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Posted

No.

 

UIExtensions is just that: extending the user interface. Meaning that if you remove it, at best, you'll not be able to access some of this mods functionalities. At worst: crash.

Posted

Oh, ok. thanks.

No.

 

UIExtensions is just that: extending the user interface. Meaning that if you remove it, at best, you'll not be able to access some of this mods functionalities. At worst: crash.

 

Posted

I know I brought this up before but maybe someone else had the same thing happen and worked around it.

If not, nevermind.

 

Getting close enough to an NPC usually triggers a response, but sometimes an NPC (One single NPC) stops responding unless spoken to,

and is ignored by this mod completely.

Of the nine or so people in the vicinity, it's as if this NPC is invisible.

This happens more rarely than it used to,

and now I only want a reliable way to reset NPC's so they act like any other NPC's.

resetAI, "disable/enable" have no effect.

Posted

So I am experiencing an error sometimes when defeated in combat, depending on certain circumstances it seems, the error message reading:  "[CRDE] Err: attemptEnsl::masterRef is None." 

 

The error seems to occur whenever I am defeated and selected by the victorious NPC to serve them rather than being sold at auction or given to one of their friends, I'm assuming, because the other two events work just fine. It won't crash me to desktop or anything, but the error message will pop up and then my character will lie there groaning in pain to either be raped again or killed when I recover and stand up. I did start a new save after installing all of the mods listed below and I made another new save earlier after deleting Deviously Enslaved and reinstalling to see if that would help. The only way it seems that I might find myself enslaved is if I choose to begin as a slave with Immerslave or if the aggressor who defeated me decides to give me to a friend. Which sometimes results in being given to a male NPC despite having it set as "female only" in this mod's MCM.

 

I have installed Devious Devices, Devious Captures, DD: Integration, DD: Assets, Cursed Loot, Captured Dreams, SL Dialogues, SL Aroused, Deviously Helpless, Immerslave, Simple Slavery, Defeat, SD+, and used LOOT to sort the load order. I also generated the animations with the FNIS module afterwards.

 

Attached here is the log. As I wasn't sure if I should have checked immediately after receiving the error or after shutting the game down, I have included both:

(Immediately after error) : http://pastebin.com/RTnxHzMz

(After exiting) : http://pastebin.com/AdWuM6e1

Posted

It is a brilliant idea about follower interaction.

But why follower cannot hit naked nasty filthy PCs flesh with a whip?

Posted

Back from trip, lets see...

 

I didn't find "slaverun 2" when searching, but are you sure the debug said "vulnerability?"

 

There are too many debugs for slaverun reloaded, but only two that end with "2" but none that are vulnerability, only enslaved:

 

"enslaved: slaverun reloaded quest 2" The slaverun training quest has started and the stage is >= 200 ; player is still actively being trained

 

"enslaved: slaverun reloaded slave lock-out 2" Both training quest and main quest are running, training is = 1500 (complete) and the main quest stage is >= 1200 and you have the slaverun lockout option on.

 

Sounds like the training quest needs to be turned off with stopquest in the first case, maybe it doesn't turn off with the reset I don't know. In the second case you need to reset the main quest to refresh the stages.

 

If that doesn't work it might be easier to call kenjoka's attention here for better understanding of how you got the error and since I don't know how/what the reset does. If Kenjoka needs to look at the code in question it's at line 1477 in crdeModsMonitorScript.psc

 

@ centuximab I'll read your suggestions when I get back

 

Thanks Verstort, yeah it's definitely the first case, I just couldn't remember exactly what it said. I wasn't aware there were 2 stages for DEC detecting slaverun, I was still in the training phase when i tried the reset, which I guess force ends the main quest, and perhaps not the training quest properly. I'll try that and if it still shows then i'll bring it to Kenjoka's attention; he said already that the reset quest wasn't properly tested anyway.

 

There are more than just those two cases, but those are the cases with enslave level 2.

 

Let me know after speaking to kenjoka and if it is on DECs end and I'll see about fixing it.

 

I'm trying to figure out what I did to trigger this, since I didn't really do anything I can recall to my mod list. But when I get near an NPC that fits the criteria for rape, they approach me and say "Hey you, just who i was looking for", and the animation begins. Problem is that they KEEP saying it and the animations continue without end, sometimes overlapping 2-3 at a time, then others join in and its just a mess...

