Violence6884 Posted August 1, 2016 Posted August 1, 2016 Hello.In light of these issues possibly being caused by more than one mod or by a combination of mods, and taking into consideration that a lot of players would like to be able to run those mods simultaneously(I know I do, it only makes sense), I will copy and paste these issues in each mod's respective discussion. I can only hope it might kindle creative discussion, especially among those mods' authors.These issues persist even with a clean new game and minimal mods(Devious stuff, Defeat, DA ETC) installed, even through Save cleaning. Needless to say I do run FNIS properly and my load order seems fine. And I do have everything these mods require, installed correctly. I feel they are more than nuisances I can mentally block out as they affect game play and need to be looked into before any of those mods' authors goes ahead and releases a new version. So bear with me a little. Here; - Camera randomly refuses to zoom in or our or go into 1st person(This is with Immersive 1st person installed). Requires a load to fix. I am not sure which mod is causing this but I've seen this in Defeat's scenes, in SD+ scenes, practically any mods that trigger sex scenes can cause this. It could be IFP causing it too, though it never does this when I install it on its own. - On Simple Slavery, once I awake in front of my new master after I'm sold, I can't move at all. To turn the character I can face in the direction I want, go into combat® and then out of combat and I'll be facing in that direction. That is the most I can do in terms of movement. No sneak, no jump. Nothing. However after talking with SS's author I was advised to inform SkyrimLL, so here it is. - There seems to be no way around the random walking animation loop that I get locked into sometimes, after being enslaved(Character will wear the collar and rags but after that I get into said loop), seems to be in the direction my character is facing after getting rag dolled, before the screen goes black. - On this clean new game, wolves decided they will not attack me any more. More animals or monsters may be affected but I am not sure, as said it's a new game and I haven't gone far nor do I intend to. Just went as far as the 1st small town to test things. - I am not sure which mod is triggering it, but every single animal I approach(Friendly or not) brings up the "Submit/Resist" dialogue if it can. I've tried disabling DEnslavement, Captures, ETC but this persists. I've even tried to lower enslavement chances across the MCM. In general changes in the MCM don't seem to affect this. By far the most game breaking issue so far, as it is unavoidable; The problem of not having an option to literally resist an NPC enslaving a player in the first place(Remember there is no combat to justify the contrary) is quite prominent. DeviousEnslave suggests that we keep weapons and armour equipped - Tried that, no difference. I even tried approaching NPCs that behave thus while I'm in combat mode. Also no change. Out of curiosity I tried holding block down, no difference either. This was not happening before at all, not sure what triggered it with this new game and clean Save. - I've noticed there is no limit to enslavement attempts, Simple Slavery sales ETC. So in short a lot of the mods don't take into account what each is doing, causing multiple instances of the same event, which as you understand causes various problems like double dialogues and so on. The same is true with devices, some mods that support them decide to install multiple instances of the same device causing problems(Sometimes I will get a dialogue telling me I can't have more than 1 of X device, so at least one of the mods is actually working fine). This becomes a huge issue when more than 2 actors are involved in a scene(And that's not rare really). - Sometimes the actors involved in a sex scene will be far from each other, yet the animation will start, resulting in those actors humping air X meters away from each other, a problem that can't be fixed by relocating the actors or attempting to align them(For instance through Defeat's macro). This is not caused by Defeat alone, it happens during sex scenes triggered by all mods I have installed and which do trigger sex. Do note that I've literally left all options(Except things I needed to click like registering SexLabs animations in ZaZ animations' MCM) as they are, all default. Haven't touched a thing. In any case, thanks for reading.
Verstort Posted August 1, 2016 Author Posted August 1, 2016 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 This log has no DEC debug output or errors at all. Looks like the mod isn't loaded or you turned off debug output. Edit: BTW, this log has a timestamp that is 7 months old, are you sure this is a recent log? [01/25/2016 - 03:18:41PM] Papyrus log opened (PC) If you got me a log from a new game from scratch, it might show some errors when trying to start DEC, but DEC doesn't seem to be working at all so that command I gave you wouldn't do anything. Hmm... If you were missing dependencies that could cause DEC to never start, at least UIExtensions does that. If you haven't already installed it do so. Other than that the requirements are above a few posts and on the front page. For clarity, the command I gave you will tell DEC you searched through 30 containers, so that you can rapidly read a high percentage chance of getting approached by a follower who has found items. This still takes time as DEC runs on a loop so you would need to wait a few seconds in the game for the follower to "find" them. Once you get DEC working that is... Hello. In light of these issues possibly being caused by more than one mod or by a combination of mods, and taking into consideration that a lot of players would like to be able to run those mods simultaneously(I know I do, it only makes sense), I will copy and paste these issues in each mod's respective discussion. I can only hope it might kindle creative discussion, especially among those mods' authors. These issues persist even with a clean new game and minimal mods(Devious stuff, Defeat, DA ETC) installed, even through Save cleaning. Needless to say I do run FNIS properly and my load order seems fine. And I do have everything these mods require, installed correctly. I feel they are more than nuisances I can mentally block out as they affect game play and need to be looked into before any of those mods' authors goes ahead and releases a new version. So bear with me a little. Here; - Camera randomly refuses to zoom in or our or go into 1st person(This is with Immersive 1st person installed). Requires a load to fix. I am not sure which mod is causing this but I've seen this in Defeat's scenes, in SD+ scenes, practically any mods that trigger sex scenes can cause this. It could be IFP causing it too, though it never does this when I install it on its own. - On Simple Slavery, once I awake in front of my new master after I'm sold, I can't move at all. To turn the character I can face in the direction I want, go into combat® and then out of combat and I'll be facing in that direction. That is the most I can do in terms of movement. No sneak, no jump. Nothing. However after