Verstort Posted September 8, 2016 Author Posted September 8, 2016 This dialogue you found, it doesn't cause the follower to approach you. If you're far enough away they won't do anything, even if they say the thing without opening the dialogue menu, nothing should happen there either if that happens (not sure why it does...) If they were approaching you, and you had follower dialogue force greet on, then that dialogue could have overwritten the follower sex approach, which is actually a different set of dialogue choices though, and the priority change should have fixed it. However, even that shouldn't happen when stuff is happening. Follower sex approach checks for the same player-is-busy conditions that non-follower DEC approach uses. You shouldn't get approached, by a follower with this or the other follower dialogue, while stuff is happening to the player. They shouldn't climb over what is already happening to start new thingies. Soo... what is happening that they are overriding? If you meant that the dialogue would pop up in quests and stuff, that should have been fixed. If you meant a NPC would approach the player, with force greet, while you are doing something, you'll need to tell me what that is so I can detect it and put a stop to it, although it sounds like it's the former that was the issue. I mean DEC ignores main quests and stuff, but that's a different issue.
MikeTM Posted September 8, 2016 Posted September 8, 2016 Hello Verstort please explain what "int" and "float" file "crdePlayerMonitorScript.psc" ;follower_enjoys_dom = StorageUtil.GetIntValue(follower, "crdeFollEnjoysDom") ; follower_enjoys_sub = StorageUtil.GetIntValue(follower, "crdeFollEnjoysSub") ; follower_thinks_player_dom = StorageUtil.GetIntValue(follower, "crdeThinksPCEnjoysDom") ; follower_thinks_player_sub = StorageUtil.GetIntValue(follower, "crdeThinksPCEnjoysSub") ; does the follower like being sub/dom? positive is yes, negative is no, 0 is don't care . . . function modThinksPlayerDom(actor actorRef , float value) float current_value = StorageUtil.GetIntValue(actorRef, "crdeThinksPCEnjoysDom") debugmsg("adjusting " + actorRef + " thinks player is dom " +current_value+ " by " + value) StorageUtil.SetFloatValue(actorRef, "crdeThinksPCEnjoysDom", current_value + value) endFunction function modThinksPlayerSub(actor actorRef , float value) float current_value = StorageUtil.GetIntValue(actorRef, "crdeThinksPCEnjoysSub") debugmsg("adjusting " + actorRef + " thinks player is sub "+current_value+ " by " + value) StorageUtil.SetFloatValue(actorRef, "crdeThinksPCEnjoysSub", current_value + value) endFunction And there is no file "TIF__08045e3c" in "crdePlayerMonitorBranchFollower" -> "crdePlayerMonitorFollowerYesMaster" -> "Don't call me that, you'll ruin the mood."
Verstort Posted September 9, 2016 Author Posted September 9, 2016 Hello Verstort please explain what "int" and "float" file "crdePlayerMonitorScript.psc" ;follower_enjoys_dom = StorageUtil.GetIntValue(follower, "crdeFollEnjoysDom") ; follower_enjoys_sub = StorageUtil.GetIntValue(follower, "crdeFollEnjoysSub") ; follower_thinks_player_dom = StorageUtil.GetIntValue(follower, "crdeThinksPCEnjoysDom") ; follower_thinks_player_sub = StorageUtil.GetIntValue(follower, "crdeThinksPCEnjoysSub") ; does the follower like being sub/dom? positive is yes, negative is no, 0 is don't care . . . function modThinksPlayerDom(actor actorRef , float value) float current_value = StorageUtil.GetIntValue(actorRef, "crdeThinksPCEnjoysDom") debugmsg("adjusting " + actorRef + " thinks player is dom " +current_value+ " by " + value) StorageUtil.SetFloatValue(actorRef, "crdeThinksPCEnjoysDom", current_value + value) endFunction function modThinksPlayerSub(actor actorRef , float value) float current_value = StorageUtil.GetIntValue(actorRef, "crdeThinksPCEnjoysSub") debugmsg("adjusting " + actorRef + " thinks player is sub "+current_value+ " by " + value) StorageUtil.SetFloatValue(actorRef, "crdeThinksPCEnjoysSub", current_value + value) endFunction And there is no file "TIF__08045e3c" in "crdePlayerMonitorBranchFollower" -> "crdePlayerMonitorFollowerYesMaster" -> "Don't call me that, you'll ruin the mood." Hmm.. that might have been the source of a certain bug... If you weren't being facetious, Float and Int are shorthand names for common data types in a computer. Int is shorthand for 32 bit signed integer in papyrus, a whole number (without fraction) that fits within the range 2,147,483,647 and -2,147,483,648, where float is a fraction representation of a number (3.14159 could not fit in a whole number, but fits in a float). In this case all calls should be float, but the calls with ";" in front, which is papyrus's comment character, are ignored by the compiler and aren't part of the working script. Not sure how no script got saved for the dialogue fragment, but that should be easy enough to fix, thanks for reporting it.