 

Had this happen last night with a follower while using 13.2.0 in a rather lengthy loop I finally escaped by running away during a lull

 

Does this happen any other time than Female X Female interaction? At least on my end Sexlab aroused won't acknowledge non-male+female animations with an arousal drop, and I haven't put in a hard timeout yet so they stay horny enough to keep attacking you until they use a male+female animation.

 

Small issue I noticed: Followers of both genders will approach (at least for the "just the person I was looking for" prompt) even if you've set the approach to one gender.  They don't even have to be currently following you at the moment, just to be in your general vicinity.  Might be something to fiddle with, at some point. wink.png

 

Gah, I keep forgetting about that feature. I'll make sure to put it in for follower sex approach.

 

Is there a way to "unregister" followers? It seems Immersive Horses adds your horse(s) to the follower faction or something, and whenever I ride somewhere (I ride everywhere) I get regular messages that my follower looks horney because of the horse's arousal. It's registered seven NPCs so far; one actual follower (who is currently parked in Whiterun), two housecarls, two horses, Captain Lonely-Gale and Niruin. biggrin.png

 

Oh, is that what that is?  I thought it was because I was using EFF and had a ton of followers "relaxing" in various locations, waiting for me to recall them as needed with leader's telepathy/teleportation.

 

FWIW, even after this bug is addressed, it would be nice if the line was changed to "Your follower <follower name> looks horny" to support multi-follower mods like EFF/AFT/UFO so I don't have to go around polling each active follower to see who's DTF. laugh.png

Oh, that's what it is. I've been wondering why I had a follower horny while alone. I think it registered a jarl too, maybe it doesn't look at faction but at relationship?

 

Well this is hilarious but unintended, not sure if I should leave it in for the bestiality players though...

 

You should be able to remove your horse/dog/badfollower from the list if you reset mods, either with the option in the debug menu or stopquest crdeModsMonitor followed by the startquest equivalent. Keeping them out is a lot harder... hmm.

 

Adding the name to the notification is easy enough, will be done.

 

The term follower is confusing because it is not just describing followers but any npcs nearby that the mod picks. Would be better if this was restricted to only npcs actively following the player at the time.

 

Not ANY Npc but friendly NPCs, relationship >= 2, in addition to active followers, can make the list. I might change that back to lvl 4 so only previous followers show up.

 

I could just add a toggle so only active Followers are included, might do that instead.

 

Oh, ok. thanks.

No.

 

UIExtensions is just that: extending the user interface. Meaning that if you remove it, at best, you'll not be able to access some of this mods functionalities. At worst: crash.

 

Actually the papyrus engine crashes the main mod quest if the UI is missing; you won't be able to enter the MCM and the mod won't do anything if I recall correctly.

 

I know I brought this up before but maybe someone else had the same thing happen and worked around it.

If not, nevermind.

 

Getting close enough to an NPC usually triggers a response, but sometimes an NPC (One single NPC) stops responding unless spoken to,

and is ignored by this mod completely.

Of the nine or so people in the vicinity, it's as if this NPC is invisible.

This happens more rarely than it used to,

and now I only want a reliable way to reset NPC's so they act like any other NPC's.

resetAI, "disable/enable" have no effect.

 

Err, haven't seen this in a long time now myself.

 

If it's on a one NPC basis it might not be the same old bug though, you might try using "resurrect" on the targeted NPC, otherwise I'm not sure how to reset them.

 

So I am experiencing an error sometimes when defeated in combat, depending on certain circumstances it seems, the error message reading:  "[CRDE] Err: attemptEnsl::masterRef is None." 

 

The error seems to occur whenever I am defeated and selected by the victorious NPC to serve them rather than being sold at auction or given to one of their friends, I'm assuming, because the other two events work just fine. It won't crash me to desktop or anything, but the error message will pop up and then my character will lie there groaning in pain to either be raped again or killed when I recover and stand up. I did start a new save after installing all of the mods listed below and I made another new save earlier after deleting Deviously Enslaved and reinstalling to see if that would help. The only way it seems that I might find myself enslaved is if I choose to begin as a slave with Immerslave or if the aggressor who defeated me decides to give me to a friend. Which sometimes results in being given to a male NPC despite having it set as "female only" in this mod's MCM.

 

I have installed Devious Devices, Devious Captures, DD: Integration, DD: Assets, Cursed Loot, Captured Dreams, SL Dialogues, SL Aroused, Deviously Helpless, Immerslave, Simple Slavery, Defeat, SD+, and used LOOT to sort the load order. I also generated the animations with the FNIS module afterwards.

