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Posted

Oop, you posted. It showed up after I left the area. I was gonna delete it because Skyrim immediately made a liar out of me. Kharjo is vanilla, as well.

Posted

Oh alright then.

 

DEC still takes time to find the followers, one day I need to just pull the trigger and switch back to the script heavy version so that the delay doesn't mess with people...

Posted

It's fine. :3 I figured it out. I just had to change areas. I'm the only one griping, but just because I like providing feedback. ^_^ You do good work.

Posted

Oh alright then.

 

DEC still takes time to find the followers, one day I need to just pull the trigger and switch back to the script heavy version so that the delay doesn't mess with people...

 

I think the delay is fine, but 3.8 kept losing track of them as we walked the countryside. Just started with 4 this morning, and it seems better so far.

Posted

Oh alright then.

 

DEC still takes time to find the followers, one day I need to just pull the trigger and switch back to the script heavy version so that the delay doesn't mess with people...

 

I think the delay is fine, but 3.8 kept losing track of them as we walked the countryside. Just started with 4 this morning, and it seems better so far.

 

You mean the list would reset? I've noticed that too but the follower I want is almost always there, just not the old followers.

 

The formlist should only revert when the mods detection gets reset, or at least that's the only place where I told it to reset. Maybe I need to see if there's some default behavior for formlist I need to overwrite...

 

Posted

 

Oh alright then.

 

DEC still takes time to find the followers, one day I need to just pull the trigger and switch back to the script heavy version so that the delay doesn't mess with people...

 

I think the delay is fine, but 3.8 kept losing track of them as we walked the countryside. Just started with 4 this morning, and it seems better so far.

 

You mean the list would reset? I've noticed that too but the follower I want is almost always there, just not the old followers.

 

The formlist should only revert when the mods detection gets reset, or at least that's the only place where I told it to reset. Maybe I need to see if there's some default behavior for formlist I need to overwrite...

 

 

With 3.8 and two followers, they would appear and disappear during a walk through the countryside. With four, two followers have stayed on the list from Riverside to the college in a very stable fashion. (Clean saves in each instance.)

Posted

What, they would visibly vanish as you walked along, or would they sit in one spot and not move, or are we still talking about their presence on the list?

 

The first two I've never seen before, PAHHSH and DDi+armbinder had bugs where followers/slaves could get stuck in one spot, but I think both have been resolved, maybe the DDi version requires the latest in the dev branch...

 

I don't have any idea why 3.8 would allow some followers on the list some of the time, and make them disappear in others, unless maybe the list is auto-resetting too often, and only the two nearest followers were always close enough to get back in the list all the time? Speculating, though.

 

Hopefully it doesn't reappear in 13.4, none of those bugs sound easy to find and fix.

Posted

What, they would visibly vanish as you walked along, or would they sit in one spot and not move, or are we still talking about their presence on the list?

 

The first two I've never seen before, PAHHSH and DDi+armbinder had bugs where followers/slaves could get stuck in one spot, but I think both have been resolved, maybe the DDi version requires the latest in the dev branch...

 

I don't have any idea why 3.8 would allow some followers on the list some of the time, and make them disappear in others, unless maybe the list is auto-resetting too often, and only the two nearest followers were always close enough to get back in the list all the time? Speculating, though.

 

Hopefully it doesn't reappear in 13.4, none of those bugs sound easy to find and fix.

 

They disappeared from the list iwth 3.8, and now they don't. This is a good thing. It both instances we just had the player standing around or walking outside with a couple of followers who just acted like regular followers. I came over to mention the problem with 3.8 yesterday, saw .4 and decided to let you know that that was one thing, whatever it is, which doesn't seem to be affecting .4. Probably makes things harder for you being told that a problem which had not been mentioned before disappeared. If it shows up again, I'll be more prompt.

Posted

Aggressive animations happen a whole lot more than they used to.

I keep combing through the MCM menu but either your mod or SLEN suddenly decided Peaches loves aggressive sex.

And I know about the little check box, ff-always aggressive, I toggled it off, on (just in case), it had no effect.

Of course, I feel like I need to mention that SLEN wants all schlongified Female-NPC's to show up as male,

(it's a sexlab-type thing) but that shouldn't affect aggressiveness, I don't think.

So the other solution is to recheck what items my NPC is wearing, one of those things must be triggering aggressiveness.