talking with SS's author I was advised to inform SkyrimLL, so here it is. - There seems to be no way around the random walking animation loop that I get locked into sometimes, after being enslaved(Character will wear the collar and rags but after that I get into said loop), seems to be in the direction my character is facing after getting rag dolled, before the screen goes black. - On this clean new game, wolves decided they will not attack me any more. More animals or monsters may be affected but I am not sure, as said it's a new game and I haven't gone far nor do I intend to. Just went as far as the 1st small town to test things. - I am not sure which mod is triggering it, but every single animal I approach(Friendly or not) brings up the "Submit/Resist" dialogue if it can. I've tried disabling DEnslavement, Captures, ETC but this persists. I've even tried to lower enslavement chances across the MCM. In general changes in the MCM don't seem to affect this. By far the most game breaking issue so far, as it is unavoidable; The problem of not having an option to literally resist an NPC enslaving a player in the first place(Remember there is no combat to justify the contrary) is quite prominent. DeviousEnslave suggests that we keep weapons and armour equipped - Tried that, no difference. I even tried approaching NPCs that behave thus while I'm in combat mode. Also no change. Out of curiosity I tried holding block down, no difference either. This was not happening before at all, not sure what triggered it with this new game and clean Save. - I've noticed there is no limit to enslavement attempts, Simple Slavery sales ETC. So in short a lot of the mods don't take into account what each is doing, causing multiple instances of the same event, which as you understand causes various problems like double dialogues and so on. The same is true with devices, some mods that support them decide to install multiple instances of the same device causing problems(Sometimes I will get a dialogue telling me I can't have more than 1 of X device, so at least one of the mods is actually working fine). This becomes a huge issue when more than 2 actors are involved in a scene(And that's not rare really). - Sometimes the actors involved in a sex scene will be far from each other, yet the animation will start, resulting in those actors humping air X meters away from each other, a problem that can't be fixed by relocating the actors or attempting to align them(For instance through Defeat's macro). This is not caused by Defeat alone, it happens during sex scenes triggered by all mods I have installed and which do trigger sex. Do note that I've literally left all options(Except things I needed to click like registering SexLabs animations in ZaZ animations' MCM) as they are, all default. Haven't touched a thing. In any case, thanks for reading. None of these sound like DEC errors, most seem pertinent to SD+ or maybe defeat and submit? I think the "submit/resist" dialogue is from SD+ or Sexlab Dialogues which is a prereq for SD+ DEC has no combat functionality at all. DEC's job once combat has started is to clap it's hands over it's ears and wait for the noise to stop. No defeat outcomes at the end of sex either. In the past DEC has caused the character to stop moving, but I think I'm just remembering some of my earlier playing around with a feature that wasn't put into the released version. I don't recall it ever being a real bug users would experience. In short, sounds like Deviously enslaved has nothing to do with any of these bugs. Especially: - I've noticed there is no limit to enslavement attempts, Simple Slavery sales ETC. So in short a lot of the mods don't take into account what each is doing, causing multiple instances of the same event, which as you understand causes various problems like double dialogues and so on. The same is true with devices, some mods that support them decide to install multiple instances of the same device causing problems(Sometimes I will get a dialogue telling me I can't have more than 1 of X device, so at least one of the mods is actually working fine). This becomes a huge issue when more than 2 actors are involved in a scene(And that's not rare really). DEC goes through extensive effort to prevent overlapping enslavement. While you are being sold in SS DEC will sit on it's hands. While you are a SD+ slave DEC will only allow you to be approached for sex, enslavement should not be possible through DEC while already a SD slave (although I have toyed with letting other NPCs take you as theirs as SD+->SD+ but haven't put it in) DEC Can put you in items when you're an SD+ slave, but since SD+ supports DDi and your master can unlock you it shouldn't cause any issues. - I am not sure which mod is triggering it, but every single animal I approach(Friendly or not) brings up the "Submit/Resist" dialogue if it can. I've tried disabling DEnslavement, Captures, ETC but this persists. Submit/resist is not DEC, either SD+ or Sexlab dialogues, maybe defeat or submit (the mods). DEC doesn't change anything about base animals or NPCs to cause them to suddenly be susceptible to the dialogue, so I can't help but absolve DEC from this bug. In general changes in the MCM don't seem to affect this. By far the most game breaking issue so far, as it is unavoidable; The problem of not having an option to literally resist an NPC enslaving a player in the first place(Remember there is no combat to justify the contrary) is quite prominent. DeviousEnslave suggests that we keep weapons and armour equipped - Tried that, no difference. I even tried approaching NPCs that behave thus while I'm in combat mode. Also no change. Out of curiosity I tried holding block down, no difference either. This was not happening before at all, not sure what triggered it with this new game and clean Save. DEC settings like armor/weapons protecting you doesn't affect other mods or how they work, and DEC offers a way for you to fight off your attackers unless you have both armbinders AND anklechains (select the option saying you want to kick him/her), so this doesn't sound like a DEC dialogue you're going through or it's a very old version of DEC and you should upgrade. You probably need a later version of DDi to fight while in an armbinder, maybe it wasn't available in 2.9X so you would need 3.X beta. - Sometimes the actors involved in a sex scene will be far from each other, yet the animation will start, resulting in those actors humping air X meters away from each other, a problem that can't be fixed by relocating the actors or attempting to align them(For instance through Defeat's macro). This is not caused by Defeat alone, it happens during sex scenes triggered by all mods I have installed and which do trigger sex. I haven't seen this recently, but DEC only uses the basic interface to sexlab. I ask sexlab for a list of animations that fit the situation, then I tell sexlab to start between two actors, nothing more complicated. I don't think this would cause odd sexlab behaviour in other mods because they would use their own code, it doesn't overwrite anything. With the latest Sexlab I see NPCs delaying sex to walk to a bed, so maybe an old version of sexlab that needs upgrading?