 

Attached here is the log. As I wasn't sure if I should have checked immediately after receiving the error or after shutting the game down, I have included both:

(Immediately after error) : http://pastebin.com/RTnxHzMz

(After exiting) : http://pastebin.com/AdWuM6e1

 

That's an odd bug...

 

Sooo... Dec does nothing at defeat in battle, that's another mod. After you were raped DEC fired off a post-rape enslave but it failed because the attacking NPC was empty. I honestly forgot this bug even existed, but I might be able to fix it now that I have a way to replicate it. Well that was easy, will be fixed in next version.

 

DEC shouldn't have fired an enslave from a non-DEC caused rape, did you have all sex causes DEC turned on? If so that's not a good thing to use and I don't recommend it. That said, DEC failed and exited without doing anything, you shouldn't be experiencing bugs caused by DEC.

 

Sounds like your defeat mod is having issues and DEC is just doing it's own thing and isn't relevant to your broken defeat sequence, I think.

 

Immerslave does not use DEC's gender settings, only DEC does. You'll want to talk to Immerslave's author if you want gender options, or maybe SD+, can't remember if SD+ has a gender setting.

 

If you wanted to use DEC to throw your player into an SD+ start it should be as easy as wearing DD devices walking around in a plaza with the enslave conversation chance set high, or use the debug option to start SD+ distance manually if you want it faster.

 

It is a brilliant idea about follower interaction.

But why follower cannot hit naked nasty filthy PCs flesh with a whip?

 

Haven't written it yet.

 

I need situations for when the player gets whipped (right now all I can think of is player hitting follower by accident in combat and refusing sex), and then I need dialogue that matches the situation. I have to be in a certain specific mood to write fresh dialogue from scratch and normally only dialogue I want to write. I'm honestly bored of skyrim's whipping scene after seeing it so often in SD+, unless someone else writes it probably won't happen soon.

Posted

Situations for when the player gets whipped - maybe if follower not aroused enough for sex approach, but sees naked PCs body, or just random approach between sex approach and whipping.

These interactions that already included in your mod are more mild than complex player slavery mods and funny enough  - just set up a camp and undress if you wanna have fun. Or just undress. I have moved these sliders to a PC submissive side.

Thank you for your mod, playing Skyrim with followers are more interesting now.

Posted

Some more confusion. I'm having some trouble interprating the follower sub-MCM, specifically the entries called fFollowerSpec etc. The confusing thing isn't really the name, but the tooltips, which seem to be at odds with the names of the variables - the two variables called fFollowerThinksPlayerDom and -Sub are explained as "The value of how much your follower enjoys being dominant/submissive", while the ones titled fFollowerSpecEnjoysDom and -Sub say "The value of how much your follower thinks you enjoy being dominant/submissive". To me it sounds like it should've been the other way around, but like I said, I'm confused, and even if they should be switched around I'm still not sure if it's the tooltips or the variable names that are correct. biggrin.png

Posted

Some more confusion. I'm having some trouble interprating the follower sub-MCM, specifically the entries called fFollowerSpec etc. The confusing thing isn't really the name, but the tooltips, which seem to be at odds with the names of the variables - the two variables called fFollowerThinksPlayerDom and -Sub are explained as "The value of how much your follower enjoys being dominant/submissive", while the ones titled fFollowerSpecEnjoysDom and -Sub say "The value of how much your follower thinks you enjoy being dominant/submissive". To me it sounds like it should've been the other way around, but like I said, I'm confused, and even if they should be switched around I'm still not sure if it's the tooltips or the variable names that are correct. biggrin.png

 

Didn't even realize I left their names as literal ("fFollowerSpecThinksPlayerDom" should be human readable)

 

But I think I just copy-pasted the tooltips without re-adjusting them correctly, that should be fixable.

 

Posted

Back from trip, lets see...

 

I didn't find "slaverun 2" when searching, but are you sure the debug said "vulnerability?"

 

There are too many debugs for slaverun reloaded, but only two that end with "2" but none that are vulnerability, only enslaved:

 

"enslaved: slaverun reloaded quest 2" The slaverun training quest has started and the stage is >= 200 ; player is still actively being trained

 

"enslaved: slaverun reloaded slave lock-out 2" Both training quest and main quest are running, training is = 1500 (complete) and the main quest stage is >= 1200 and you have the slaverun lockout option on.

