type of variable "::Mods_var" on object "crdecrimemonitorscript"
	Line 99: [06/11/2016 - 10:16:38PM] Error: Unable to link type of property "PlayerMon" on object "crdecrimemonitorscript"
	Line 100: [06/11/2016 - 10:16:38PM] Error: Unable to link type of property "mods" on object "crdecrimemonitorscript"
	Line 101: [06/11/2016 - 10:16:38PM] Error: Unable to bind script crdecrimemonitorscript to crdeCrimeMonitor (4D02C9DD) because their base types do not match
	Line 101: [06/11/2016 - 10:16:38PM] Error: Unable to bind script crdecrimemonitorscript to crdeCrimeMonitor (4D02C9DD) because their base types do not match
	Line 102: [06/11/2016 - 10:16:38PM] Error: Unable to link type of variable "::Monitor_var" on object "crdetopicstartfragment"
	Line 103: [06/11/2016 - 10:16:38PM] Error: Unable to link type of property "Monitor" on object "crdetopicstartfragment"

At least 1000 errors like this in your log

 

This is pretty crazy, not sure what to make of it. I would say the save wasn't cleaned correctly, but I've never seen something like this.

 

Maybe the mod was corrupted in download? I should just upload this new version once I double check I didn't break the mod on this end.

 

Does the mod work on a new save? Just for testing, I don't mean that you should throw this away I just want to test if the mod is sound in your download.

Posted

I didn't think it would cause any issues if you were missing it, but in order for the race assign function to work I needed to use UIExtensions http://www.nexusmods.com/skyrim/mods/57046/?

 

Maybe I made it a hard requirement after all. Installing it might fix something, but I don't think so.

 

Are any other mods broken for you? Do you have SLSF installed and is it working? (looking at your log)

 

Edit: Crap, I get the same errors if I uninstall UIExtensions... Woof.

 

Well for now it's a requirement. Making it a soft requirement is tedious and won't happen tonight. Good thing it's not that expensive to install...

Posted

Yup, ended up loading fine with UIExtensions. :D Good show.

 

edit: Er, soo, menu is fine but now no one is approaching.  Decked in devices, set all chances, morality, arousal to automatically trigger scenes, but no joy from anyone. :s

 

Papyrus.0.log

 

 

Posted

You're being approached by something that isn't an actor? How does that happen...

 

If you aren't using 13.0.1, upgrade. Either use the reset approach option in the debug menu or try typing "stopquest crdeplayermonitor" followed by "startquest crdeplayermonitor" in console, should reset the approach.

 

If it still happens, can you get me an earlier log from when it starts? This log you gave me doesn't have any of the starting debug, suggesting this log started recording after the bug happened. The earlier debug might tell me something.

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