BillBellochek Posted August 1, 2016 Posted August 1, 2016 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 This log has no DEC debug output or errors at all. Looks like the mod isn't loaded or you turned off debug output. Edit: BTW, this log has a timestamp that is 7 months old, are you sure this is a recent log? [01/25/2016 - 03:18:41PM] Papyrus log opened (PC) If you got me a log from a new game from scratch, it might show some errors when trying to start DEC, but DEC doesn't seem to be working at all so that command I gave you wouldn't do anything. Hmm... If you were missing dependencies that could cause DEC to never start, at least UIExtensions does that. If you haven't already installed it do so. Other than that the requirements are above a few posts and on the front page. For clarity, the command I gave you will tell DEC you searched through 30 containers, so that you can rapidly read a high percentage chance of getting approached by a follower who has found items. This still takes time as DEC runs on a loop so you would need to wait a few seconds in the game for the follower to "find" them. Once you get DEC working that is... Alright, you're right, that was an old log. I forgot to enable Papyrus logging in my current MO profile's ini when I set it up (I set it up about 7 months ago it looks like). Here's the updated log Papyrus.0.log Again, here's a pastebin if it makes it easier for you I set random CD to 90% and everything else to 1%. From the follower dialogue I got Ebonite Boots & Ebonite Gloves, then a Slave Collar, then a Prostituted Collar (as well as a couple Ebonite Simple Gags). Assuming I did it right this time, then i'm still not getting CD items when CD items are set to 90%. (This is just out of curiosity: In regards to the command you gave me, couldn't the same effect be achieved by setting the "containers needed" to 0 in the follower dialogue page? I assume the command just makes it easier to explain what effect you want instead of telling someone to fish through the MCM if they don't really know what they're looking at.)
Violence6884 Posted August 1, 2016 Posted August 1, 2016 Hey there. Thanks for replying, and for clarifying a few important things. I also wish to make it clear that I am NOT POINTING FINGERS - Forgive the cap but I need this to be 100% understood. I am just a gamer who wants to be helped and through that, help others who are in the same predicament; That of a mix of mods not behaving properly at all. I am not looking to blame anyone nor compare mods and authors, I come in peace and seek only answers By the way sorry for not using quoting, seems a bit glitched on my browser right now. Had to do it a bit more manually. Here you go though; "None of these sound like DEC errors, most seem pertinent to SD+ or maybe Defeat and Submit?" - I do not run Submit, only Defeat. I am sorry but I haven't been able to isolate whichever mods cause whichever problem of the above. In some cases it would require testing beyond what I'm willing to do, because of time restraints to put it simply. I am doing my best, as you are, to help me and others to run these fun mods properly and without issues. That said, the reason I'm directing these words to all authors involved, is exactly because I can't nail the problem down on my own. "Submit/Resist is not DEC, either SD+ or Dialogues, maybe Defeat or Submit. DEC doesn't change anything about base animals." - For further clarification I will mention again that I only run Defeat, not Submit. That said, I understand. "DEC settings like doesn't affect other mods or how they work, and DEC offers a way for you to fight off your attackers." - I have seen no way to fight back under any circumstance after I've been enslaved by whichever mod. I can go into combat mode if that's what you mean, under certain circumstances and attack my master. But I've never seen a "Kick back" option or however you put it, especially not when I'm initially approached with "Submit/Resist" choice... From pretty much every single animal I happen upon, during this new game I started for testing these issues. "Maybe an old version of SexLabs that needs upgrading?" I am running DEC 13.2.1 and currently I am DLing the next version... And I'm running DDi 3+, the latest one. I am positive 100% that I have installed the latest SexLabs version too. As mentioned this is on a clean new game, with all requirements fullfilled.