 

Sounds like the training quest needs to be turned off with stopquest in the first case, maybe it doesn't turn off with the reset I don't know. In the second case you need to reset the main quest to refresh the stages.

 

If that doesn't work it might be easier to call kenjoka's attention here for better understanding of how you got the error and since I don't know how/what the reset does. If Kenjoka needs to look at the code in question it's at line 1477 in crdeModsMonitorScript.psc

 

@ centuximab I'll read your suggestions when I get back

 

Thanks Verstort, yeah it's definitely the first case, I just couldn't remember exactly what it said. I wasn't aware there were 2 stages for DEC detecting slaverun, I was still in the training phase when i tried the reset, which I guess force ends the main quest, and perhaps not the training quest properly. I'll try that and if it still shows then i'll bring it to Kenjoka's attention; he said already that the reset quest wasn't properly tested anyway.

 

There are more than just those two cases, but those are the cases with enslave level 2.

 

Let me know after speaking to kenjoka and if it is on DECs end and I'll see about fixing it.

 

Hey just wanted to let you know that Kenjoka's cheat mode reset works fine in terms of DEC's enslaveability (is that a word?) reset. I.e. you can be enslaved via DEC again after running his slaverun reset option. But only if you reset while on the main slaverun questline branch, AFTER the slavetraining quest is complete.

Posted

honestly I've been having another issue and unsure if this is the mod, but seems Very likely. get approached with Aroused Animals, raped. then stuck in what seems like an infinite loop. I usually try waiting for a bit but that never seems to  work. if I jump, Frozen not controls. heck  will go back to checking AGAIN for vulnerability it seems. please Help! thanks!

Papyrus.0.log

loadorder.txt

Posted

"Draugr is aroused"

 

"Draugr wants to talk to you"

 

Anything to do with the new update :shy:

 

(Also my summoned skeevers don't seem to want to attack anything anymore. They get summoned and just sort of runaway from the battle looking cute. Just asking if this is a possibility on the new update? - i.e. just ruling out stuff, because they are a tad useless at the moment. Note this is on an existing game and upgrading from the last 13.x.x.x version)

Posted

So I am experiencing an error sometimes when defeated in combat, depending on certain circumstances it seems, the error message reading:  "[CRDE] Err: attemptEnsl::masterRef is None." 

 

The error seems to occur whenever I am defeated and selected by the victorious NPC to serve them rather than being sold at auction or given to one of their friends, I'm assuming, because the other two events work just fine. It won't crash me to desktop or anything, but the error message will pop up and then my character will lie there groaning in pain to either be raped again or killed when I recover and stand up. I did start a new save after installing all of the mods listed below and I made another new save earlier after deleting Deviously Enslaved and reinstalling to see if that would help. The only way it seems that I might find myself enslaved is if I choose to begin as a slave with Immerslave or if the aggressor who defeated me decides to give me to a friend. Which sometimes results in being given to a male NPC despite having it set as "female only" in this mod's MCM.

 

I have installed Devious Devices, Devious Captures, DD: Integration, DD: Assets, Cursed Loot, Captured Dreams, SL Dialogues, SL Aroused, Deviously Helpless, Immerslave, Simple Slavery, Defeat, SD+, and used LOOT to sort the load order. I also generated the animations with the FNIS module afterwards.

 

Attached here is the log. As I wasn't sure if I should have checked immediately after receiving the error or after shutting the game down, I have included both:

(Immediately after error) : http://pastebin.com/RTnxHzMz

(After exiting) : http://pastebin.com/AdWuM6e1

 

I've gotten an error like that. For me, best I can figure out is I reduced the enslavement outcomes on everything but say, maria prostitution to 0.

 

For some reason, if I leave just one other option available then the enslavement proceeds as it is supposed to. But giving just that one option makes that error come up. Not sure why that is.

|

I had the same issue when I reduced everything but slaverunreloaded to 0 as well.

All 3 download options are now marked as testing. Is there any difference between them in stability? 