I'll edit this.

 

I added some pictures of the keywords in "My Chains".

I also did a debug check of the sexlab settings in your MCM menu,

and it said the animations were aggressive, and Solo was suppressed.

 

 

 

 

 I try to play my own devil's advocate and preempt the detractors waiting to come out of the woodwork, the

ones with no problems, mostly.

But someone might also ask, what's wrong with aggressive sex?

Nothing, but normal sex happens twice and the foreplay-skill goes up.

So while it's nice having one or the other (aggressive vs normal),

it's great having both (If I can find out how).

 

SLEN (after a nap) has foreplay+sex.

Your mod (with the chains I am showing) only uses aggressive sexlab

post-392535-0-24590100-1472997082_thumb.jpg

post-392535-0-71935300-1472997091_thumb.jpg

Posted

There should be an option in the follower submenu to turn on force greeting for sex and items found, default off.

 

I just found it annoying after awhile and made it an option rather than the default behaviour.

 

One thing I've noticed is that the npcs sometimes get into a cycle of force greets where three or four happen in quick succession. Yesterday, I had a a follower equip a pet collar on the player and immediately following it up with a strip collar for the player and a pet collar for herself.

Posted

Aggressive animations happen a whole lot more than they used to.

I keep combing through the MCM menu but either your mod or SLEN suddenly decided Peaches loves aggressive sex.

And I know about the little check box, ff-always aggressive, I toggled it off, on (just in case), it had no effect.

Of course, I feel like I need to mention that SLEN wants all schlongified Female-NPC's to show up as male,

(it's a sexlab-type thing) but that shouldn't affect aggressiveness, I don't think.

So the other solution is to recheck what items my NPC is wearing, one of those things must be triggering aggressiveness.

I'll edit this.

 

I added some pictures of the keywords in "My Chains".

I also did a debug check of the sexlab settings in your MCM menu,

and it said the animations were aggressive, and Solo was suppressed.

 

 I try to play my own devil's advocate and preempt the detractors waiting to come out of the woodwork, the

ones with no problems, mostly.

But someone might also ask, what's wrong with aggressive sex?

Nothing, but normal sex happens twice and the foreplay-skill goes up.

So while it's nice having one or the other (aggressive vs normal),

it's great having both (If I can find out how).

 

SLEN (after a nap) has foreplay+sex.

Your mod (with the chains I am showing) only uses aggressive sexlab

 

Force agressive between women should be off if you don't want constant agressive sex between F+F, for clarity.

 

With traditional slave approach for sex, if you agree to sex it can be agressive or not, but if you refused it would always be agressive.

 

However, animations are chosen random from a pool, if your pool of all available animations is 75% agressive animations, like you installed funny buisness or some other huge animation pack, you'll get skewed toward agressive by statistic default.

 

Might be something wrong in the code though, I can check it later.

 

There should be an option in the follower submenu to turn on force greeting for sex and items found, default off.

 

I just found it annoying after awhile and made it an option rather than the default behaviour.

 

One thing I've noticed is that the npcs sometimes get into a cycle of force greets where three or four happen in quick succession. Yesterday, I had a a follower equip a pet collar on the player and immediately following it up with a strip collar for the player and a pet collar for herself.

 

You mean in the same dialogue session? I fixed that for selling, the selling dialogue wouldn't "end" the item finding dialogue it would just loop back into the old dialogue. There's probably a few other dialogue leaf nodes that have the same issue I need to fix.

 

If you meant your follower left conversation, then immediately turned around with a new item, you should turn down the chance of follower finding items and maybe set a minimum container requirement.

Posted

 

If you meant your follower left conversation, then immediately turned around with a new item, you should turn down the chance of follower finding items and maybe set a minimum container requirement.

 

 

I've left follower settings at default.

Posted

 

Aggressive animations happen.......

 

 

 

Might be something wrong in the code though, I can check it later. 

 

 

 

 

I knew about the little button and the reason it's there, it was my way of sayin "I double-checked".

You know, in case it was wired backwards.

 

  And two aggressive animations

(One for foreplay, one for the main event)

would still work.

No, I'm talking about the one where she'll say "yes, Miss"

 

And it still defaults to the (non-consensual?) version.