Verstort Posted August 1, 2016 Author Posted August 1, 2016 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 This log has no DEC debug output or errors at all. Looks like the mod isn't loaded or you turned off debug output. Edit: BTW, this log has a timestamp that is 7 months old, are you sure this is a recent log? [01/25/2016 - 03:18:41PM] Papyrus log opened (PC) If you got me a log from a new game from scratch, it might show some errors when trying to start DEC, but DEC doesn't seem to be working at all so that command I gave you wouldn't do anything. Hmm... If you were missing dependencies that could cause DEC to never start, at least UIExtensions does that. If you haven't already installed it do so. Other than that the requirements are above a few posts and on the front page. For clarity, the command I gave you will tell DEC you searched through 30 containers, so that you can rapidly read a high percentage chance of getting approached by a follower who has found items. This still takes time as DEC runs on a loop so you would need to wait a few seconds in the game for the follower to "find" them. Once you get DEC working that is... Alright, you're right, that was an old log. I forgot to enable Papyrus logging in my current MO profile's ini when I set it up (I set it up about 7 months ago it looks like). Here's the updated log Papyrus.0.log Again, here's a pastebin if it makes it easier for you I set random CD to 90% and everything else to 1%. From the follower dialogue I got Ebonite Boots & Ebonite Gloves, then a Slave Collar, then a Prostituted Collar (as well as a couple Ebonite Simple Gags). Assuming I did it right this time, then i'm still not getting CD items when CD items are set to 90%. (This is just out of curiosity: In regards to the command you gave me, couldn't the same effect be achieved by setting the "containers needed" to 0 in the follower dialogue page? I assume the command just makes it easier to explain what effect you want instead of telling someone to fish through the MCM if they don't really know what they're looking at.) Didn't occur to me until now, but the follower found items are weighted by their individual items, "Single DD" and "Multiple DD" are ignored by follower items and only used for items you get through old DEC sex/enslave approach (oops). Your weights in this log were: collar/randomPlug/belt/glovesandboots/cuffs/randomGag/harness/armbinder/randomCD(55/50/55/30/53/80/40/15/90)roll/total:(x/468) So you rolled boots first, then gag then collar twice because Item weights were still high. CD wasn't rolled by chance because it's 90/468 which is ~19% chance, so you got unlucky in this log session. The chances aren't falling either, since we check if BOTH the player and follower are wearing stuff before assuming we can't find it in the wild, so you can keep getting collar if both characters aren't wearing one already (say follower just gives it to you to sell for instance). Min Containers needed sets the Minimum required before hte follower can find anything, setting it to 5 means 4 containers has a 0% chance of finding an item, 5 would then be whatever the calculation is > 0 You could set the MAX to 0, then so long as min is also zero you should have the same chance to find items (the max % you set) although I haven't tested that myself it should work, that's just more work for me and I didn't think of it for your case, faster for me to type a short bat in the MCM when I'm ready for the next itteration than to open the slow MCM to chance settings. "DEC settings like doesn't affect other mods or how they work, and DEC offers a way for you to fight off your attackers." - I have seen no way to fight back under any circumstance after I've been enslaved by whichever mod. I can go into combat mode if that's what you mean, under certain circumstances and attack my master. But I've never seen a "Kick back" option or however you put it, especially not when I'm initially approached with "Submit/Resist" choice... From pretty much every single animal I happen upon, during this new game I started for testing these issues. Er, sorry, I was speaking from the only reference I have being knowledge of how DEC works. DEC lets you fight back if you are approached for enslavement before enslavement starts(NPC approach player), does not let you fight back after enslavement. Not sure if any enslavement mod by itself would allow for fighting back after enslavement starts, I didn't write any. DEC has no enslavement, just starts one that the player might have (95% sure it's SD+ in your case). If you want to fight your way out of enslavement or want it to be easier to leave enslavement you'll need to take it up with skyrimll, or the author of the mod that is doing the enslaving; this is beyond the scope of DEC. I don't know which mod the submit/resist on all animals is from, was guessing since I haven't seen it myself. I wasn't trying to accuse you of pointing fingers, just trying to provide reasons I didn't think DEC had anything to do with those bugs, and provide you with ideas on what mod it is. SD+ and Sexlab Dialogues is my best guess, could be something else though.
Violence6884 Posted August 1, 2016 Posted August 1, 2016 Er, sorry, I was speaking from the only reference I have being knowledge of how DEC works. DEC lets you fight back if you are approached for enslavement before enslavement starts(NPC approach player), does not let you fight back after enslavement. I don't know which mod the Submit/Resist on all animals is from, was guessing since I haven't seen it. From my previous reply : "... But I've never seen a "Kick back" option or however you put it, especially not when I'm initially approached..." ;P The submission or resist dialogue is apparently a Dialogues thing. After talking with SkyrimLl, he pointed that there's a slider for that in its MCM menu, however currently this slider does nothing for me when it comes to animals. It seems to work with Humans, but wolves ETC spam me with enslavement dialogues of that nature even if the slider is at 4%. I've notified him, we'll see where that goes.