Posted

"Draugr is aroused"

 

"Draugr wants to talk to you"

 

Anything to do with the new update shy.gif

 

(Also my summoned skeevers don't seem to want to attack anything anymore. They get summoned and just sort of runaway from the battle looking cute. Just asking if this is a possibility on the new update? - i.e. just ruling out stuff, because they are a tad useless at the moment. Note this is on an existing game and upgrading from the last 13.x.x.x version)

 

 

biggrin.png

 

The last time I checked my list of registered followers it included the afore-mentioned follower and one housecarl (both within the set relationship level limit of 4) plus Shadowmere, a cryomancer and a mudcrab. At one point Fralia Gray-Mane was on there as well. The list seems to wipe itself every time I load the game though the values for each NPC are stored so when the followers reappear on the list they have the same numbers.

Posted

Hey just wanted to let you know that Kenjoka's cheat mode reset works fine in terms of DEC's enslaveability (is that a word?) reset. I.e. you can be enslaved via DEC again after running his slaverun reset option. But only if you reset while on the main slaverun questline branch, AFTER the slavetraining quest is complete.

 

Yeah Kenjoka and I are working on a solution.

 

honestly I've been having another issue and unsure if this is the mod, but seems Very likely. get approached with Aroused Animals, raped. then stuck in what seems like an infinite loop. I usually try waiting for a bit but that never seems to  work. if I jump, Frozen not controls. heck  will go back to checking AGAIN for vulnerability it seems. please Help! thanks!

"Draugr is aroused"

 

"Draugr wants to talk to you"

 

Anything to do with the new update :shy:

 

Make sure the alt-follower disposition is set to 4 or 5 in your follower tab, if you set it really low like 1 (it shouldn't default to zero even without a fresh save) then ANY nearby NPC might pop up in there.

 

(Also my summoned skeevers don't seem to want to attack anything anymore. They get summoned and just sort of runaway from the battle looking cute. Just asking if this is a possibility on the new update? - i.e. just ruling out stuff, because they are a tad useless at the moment. Note this is on an existing game and upgrading from the last 13.x.x.x version)

 

I didn't modify AI, disposition or any other vanilla property that should affect their ability to fight or tendency to run away.

 

97% sure DEC isn't causing that one.

 

 

So I am experiencing an error sometimes when defeated in combat, depending on certain circumstances it seems, the error message reading:  "[CRDE] Err: attemptEnsl::masterRef is None." 

 

The error seems to occur whenever I am defeated and selected by the victorious NPC to serve them rather than being sold at auction or given to one of their friends, I'm assuming, because the other two events work just fine. It won't crash me to desktop or anything, but the error message will pop up and then my character will lie there groaning in pain to either be raped again or killed when I recover and stand up. I did start a new save after installing all of the mods listed below and I made another new save earlier after deleting Deviously Enslaved and reinstalling to see if that would help. The only way it seems that I might find myself enslaved is if I choose to begin as a slave with Immerslave or if the aggressor who defeated me decides to give me to a friend. Which sometimes results in being given to a male NPC despite having it set as "female only" in this mod's MCM.

 

I have installed Devious Devices, Devious Captures, DD: Integration, DD: Assets, Cursed Loot, Captured Dreams, SL Dialogues, SL Aroused, Deviously Helpless, Immerslave, Simple Slavery, Defeat, SD+, and used LOOT to sort the load order. I also generated the animations with the FNIS module afterwards.

 

Attached here is the log. As I wasn't sure if I should have checked immediately after receiving the error or after shutting the game down, I have included both:

(Immediately after error) : http://pastebin.com/RTnxHzMz

(After exiting) : http://pastebin.com/AdWuM6e1

 

I've gotten an error like that. For me, best I can figure out is I reduced the enslavement outcomes on everything but say, maria prostitution to 0.

 

For some reason, if I leave just one other option available then the enslavement proceeds as it is supposed to. But giving just that one option makes that error come up. Not sure why that is.

|

I had the same issue when I reduced everything but slaverunreloaded to 0 as well.

All 3 download options are now marked as testing. Is there any difference between them in stability? 

 

Latest version should have the least number of bugs.

 

And I think I fixed the NONE master bug in 13.3.

 

 

"Draugr is aroused"

 

"Draugr wants to talk to you"

 

Anything to do with the new update shy.gif

 

(Also my summoned skeevers don't seem to want to attack anything anymore. They get summoned and just sort of runaway from the battle looking cute. Just asking if this is a possibility on the new update? - i.e. just ruling out stuff, because they are a tad useless at the moment. Note this is on an existing game and upgrading from the last 13.x.x.x version)

 

biggrin.png

 

The last time I checked my list of registered followers it included the afore-mentioned follower and one housecarl (both within the set relationship level limit of 4) plus Shadowmere, a cryomancer and a mudcrab. At one point Fralia Gray-Mane was on there as well. The list seems to wipe itself every time I load the game though the values for each NPC are stored so when the followers reappear on the list they have the same numbers.