Guest Posted September 9, 2016 Posted September 9, 2016 Not sure but the overlapping sex-thing might be the fault of another mod. Well, put it this way, a hint is that, a line that comes from it "You have to be mine", occurs during sex, and your mod kicked in during the same sex, leading me to believe that sometimes a variable or a blockage isn't checked. Casual conversation during sex is a biggie clue (I have pictures)....I feel so dirty. PS "You have to be mine" is that mod's code for "you're *my* slave now", But a person can "resist" which only results in sex. (But I think that when sex happens too quickly or in succession, stuff goes gaga) Like I said, casual conversation during sexlab must be some bug, but someone somewhere must have ideas about people talking dirty during it. "Eat that croissant, Lenore" and stuff. Papyrus.0.log
Verstort Posted September 10, 2016 Author Posted September 10, 2016 "You have to be mine" isn't DEC dialogue, I don't think. Mod makers can make dialogue that goes off during sex, Mia's lair has such dialogue go off during demon sex for instance, I was sure CDx had something like that for exp02, but maybe not, been awhile since I've played through it. But I think it's manual, it's only supposed to be used for certain scenes and special situations, where you setup your own hooks for animation steps that you can make the NPC or player say stuff between the sex parts. So it would only work well for one-off sex, or sex you call directly, but maybe there's a passive way to make it work I just haven't looked into it that far. Edit: I guess I could, probably bad practice, leave DEC running during a sexlab situation and roll random numbers, setting a variable once in a while that can trigger certain dialogue, but that might cause issues. 75% of CTD I get are during sexlab, adding script load during sexlab sounds like a bad idea.
Guest Posted September 10, 2016 Posted September 10, 2016 "You have to be mine" isn't DEC dialogue, I don't think. Mod makers can make dialogue that goes off during sex, Mia's lair has such dialogue go off during demon sex for instance, I was sure CDx had something like that for exp02, but maybe not, been awhile since I've played through it. But I think it's manual, it's only supposed to be used for certain scenes and special situations, where you setup your own hooks for animation steps that you can make the NPC or player say stuff between the sex parts. So it would only work well for one-off sex, or sex you call directly, but maybe there's a passive way to make it work I just haven't looked into it that far. Edit: I guess I could, probably bad practice, leave DEC running during a sexlab situation and roll random numbers, setting a variable once in a while that can trigger certain dialogue, but that might cause issues. 75% of CTD I get are during sexlab, adding script load during sexlab sounds like a bad idea. A user never knows what little inconsistencies come from gigantically huge mods. Small mods are more lovable because they say nice stuff and if it doesn't work, a person knows. Otherwise it's like saying to the modder that a pothole exists somewhere in Seattle. But a mod I use has the camera change views (from first-to-third person) on the crossing of any cell border. another mod I don't use anymore (I liked it too) Had the family on the farm gather around during sexlab and say generic little Skyrim lines. "Can I help you?" "Hmm"? "What?" Yet another mod erases the tower of Mzark (I think), until a specific part of the game. The mod I use now that hooks into dialogue from the sexlab partner, might have had an idea that they or a fellow modder abandoned years ago. I love your mod, (I'm just saying)
Guest Posted September 11, 2016 Posted September 11, 2016 Hello, I have a small annoying problem about the Dialogue-topic "Glance at your follower". Except of an ordinary response in my game nothing happenes ever. When i open the esp with TES5edit there are 5 possible responses. Response 1 to 4 i've seen very often in the game, but "Your stalker whispers into your followers ear", which should lead to something else never. Regards
Verstort Posted September 11, 2016 Author Posted September 11, 2016 I'll take a look, can't remember since I didn't write that part.
Zor2k13 Posted September 12, 2016 Posted September 12, 2016 Dammit just updated to the latest version of this mod and then got that latest patch posted above post number 850 and I am not seeing the follower dialogue controls anymore it just says I don't have a follower even though lydia is following me. I started a new game, updated some other mods too like SD and OSA/Osex deviously cursed loot etc.