BillBellochek Posted August 1, 2016 Posted August 1, 2016 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 This log has no DEC debug output or errors at all. Looks like the mod isn't loaded or you turned off debug output. Edit: BTW, this log has a timestamp that is 7 months old, are you sure this is a recent log? [01/25/2016 - 03:18:41PM] Papyrus log opened (PC) If you got me a log from a new game from scratch, it might show some errors when trying to start DEC, but DEC doesn't seem to be working at all so that command I gave you wouldn't do anything. Hmm... If you were missing dependencies that could cause DEC to never start, at least UIExtensions does that. If you haven't already installed it do so. Other than that the requirements are above a few posts and on the front page. For clarity, the command I gave you will tell DEC you searched through 30 containers, so that you can rapidly read a high percentage chance of getting approached by a follower who has found items. This still takes time as DEC runs on a loop so you would need to wait a few seconds in the game for the follower to "find" them. Once you get DEC working that is... Alright, you're right, that was an old log. I forgot to enable Papyrus logging in my current MO profile's ini when I set it up (I set it up about 7 months ago it looks like). Here's the updated log Papyrus.0.log Again, here's a pastebin if it makes it easier for you I set random CD to 90% and everything else to 1%. From the follower dialogue I got Ebonite Boots & Ebonite Gloves, then a Slave Collar, then a Prostituted Collar (as well as a couple Ebonite Simple Gags). Assuming I did it right this time, then i'm still not getting CD items when CD items are set to 90%. (This is just out of curiosity: In regards to the command you gave me, couldn't the same effect be achieved by setting the "containers needed" to 0 in the follower dialogue page? I assume the command just makes it easier to explain what effect you want instead of telling someone to fish through the MCM if they don't really know what they're looking at.) Didn't occur to me until now, but the follower found items are weighted by their individual items, "Single DD" and "Multiple DD" are ignored by follower items and only used for items you get through old DEC sex/enslave approach (oops). Your weights in this log were: collar/randomPlug/belt/glovesandboots/cuffs/randomGag/harness/armbinder/randomCD(55/50/55/30/53/80/40/15/90)roll/total:(x/468) So you rolled boots first, then gag then collar twice because Item weights were still high. CD wasn't rolled by chance because it's 90/468 which is ~19% chance, so you got unlucky in this log session. The chances aren't falling either, since we check if BOTH the player and follower are wearing stuff before assuming we can't find it in the wild, so you can keep getting collar if both characters aren't wearing one already (say follower just gives it to you to sell for instance). Min Containers needed sets the Minimum required before hte follower can find anything, setting it to 5 means 4 containers has a 0% chance of finding an item, 5 would then be whatever the calculation is > 0 You could set the MAX to 0, then so long as min is also zero you should have the same chance to find items (the max % you set) although I haven't tested that myself it should work, that's just more work for me and I didn't think of it for your case, faster for me to type a short bat in the MCM when I'm ready for the next itteration than to open the slow MCM to chance settings. "DEC settings like doesn't affect other mods or how they work, and DEC offers a way for you to fight off your attackers." - I have seen no way to fight back under any circumstance after I've been enslaved by whichever mod. I can go into combat mode if that's what you mean, under certain circumstances and attack my master. But I've never seen a "Kick back" option or however you put it, especially not when I'm initially approached with "Submit/Resist" choice... From pretty much every single animal I happen upon, during this new game I started for testing these issues. Er, sorry, I was speaking from the only reference I have being knowledge of how DEC works. DEC lets you fight back if you are approached for enslavement before enslavement starts(NPC approach player), does not let you fight back after enslavement. Not sure if any enslavement mod by itself would allow for fighting back after enslavement starts, I didn't write any. DEC has no enslavement, just starts one that the player might have (95% sure it's SD+ in your case). If you want to fight your way out of enslavement or want it to be easier to leave enslavement you'll need to take it up with skyrimll, or the author of the mod that is doing the enslaving; this is beyond the scope of DEC. I don't know which mod the submit/resist on all animals is from, was guessing since I haven't seen it myself. I wasn't trying to accuse you of pointing fingers, just trying to provide reasons I didn't think DEC had anything to do with those bugs, and provide you with ideas on what mod it is. SD+ and Sexlab Dialogues is my best guess, could be something else though. Okay, so should I turn the individual items down to 0 and check again if I can get CD items, or is this pretty much sorted out? Since the individual normal items just happen to equip before CD items have a chance.
Verstort Posted August 1, 2016 Author Posted August 1, 2016 You haven't proven to yourself yet if CDx items never show up because they are broken or because you just keep rolling bad dice. That specific log was all bad dice, but didn't you say you were getting no items at times? I would set them low to double check but up to you I suppose.
BillBellochek Posted August 2, 2016 Posted August 2, 2016 Okay, so I set "single items", "multiple items", and "unique collars" to 0, "random CD" to 95. I disabled all outcomes except for belt and arm/leg cuffs. I disabled all belts except for the CD belt since it's grey-ed out. The "Theme Weights" section is grey-ed out. Now I get the Shame belt repeatedly and a set of ebonite cuffs once. So I'm still not getting any CD devices. Unless I'm still misunderstanding the MCM (it is quite hard to follow), this is still broken for me. Papyrus.0.log