 

Housecarls are all allys, former followers, and therefor count as followers by reputation. SHadowmere probably too, was your cryomancer a former follower?

 

If you have the mod that makes mudcrabs non-hostile, I think it does that by making them all allys to you, so they too would get picked up.

 

If you set it to lvl 5 none of them should show up except active followers.

Posted

 

Housecarls are all allys, former followers, and therefor count as followers by reputation. SHadowmere probably too, was your cryomancer a former follower?

 

If you have the mod that makes mudcrabs non-hostile, I think it does that by making them all allys to you, so they too would get picked up.

 

If you set it to lvl 5 none of them should show up except active followers.

 

 

No problems with housecarls being registered, really, and like I said, the housecarl in question is relationship level 4, so he was still inside the level limit I'd set in the MCM. The cryomancer was a random spawn (battling with a pyromancer, who apparently didn't make the cut) in that spot just west of the path up to the stormcloak camp outside Whiterun. I have no mudcrab-altering mods that I'm aware of, they certainly don't usually act very friendly. I'll try bumping the limit to level 5 and see what happens.

Posted

 

 

 

Hey two issues I'm noticing with 13.1:

 

  • My follower now sometimes finds "really expensive" Captured Dreams items in the found items conversation, however I never get CD items equipped, instead I get ordinary belts and plugs.  Does this require CD 4.0 beta to work correctly?  My CD version is 3.84.
  • If I choose the "I wonder what we could sell this for..." option and the follower declines to equip the items on me or her, the items never show up in my inventory

Huh, I haven't even seen the dialogue show up yet.

 

Because it's random, and I'm too lazy to add forcing measure for debugging, I often don't see some of the dialogue for a long time, and therefor miss bugs like this.

 

CD items aren't locked to 4.0, they just aren't working by the looks of it, I need to fix it.

 

I haven't added give-items-to-player outcomes, or even follower-holds-onto-items outcomes, to maybe-we-can-sell-this dialogues yet.

 

Thanks for reminding me though, my todo list gets jumbled.

 

 


 

So I'm still having the issue that CD 3.84 items still don't appear (except for the plugs). I'm also having an issue where when my follower finds something and approaches me about it, the dialogue "What did you have in mind" will randomly disapear. It also doesn't show up if I selece "I wonder if it fits..." it just ends the dialogue with nothing happening. However if I pick "Let's have sex with it" or "I wonder how much we could sell it for" they work fine in these situations (assuming my follower doesn't want to wait until we find someplace warmer). However when I pick "I wonder how much we could sell it for" and my follower mentions the shop near Falkreath nothing happens and no items appear in either of our inventories.

 

There are a few dialogues where the "What did you have in mind" dialogue will never show up at all. Those are when my follower finds something from Captured Dreams that 'costs more than a house' and anytime they find what they think are earrings. Those dialogues never have the "What did you have in mind" option, and if I select having sex with it or selling it then I get standard items like white arm&leg cuffs or a standard iron chastity belt.

 

Seems like the CD stuff isn't working. Even when I set the "random assortment of CD items" as the only outcome it doesn't work, nothing is equiped at all. However getting CD plugs like the Orgasmo or the Finisher works with no issue in all situations.

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

Posted

So I'm still having the issue that CD 3.84 items still don't appear (except for the plugs). I'm also having an issue where when my follower finds something and approaches me about it, the dialogue "What did you have in mind" will randomly disapear. It also doesn't show up if I selece "I wonder if it fits..." it just ends the dialogue with nothing happening. However if I pick "Let's have sex with it" or "I wonder how much we could sell it for" they work fine in these situations (assuming my follower doesn't want to wait until we find someplace warmer). However when I pick "I wonder how much we could sell it for" and my follower mentions the shop near Falkreath nothing happens and no items appear in either of our inventories.

 

Seems like the CD stuff isn't working. Even when I set the "random assortment of CD items" as the only outcome it doesn't work, nothing is equiped at all. However getting CD plugs like the Orgasmo or the Finisher works with no issue in all situations.