 

 

 

Ysolda might have a bug up her butt for hearing "I am not a slave!" once too many times,

but if she's asked (by another mod),

foreplay happens.

 

PS I thought you were going to say it was some keyword in the ankle chains Peaches wears, which is why I uploaded the pictures.

 

Also, assuming that the section of code dealing with sexlab has not been changed,

it could be some random glitch.

I just wanted to know (so I could restart, move something, etc)

Posted
If you meant your follower left conversation, then immediately turned around with a new item, you should turn down the chance of follower finding items and maybe set a minimum container requirement.

 

I've left follower settings at default.

 

Probably dialogue that needs fixing then.

 

Aggressive animations happen.......

 

Might be something wrong in the code though, I can check it later.

I knew about the little button and the reason it's there, it was my way of sayin "I double-checked".

You know, in case it was wired backwards.

 

  And two aggressive animations

(One for foreplay, one for the main event)

would still work.

No, I'm talking about the one where she'll say "yes, Miss"

 

And it still defaults to the (non-consensual?) version.

 

 

Ysolda might have a bug up her butt for hearing "I am not a slave!" once too many times,

but if she's asked (by another mod),

foreplay happens.

 

PS I thought you were going to say it was some keyword in the ankle chains Peaches wears, which is why I uploaded the pictures.

 

Also, assuming that the section of code dealing with sexlab has not been changed,

it could be some random glitch.

I just wanted to know (so I could restart, move something, etc)

 

DEC doesn't use keywords on items to determine if aggressive animations should be specified, or at least I didn't think so at the time I posted that. Still don't see any such case after checking, though...

 

I did change the sexlab call recently, such that if both attacker and player are female that the "victim" will be specified as the player. I assumed that sexlab would interpret that to mean that the player was always in the receiving position, but I suppose it's possible that it also tells sexlab that the animation should require victim context, forcing aggressive animations.

 

I need to go back and recheck, I was sure I was getting non-aggressive animations in-game between f+f within recent memory. If it's the case I just need to use Petcollar's solution for setting player in the receiving role instead, which is slightly different enough to maybe achieve the desired effect without implying aggressive.

 

I didn't mention it, but DDi and Zaz both have animations filters, which is code that re-evaluates the possible animations depending on what devices they may be wearing that might affect the available animations (gag = no oral, armbinder = arms can't move, ect) and so you might get odd behavior from those filters, if they are working, and bugs from them as well, if you are wearing any DD or Zaz items, since those filters run after I ask sexlab to start. Probably not the source of the issue, but I did notice your chains have permit oral on them, even though they are ankle chains right(bad memory...)? might confuse those filters.

crdeplayermonitorscript.pex

Posted

 

 

 

Here, if this file prevents your always aggressive state that I'll consider it fixed. All I did was take out the victim for F+F and use pet collar's sytem for player as receiver instead.

 

 

 

This worked great, thank you so much.

 

Posted

Your previous fix works great, thank you.

 

I am sorry to be a bother, but I have another request.

 

It seems every Devious Devices mod has their own animation filtering. Does your mod use animation filtering? I have it set both in Devious Devices and ZaZ animations to NOT override normal animations with bound animations, so that an armbinder will just come off and play a normal animation when a sex animation is called.

 

But it seems that every time I have an animation, even with every one set off, it still gets filtered to an armbinder animation.

 

Is it your mod doing it? I will quadruple check ZAZ and such, but...

 

If it is Enslaved doing it (it's Enslaved triggering the animation), may we please have an option to turn that filtering off, and just play an animation without the armbinder?

 

Edit: The weirdest part is that it plays the first stage of the armbinderless animation, then lists it is going to play a different one in the upper left, and swaps after one stage, having an armbinder pose, but not even putting it on.. @_@

Posted

DEC has a leftover animation filter from the days when zaz was broken and DDi used the zaz filter. Thing is... I don't see any mention for armbinders in this filter at all. It's mostly for gag and belt checking, with some blocking of out of context animations like tickling and cuddling.

 

DEC's animation filter is inline and must be called from DEC, it's not like the zaz and DDi filters that would affect ALL sex from all mods everywhere. Only sex started through DEC should be affected. If you're getting this issue everywhere, I think it's another mod that's causing the issue.

 

Honestly I've gotten some odd behavior for awhile and thought maybe the new DDi filter had some bugs, if you find it's another mod or find more reason to assume it's DEC, please let me know.