Verstort Posted August 2, 2016 Author Posted August 2, 2016 Okay, so I set "single items", "multiple items", and "unique collars" to 0, "random CD" to 95. I disabled all outcomes except for belt and arm/leg cuffs. I disabled all belts except for the CD belt since it's grey-ed out. The "Theme Weights" section is grey-ed out. Now I get the Shame belt repeatedly and a set of ebonite cuffs once. So I'm still not getting any CD devices. Unless I'm still misunderstanding the MCM (it is quite hard to follow), this is still broken for me. Papyrus.0.log Well you're right, CDx items aren't working. This log has lots of rolls that should have led to some CDx items. You can get through the function without issues, since this shows up: [CRDE] pity roll for teaser Which fires if you make it through the random CDx function without getting any random rolls for specific CD items, falling back to a random final item instead of nothing. I'm 90% sure this means the items in memory are NONE, pretty sure the game will happily put NONE items into containers without errors or even letting us know. I wish I knew of an easy way to do it, but I don't know how to make users print the results from their console into papyrus log without the help of another mod or I would ask you to run some commands and I would parse them. You can see if DEC loaded CDx items because they are properties in the quest. If you type "sqv crdeModsMonitor" and scroll up with PageUp, you should see several cd* items as variables in the quest, cdSilverCollar for one. If they are NONE, then try resetting mods from the debug menu (shouldn't do anything if this really is a new save you're dealing with) and if they are still NONE after that than can you pass me the CDx esp you're using and I'll check if it's broken somehow? If they AREN'T NONE, you could just try to see what happens if you pull them into your inventory through console with "player.additem <id>" using the ID that was in the crdeModsMonitorVariable. You should get a message in the top left saying something like "Collar added" but maybe you'll get something else? Edit: Like this screenshot, the items should have ID values, not NONE
BillBellochek Posted August 2, 2016 Posted August 2, 2016 Okay, so I set "single items", "multiple items", and "unique collars" to 0, "random CD" to 95. I disabled all outcomes except for belt and arm/leg cuffs. I disabled all belts except for the CD belt since it's grey-ed out. The "Theme Weights" section is grey-ed out. Now I get the Shame belt repeatedly and a set of ebonite cuffs once. So I'm still not getting any CD devices. Unless I'm still misunderstanding the MCM (it is quite hard to follow), this is still broken for me. Papyrus.0.log Well you're right, CDx items aren't working. This log has lots of rolls that should have led to some CDx items. You can get through the function without issues, since this shows up: [CRDE] pity roll for teaser Which fires if you make it through the random CDx function without getting any random rolls for specific CD items, falling back to a random final item instead of nothing. I'm 90% sure this means the items in memory are NONE, pretty sure the game will happily put NONE items into containers without errors or even letting us know. I wish I knew of an easy way to do it, but I don't know how to make users print the results from their console into papyrus log without the help of another mod or I would ask you to run some commands and I would parse them. You can see if DEC loaded CDx items because they are properties in the quest. If you type "sqv crdeModsMonitor" and scroll up with PageUp, you should see several cd* items as variables in the quest, cdSilverCollar for one. If they are NONE, then try resetting mods from the debug menu (shouldn't do anything if this really is a new save you're dealing with) and if they are still NONE after that than can you pass me the CDx esp you're using and I'll check if it's broken somehow? If they AREN'T NONE, you could just try to see what happens if you pull them into your inventory through console with "player.additem <id>" using the ID that was in the crdeModsMonitorVariable. You should get a message in the top left saying something like "Collar added" but maybe you'll get something else? Edit: Like this screenshot, the items should have ID values, not NONE This is definitely a brand new save, that's for sure not an issue. However, I don't have any good news for you. I ran the command as you said and it looks like it's registering CD is installed: I continued scrolling and found that the list was in fact populated with CD gear: Next I tried giving those refIDs to my player. They are perfectly normal and functioning CD restraints. I tried the Bronze Collar, Silver Leg Cuffs, and Bronze Arm Cuffs: So, if you want my load order, installed mods, or anything else I can give you to help just let me know and I'll follow up.
Verstort Posted August 2, 2016 Author Posted August 2, 2016 I wouldn't call that good news... I certainly didn't expect it all to look like it was working perfectly... What the hell. I'm getting CD items on my character in testing, and you aren't. The values are valid, the correct function should be called, and the function is almost too simple (roll for item -> put item in bag of multiple items to equip) It's going to take me a long time to think of anything else that could even break this. Everything should be working...
BillBellochek Posted August 2, 2016 Posted August 2, 2016 Good thing I said I don't have any good news. Anyway, I think I have actual good news this time. I was double-checking my load order seeing if anything conflicted with CD or DEC when I noticed that Unofficial Skyrim Legendary Patch is overwriting Captured Dreams. USLP is overwriting ".../scripts/source/qf_freeformfalkreathquest03_000b83c3.psc". So I moved the Patch back to the top of my load order and now I'm getting CD items from DEC follower events (collars, cuffs, and belts). However I'm still getting the dialogue bug with the Captured Dreams that "cost more than a house" and the piercings. Your mod doesn't equip any piercings, assuming that piercings are implemented. I guess I forgot to put the Unofficial Patch back at the top of my load order last time it was updated, or I installed it in the wrong order and didn't notice until now. However what I'm still confused about is why USLP overwriting a CD Quest breaks compatability with your mod. Again I want to make it clear that I'm not making any of this up, try it for yourself and see if it breaks for you. Papyrus.0.log EDIT: I can successfully recreate the issue if I move USLP above CD. I made USLP load after CD again and again the only device I was getting is the Shame belt. Just out of curiosity, I noticed that DEC lists the Protector Belts from CD. Are the Protector devices the ones you get from the dialogue about "Captured Dreams items that cost more than a house"?
Verstort Posted August 2, 2016 Author Posted August 2, 2016 No, the protector belt is the belt you get from CD master if you ask her for a belt to protect your chastity, one that has a special key (amulet) I don't think DEC ever used it for anything except detection, to know that the player was wearing a special belt that wasn't removable through regular means. CD items in general get hte "more than a house" comment, but the only items that should cost that much alone are the class plugs (mage/thief/warrior/whatever)
Gameplayer Posted August 4, 2016 Posted August 4, 2016 The following, Follower's -Should not be able to init sex acts on player if the follower is belted ->Current system results in a follower that is constantly at 100 arousal and so they never stop demanding sex -Follower female needs a lesbian sex restriction button ->Currently have to force all mods to behave that way to effect just this one -There should be a Cooldown Timer applied to this function in game hours There needs to be a way to shut off arousal notifications, depending on settings there is a whole lot of on screen spam about who is aroused...even manicans get notifications.