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

 

I got almost all items to work for me when I re-installed CD to test it, but this part:

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

Is actually important. An old DEC install, from before when CD was made to work, won't have the items loaded in memory. You'll get NONE items added to the player and given to the player, which explains your exact symptoms. Resetting mods will re-load all third party mod resources, which should load the CD items.

 

The plugs are an exception because they were put in the mod back in 11.0 or something, a long time ago.

 

Also worth noting: you only have a 2/5 chance of getting any one item in a random CD arrange. You might only get one item, not sure if I put in a fallback 1 item if all of it rolls 0, but there should be, so you shouldn't ever get 0 items and if you did it wouldn't happen too often.

 

There are a few dialogues where the "What did you have in mind" dialogue will never show up at all. Those are when my follower finds something from Captured Dreams that 'costs more than a house' and anytime they find what they think are earrings. Those dialogues never have the "What did you have in mind" option, and if I select having sex with it or selling it then I get standard items like white arm&leg cuffs or a standard iron chastity belt.

 

A random belt is often chosen when the follower puts a plug in the player, not sure if I had it set to use a random belt or harness, but you need one or the other to keep them in right?

 

I could make CD plug only use CD belt, that's probably doable, but it reduces variety since there are only two CD belts I can use in 3.X, the other belts are script locked.

 

I probably didn't add the exception for "What did you have in mind" to show up for those two new dialogues, I'll fix that. It won't show up if all of the possible outcomes aren't possible, so some items can't be added forcefully to player, at least not without player wearing armbinder or being paralysed, and if they are already wearing the same item they can't put it on again. Might be some bad logic though, I'll double check.

Posted

 

So I'm still having the issue that CD 3.84 items still don't appear (except for the plugs). I'm also having an issue where when my follower finds something and approaches me about it, the dialogue "What did you have in mind" will randomly disapear. It also doesn't show up if I selece "I wonder if it fits..." it just ends the dialogue with nothing happening. However if I pick "Let's have sex with it" or "I wonder how much we could sell it for" they work fine in these situations (assuming my follower doesn't want to wait until we find someplace warmer). However when I pick "I wonder how much we could sell it for" and my follower mentions the shop near Falkreath nothing happens and no items appear in either of our inventories.

 

Seems like the CD stuff isn't working. Even when I set the "random assortment of CD items" as the only outcome it doesn't work, nothing is equiped at all. However getting CD plugs like the Orgasmo or the Finisher works with no issue in all situations.

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

 

I got almost all items to work for me when I re-installed CD to test it, but this part:

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

Is actually important. An old DEC install, from before when CD was made to work, won't have the items loaded in memory. You'll get NONE items added to the player and given to the player, which explains your exact symptoms. Resetting mods will re-load all third party mod resources, which should load the CD items.

 

The plugs are an exception because they were put in the mod back in 11.0 or something, a long time ago.

 

Also worth noting: you only have a 2/5 chance of getting any one item in a random CD arrange. You might only get one item, not sure if I put in a fallback 1 item if all of it rolls 0, but there should be, so you shouldn't ever get 0 items and if you did it wouldn't happen too often.

 

 

Let me just make sure I've got this correct: You're saying that I need to recheck for compatible mods each time I load/quickload a save? The savegame I'm testing this on is brand new, I created it after installing DEC 13.3.0. I said clean save, but I guess brand new save would have been more accurate.

 

I'll test the CD arangement a few more times and see if I eventually get anything to show up. However the follower dialogue about CD items doesn't always equip anything, and when it does it's only CD plug at best (with other non CD items).

 

I also want to clarify that I started getting the disapearing "What did you have in mind" bug with DEC 13.2.0

Posted

No I misunderstood, I missed where you said clean save and thought you were running with an old DEC version that was updated to 13.2. You do not need to run mods update on every save load, that would be silly.

Posted

Has anyone else had any mod incompatabilities other than the ones listed? I never had any version of this installed before yet the game crashes on startup when I try to use the 13+ ver for the first time, I don't have any of the incompatible mods listed installed either.

Posted

Has anyone else had any mod incompatabilities other than the ones listed? I never had any version of this installed before yet the game crashes on startup when I try to use the 13+ ver for the first time, I don't have any of the incompatible mods listed installed either.

 

Requirements include Sexlab (and it's requirements), Sexlab Aroused, Devious Devices (DDi AND DDx), Zaz animation pack, SkyUI for the MCM menu, UIExtensions

 

If you have those and you still crash on startup not sure what it could be.