Posted

Just had the follower finding a bondage item over and over with .4. She went through seven cycles equipping four items then finding the other three unsuitable. I escaped finally by exiting the conversation at the last exchange.

 

Also, a little earlier she found and eqipped an item and claimed to have removed keys from the player, but keys were still there. Don't know if any were removed, because I had not kept track of them.

 

Default settings on followers except I'd set arousal to 50.

Posted

I have a tech question about dialogue from a mod that is either yours or someone else's.

 

Recently a mod starts by saying something close to

"Hey, it's you! Just who I was looking for"

grabbing the player's AI and beginning sexlab.

 

This sounds immersive as hell until it gets stuck in a loop and

also starts several instances of itself without waiting

for the previous "Hello!" to finish.

The sexlabs get queued up, and it's a freaking mess....

I want to expunge the mod or at least seek the patch, but I can't find where it's from.

  I kind of doubt it's from your well-written mod,

but maybe you or another reader know where exactly it comes from.

Thank you so much

-----

Just in case this is related,

"crdePlayerMonitorFollowerPresentingStart"

has almost that exact quote.

Deviously enslaved (the mod) is disabled in MCM, and it says so in my console log,

But this little routine blocks other scripts, wherever it's from.

"Heart of Dibella" was impossibly hard, but I did it.

The uh, quote could be from any mod, but I think I've narrowed it down to two.

OK three mods,

SD+

SLEN,

Yours.

----

I'm using the 13.40 (the latest) plus a script you sent a couple messages ago.

 

Found a quote but I cannot keep bouncing back to it.

It's from july of this thread, #693, I think.

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...

I've tried turning on and off a ton of options including starting enslaved stuff off of any sexlab sex events, seems almost no matter what i do i end up being a big train run for every NPC in town...and while that's fun for a few minutes, i kind of want to do other stuff hehe

 

 

 

 

post-392535-0-57679100-1473245082_thumb.jpg

post-392535-0-59535100-1473251314_thumb.jpg

Posted

I don't have time to test tonight or tomorrow to see if this version has bugs, but should fix both of your issues to a degree.

 

You're follower shouldn't find items over and over again with this version..

 

Turning off DEC will stop the bound follower attack, an oversight I missed because you need to be vulnerable but turning DEC off stops DEC from re-checking vulnerability. If you turn it off while vulnerable, this follower dialogue will always think you are vulnerable, and since I only ever turned it off when it wasn't an issue I never noticed it ignored turning the entire mod off.

 

The follower bound dialogue has a lower priority of 50 instead of 255 (didn't realize I set it that high)

 

I haven't solved getting bound follower dialogue over and over again, you should get a 15-minute in-game cooldown AND you shouldn't get the dialogue if their arousal is low enough, so either the required follower arousal is set too low or the actor isn't getting relief and is always horny. I think the system is working as intended here, honestly, if they are still horny they should keep using you because they're still in the mood, setting the cooldown longer shouldn't be needed, and I think the cooldown is working... but I have no time to double check tonight.

 

Edit: The one user who downloaded that, please redownload, I forgot to change something and it should be broken. This version should be fixed.

Deviously Enslaved Continued(v13.4.1 Testing).7z

Posted

 

I haven't solved getting bound follower dialogue over and over again, you should get a 15-minute in-game cooldown AND you shouldn't get the dialogue if their arousal is low enough, so either the required follower arousal is set too low or the actor isn't getting relief and is always horny. I think the system is working as intended here, honestly, if they are still horny they should keep using you because they're still in the mood, setting the cooldown longer shouldn't be needed, and I think the cooldown is working... but I have no time to double check tonight.

 

I'll try it out. When followers are finding gear, they aren't having sex so nothing is reducing arousal.

 

Thanks.

 

Posted

Okay, for real this time.

 

Edit: Well, you won't get that sex follower dialogue at all now if you have something like cursed loot, since that dialogue will always take precendence... Oh well, I'll see if I can get a better priority for it later.

 

I haven't tested it yet, but please follow my logic for a second here:

If they're horny, great, if they want to use you over and over, fantastic,

but

 

They shouldn't climb over what is already happening to start new thingies.

 

It would be like me typing short sentences that run together and make little sense.

OK I always do that but it was an example/

 

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