Verstort Posted August 4, 2016 Author Posted August 4, 2016 Follower's -Should not be able to init sex acts on player if the follower is belted ->Current system results in a follower that is constantly at 100 arousal and so they never stop demanding sex I thought I fixed this, but maybe one of the sex approaches doesn't have the check for belt working correctly. Followers shouldn't do anything but beg for release if belted, unless they have their own chastity key then they will attack you but they should take off their own belt first. -Follower female needs a lesbian sex restriction button ->Currently have to force all mods to behave that way to effect just this one Huh? You mean you want to stop F+F follower interaction but not have the gender limit for regular approaches? Is there a problem with F+F for followers that you don't like? Maybe I can just make each follower have a simple preference, adding to their character a bit. That way it's more interesting than another blanket lock. -There should be a Cooldown Timer applied to this function in game hours There needs to be a way to shut off arousal notifications, depending on settings there is a whole lot of on screen spam about who is aroused...even manicans get notifications. Minutes, there is one. Hours is kinda...? Maybe I'll make it user settable. So long as arousal is working correctly there shouldn't even be a need for it at all honestly. What I want is a way to make open dialogue random. I don't like using a global on a loop to make the dialogue random. There needs to be a way to shut off arousal notifications, depending on settings there is a whole lot of on screen spam about who is aroused...even manicans get notifications. I didn't expect mannequins would fall under former follower and/or high enough reputation, but then I don't play with the reputation setting any lower than 3, last time I set it to 1 to see if it was working it would pick up hostile enemies. I should probably add more checks to nearby people in general, but maybe I'll use the last-had-sex timestamp per actor to limit the relationship actors to ones you've had sex with previously. I don't really want to add a toggle in the MCM just for the arousal notification, that seems wasteful, but I guess I can.
Gameplayer Posted August 4, 2016 Posted August 4, 2016 What I get a lot of from my belted female follower at the moment is she uses "rape animations" So typically its only male based animations, as there are really no female raping female male animations outside of 3 that I know of. I don't think the follower has a key for her belt...But even then if I am "force greeted" while adventuring around it will become annoying rather than fun.
Verstort Posted August 4, 2016 Author Posted August 4, 2016 You can turn force greet off. Dec only has two kinds of follower sex attacks, one's where they can come up to you with force greet and need to get prepared for, and those that you get if you approach them. However, turning off follower forcegreet turns off the forcegreet for items too, that should probably be changed. If the constant attention is annoying you, you can probably set items required and max items to a larger number, and set follower aroused required to a higher value in the mean time. One thing I wish I could do, but don't know how, is make a dialogue use storageutil values to set whether a dialogue shows up, that would make things easier with the random sex attack...
cetuximab Posted August 4, 2016 Posted August 4, 2016 I noticed that the DCL special punishment collars do not trigger enslavement even if the Cursed Loot Blocking Item Lock is unchecked. Is this by design? Because I would actually like to be able to customize which "special" DCL items make me vulnerable to enslavement. Specifically I only want the slave collar, slave boots, and the striptease collar to do this. Slut collar should just make me very vulnerable to rape approaches, maybe even with a reduced chance at intimidate and confidence checks, since the goal with slut collar removal is to NOT have sex. Since the slave collar's goal IS to have lots of sex, having DEC just make me vulnerable to rape means that I can just parade through any major city buck naked and get raped all day long until the collar comes off. So there should be a big danger of getting enslaved with it on, to discourage this kind of gameplay, and encourage finding alternate means to have sex, like prostitution. Also, can you make it that ankle chains can increase your vulnerability level when wearing clothes? This currently doesn't seem to be an option. Edit: Oh! and one more request. Can you do a force check for approach on a sleep event? This would be to support DCL's "always sleep naked" option which strips you after you sleep, and is supposed to make you vulnerable to rape/enslavement. But since I dress almost immediately after sleeping (if I can remember I'm naked, heh), DEC's approach check while I'm naked may not happen.
Verstort Posted August 4, 2016 Author Posted August 4, 2016 I noticed that the DCL special punishment collars do not trigger enslavement even if the Cursed Loot Blocking Item Lock is unchecked. Is this by design? Because I would actually like to be able to customize which "special" DCL items make me vulnerable to enslavement. Specifically I only want the slave collar, slave boots, and the striptease collar to do this. Slut collar should just make me very vulnerable to rape approaches, maybe even with a reduced chance at intimidate and confidence checks, since the goal with slut collar removal is to NOT have sex. Since the slave collar's goal IS to have lots of sex, having DEC just make me vulnerable to rape means that I can just parade through any major city buck naked and get raped all day long until the collar comes off. So there should be a big danger of getting enslaved with it on, to discourage this kind of gameplay, and encourage finding alternate means to have sex, like prostitution. That option, to turn on/off DCL blocking items from the list of items that prevent you from being enslaved, should check all the items you have to see if all the blocking items you are wearing are in Kimy's special DCL list of items that have the blocking keyword but are still removable with DDi function calls because Kimy wrote code to allow for it. I thought those collars were on that list, and that the list reading function I have was working for them, but maybe not. I'll check later to see if it's an error on my side and/or see if they are missing from the list. If they are missing from the list, and Kimy won't put them on the list, there's nothing I can do there. I'm not going to write custom code to remove them if Kimy doesn't want to, and I can't send the player to a slave mod when I can't easily know if that slave mod is smart enough to leave the collar alone or break the game trying to remove it. Pretty sure it's a bug on my end though, I could have sworn it was working. Keep in mind, if you are wearing another item with the blocking keyword, then the DCL items aren't the issue and that extra item is the reason you aren't considered valid for enslave approach. Maybe some other reason too, if you checked your log DEC should tell you what reason it has to list you as any enslavement level, maybe there's a different bug with an active quest that's locking you that you didn't know about. Or you could just post the log and I can check for you. Also, can you make it that ankle chains can increase your vulnerability level when wearing clothes? This currently doesn't seem to be an option. I don't remember making them clothing dependant, if they are I'll change it though since I never intended them to be clothing hideable. Edit: Oh! and one more request. Can you do a force check for approach on a sleep event? This would be to support DCL's "always sleep naked" option which strips you after you sleep, and is supposed to make you vulnerable to rape/enslavement. But since I dress almost immediately after sleeping (if I can remember I'm naked, heh), DEC's approach check while I'm naked may not happen. Never done anything with sleep, not sure if it would be easy to implement or not. I can look into it, but right now I'm putting the chance at ~30%. I don't know if I can check player's vulnerability/enslave status between sleep/wake and/or fast enough to prevent a wake up lag, searching nearby NPCs will have to wait until the actual wake up, which sucks because it's a slow process. Need more information.