 

Posted

 

Has anyone else had any mod incompatabilities other than the ones listed? I never had any version of this installed before yet the game crashes on startup when I try to use the 13+ ver for the first time, I don't have any of the incompatible mods listed installed either.

 

Requirements include Sexlab (and it's requirements), Sexlab Aroused, Devious Devices (DDi AND DDx), Zaz animation pack, SkyUI for the MCM menu, UIExtensions

 

If you have those and you still crash on startup not sure what it could be.

 

 

 

Oh I had forgotten about DDx, thanks :)

Posted

So I'm still having the issue that CD 3.84 items still don't appear (except for the plugs). I'm also having an issue where when my follower finds something and approaches me about it, the dialogue "What did you have in mind" will randomly disapear. It also doesn't show up if I selece "I wonder if it fits..." it just ends the dialogue with nothing happening. However if I pick "Let's have sex with it" or "I wonder how much we could sell it for" they work fine in these situations (assuming my follower doesn't want to wait until we find someplace warmer). However when I pick "I wonder how much we could sell it for" and my follower mentions the shop near Falkreath nothing happens and no items appear in either of our inventories.

 

Seems like the CD stuff isn't working. Even when I set the "random assortment of CD items" as the only outcome it doesn't work, nothing is equiped at all. However getting CD plugs like the Orgasmo or the Finisher works with no issue in all situations.

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

 

I got almost all items to work for me when I re-installed CD to test it, but this part:

 

I have DEC 13.3.0, CD 3.84, I'm trying this on a clean save, and I had DEC check for compatible mods when I set up the MCMs for this save. I haven't tried rechecking for comptabible mods after every reset of the save.

Is actually important. An old DEC install, from before when CD was made to work, won't have the items loaded in memory. You'll get NONE items added to the player and given to the player, which explains your exact symptoms. Resetting mods will re-load all third party mod resources, which should load the CD items.

 

The plugs are an exception because they were put in the mod back in 11.0 or something, a long time ago.

 

Also worth noting: you only have a 2/5 chance of getting any one item in a random CD arrange. You might only get one item, not sure if I put in a fallback 1 item if all of it rolls 0, but there should be, so you shouldn't ever get 0 items and if you did it wouldn't happen too often.

 

 

Let me just make sure I've got this correct: You're saying that I need to recheck for compatible mods each time I load/quickload a save? The savegame I'm testing this on is brand new, I created it after installing DEC 13.3.0. I said clean save, but I guess brand new save would have been more accurate.

 

I'll test the CD arangement a few more times and see if I eventually get anything to show up. However the follower dialogue about CD items doesn't always equip anything, and when it does it's only CD plug at best (with other non CD items).

 

I also want to clarify that I started getting the disapearing "What did you have in mind" bug with DEC 13.2.0

 

No I misunderstood, I missed where you said clean save and thought you were running with an old DEC version that was updated to 13.2. You do not need to run mods update on every save load, that would be silly.

 

Fixed the missing dialogue, but I coudn't replicate the no-CD bug. Got mixed silver/bronze pieces which shouldn't happen, but I got CD items just fine.

 

Maybe try to get CDx items multiple times in a row with "setPQV crdeplayermonitor PlayerContainerOpenCount_var 30" with Random CD set to high and everything else set to low and give me the papyrus log to see if there are any errors? If typing that into console looks tedius, paste it into a file in your skyrim directory then call that file from within skyrim with "bat". ergo dec_test.txt -> "bat dec_test"

Posted

 

 

Fixed the missing dialogue, but I coudn't replicate the no-CD bug. Got mixed silver/bronze pieces which shouldn't happen, but I got CD items just fine.

 

Maybe try to get CDx items multiple times in a row with "setPQV crdeplayermonitor PlayerContainerOpenCount_var 30" with Random CD set to high and everything else set to low and give me the papyrus log to see if there are any errors? If typing that into console looks tedius, paste it into a file in your skyrim directory then call that file from within skyrim with "bat". ergo dec_test.txt -> "bat dec_test"

 

 

Well either I'm doing something wrong/misunderstood what you asked me to do, or the reason I'm not getting any CD items is because I'm getting no items. Nothing happens when I run that command. Even if I have regular items set to 100 and everything else set to 0. I tried setting the chance of getting an item after sex to 100% and enabled for all sex, but couldn't get anything that way either.

 

Papyrus.0.log

 

Pastebin link, if you prefer

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