Sospice Posted August 4, 2016 Posted August 4, 2016 So the follower option doesn't seem to register my actual followers. It does however, seem to register random NPCs and list them as followers. I just had Balimund come running up to my character, tell her I missed something in the chest I looted, and then equip it on my character. I also had it register a fox as a follower. Is that supposed to be happening? With non follower npcs?
Verstort Posted August 4, 2016 Author Posted August 4, 2016 If they have high enough relationship rank they can show up there, set the rank to 5 if you don't want anyone but active followers. The default should be 3, which should be high enough to not get foxes and stuff. The part where followers don't show up... How long did you let DEC sit with them as your follower? I can't actively search for followers because of hte system I use, maybe I'll go back to the slower search just so people have fewer issues, even if it should be way slower. The part where non-followers find items and show them to you, that's my fault because I don't have a reliable way to detect when a new follower is added to the player's party, so I can't reset recently opened containers variable, which just builds forever unfortunately.
Gameplayer Posted August 4, 2016 Posted August 4, 2016 I noticed that the DCL special punishment collars do not trigger enslavement even if the Cursed Loot Blocking Item Lock is unchecked. Is this by design? Because I would actually like to be able to customize which "special" DCL items make me vulnerable to enslavement. Specifically I only want the slave collar, slave boots, and the striptease collar to do this. Slut collar should just make me very vulnerable to rape approaches, maybe even with a reduced chance at intimidate and confidence checks, since the goal with slut collar removal is to NOT have sex. Since the slave collar's goal IS to have lots of sex, having DEC just make me vulnerable to rape means that I can just parade through any major city buck naked and get raped all day long until the collar comes off. So there should be a big danger of getting enslaved with it on, to discourage this kind of gameplay, and encourage finding alternate means to have sex, like prostitution. That option, to turn on/off DCL blocking items from the list of items that prevent you from being enslaved, should check all the items you have to see if all the blocking items you are wearing are in Kimy's special DCL list of items that have the blocking keyword but are still removable with DDi function calls because Kimy wrote code to allow for it. I thought those collars were on that list, and that the list reading function I have was working for them, but maybe not. I'll check later to see if it's an error on my side and/or see if they are missing from the list. If they are missing from the list, and Kimy won't put them on the list, there's nothing I can do there. I'm not going to write custom code to remove them if Kimy doesn't want to, and I can't send the player to a slave mod when I can't easily know if that slave mod is smart enough to leave the collar alone or break the game trying to remove it. Pretty sure it's a bug on my end though, I could have sworn it was working. Keep in mind, if you are wearing another item with the blocking keyword, then the DCL items aren't the issue and that extra item is the reason you aren't considered valid for enslave approach. Maybe some other reason too, if you checked your log DEC should tell you what reason it has to list you as any enslavement level, maybe there's a different bug with an active quest that's locking you that you didn't know about. Or you could just post the log and I can check for you. Also, can you make it that ankle chains can increase your vulnerability level when wearing clothes? This currently doesn't seem to be an option. I don't remember making them clothing dependant, if they are I'll change it though since I never intended them to be clothing hideable. Edit: Oh! and one more request. Can you do a force check for approach on a sleep event? This would be to support DCL's "always sleep naked" option which strips you after you sleep, and is supposed to make you vulnerable to rape/enslavement. But since I dress almost immediately after sleeping (if I can remember I'm naked, heh), DEC's approach check while I'm naked may not happen. Never done anything with sleep, not sure if it would be easy to implement or not. I can look into it, but right now I'm putting the chance at ~30%. I don't know if I can check player's vulnerability/enslave status between sleep/wake and/or fast enough to prevent a wake up lag, searching nearby NPCs will have to wait until the actual wake up, which sucks because it's a slow process. Need more information. At the moment if you are using DCL's sleep event then also having another sleep event from another mod can cause an issue....I'm not saying that it couldn't be made compatible but it will involve figuring out how to check if a DCL sleep event has fired and then subdue a DEC sleep event from taking place as well. Example, DCL and Sexlab Eager NPC sleep event don't play well together.
Verstort Posted August 5, 2016 Author Posted August 5, 2016 Also, can you make it that ankle chains can increase your vulnerability level when wearing clothes? This currently doesn't seem to be an option. I don't remember making them clothing dependant, if they are I'll change it though since I never intended them to be clothing hideable. I don't see anything in the code to suggest that this only works if clothed. What I did forget, however, is to mention that ankle chains detection requires DDi 3.0 and higher. There are no ankle chain keywords yet, so I have to use a keyword for the animiation that was introduced in 3.0 or later.
Wykes Posted August 6, 2016 Posted August 6, 2016 I don't know if anyone else has asked for this before, so my apologies if you've already been asked, but is there any chance of changing the GetSex() calls to SexLab's GetGender() calls? They're trivial changes, and ones I've made on other mods myself, so I started down the path of doing it for myself, but the dependencies broke me.
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