Verstort Posted September 12, 2016 Author Posted September 12, 2016 Dammit just updated to the latest version of this mod and then got that latest patch posted above post number 850 and I am not seeing the follower dialogue controls anymore it just says I don't have a follower even though lydia is following me. I started a new game, updated some other mods too like SD and OSA/Osex deviously cursed loot etc. I don't think I've made any changes since that post to affect follower's showing up in the menu... and it's working on my game currently. The follower list gets reset every Mods reset, if you have DEC set to recheck mods then DEC resets every save load. Maybe there's something in your papyrus log that would tell me what's wrong.
Zor2k13 Posted September 12, 2016 Posted September 12, 2016 Ok found out that non follower level setting I had it at 5 instead of the default 3. When I set it back to 3 lydia approached me exactly once offering stuff. I couldn't get her to do that again no matter how many times I dismissed and re hired her also save and quit reload game try again etc. but she would show up immediately as a follower every time after setting that thing back to 3.
Verstort Posted September 12, 2016 Author Posted September 12, 2016 Followers finding stuff immediately is actually a bug, followers are supposed to find stuff as the player goes through the world and opens containers (chests, looting bodies, ect) LVL 5 means they have to have to be relationship lvl 5 to show up in the list, and since lvl 4 is the highest level it means no followers at all will show up. (more specifically, only followers that are currently following you, this allows you to turn off previous followers being picked up) If you wanted to skip the container requirement to test followers finding stuff, you can set the Containers needed for Max really low, so that you'll reach the max chance follower found an item with minimal containers.
Verstort Posted September 13, 2016 Author Posted September 13, 2016 Hello, I have a small annoying problem about the Dialogue-topic "Glance at your follower". Except of an ordinary response in my game nothing happenes ever. When i open the esp with TES5edit there are 5 possible responses. Response 1 to 4 i've seen very often in the game, but "Your stalker whispers into your followers ear", which should lead to something else never. Regards I'll take a look, can't remember since I didn't write that part. Looks like I added two unmentioned requirements for that dialogue to show up, the player has to appear submissive to the follower (>=4) and the follower has to be neutral or enjoy being dominant (>=0) I think I'll change it so that follower being dominant is alternate case, not also required if player is sub, and with player being tied up as required for follower is dom case.
Guest Posted September 13, 2016 Posted September 13, 2016 Ok, thanks I will try it again with the changed settings, since in most profiles where i use your mod usually they were left to the default values = 0. Regards
Guest Posted September 13, 2016 Posted September 13, 2016 I think I already said somewhere I love your mod. Today's post has to do with the MCM selection "Follower Dialogue" (enabled or disabled). I never enable it ever but today I got all curious and enabled it. Ysolda started babbling on about the marketplace during sex, and she wouldn't ask for sex, she'd just start it (very hot). But what I'm trying to point to is the talk during sex. Right this exact second it can be toggled on or off by simply checking/unchecking "Follower dialogue". --- a technical question follows: How can I clone the effects of ankle chains to be exactly the same as leg cuffs? Maybe it isn't possible without being a biggie modder, but if it's easy enough to do in creation kit, I wanted to ask. Thank you.
Verstort Posted September 13, 2016 Author Posted September 13, 2016 I'll see about adding sexlab condition for the follower dialogue, but that probably won't do anything. They shouldn't be talking during sexlab, and I can't think of any reason that follower dialogue flag would allow for it in general, but adding the sexlab condition is cheap enough to add without any negative consequence. You should be able to just use the same keywords for the leg cuffs and use any script that the official leg cuffs use on a script instance for them, but you'll get a more concise answer from someone who has actually made DDi armor if you ask in the DDi support thread. Edit: Here, if the follower dialogue could actually cause NPC Dialogue during sexlab then this might fix it, by preventing the follower dialogue from happening if the player is in the sexlab animating faction. Deviously Enslaved Continued(v13.4.3 Testing).7z
psayton Posted September 14, 2016 Posted September 14, 2016 I am having a bit of a problem since the latest updates. I show Deviously Enslaved in the MCM but there is nothing in it. If I start a new game i get the message saying Deviously Enslaved has loaded but I get nothing for it in the MCM. Any help appreciated.
selonianth Posted September 14, 2016 Posted September 14, 2016 Really quick question about the tattoo test. It is coming back as Slave: False but Slut: True and, despite tattoos being the only thing that could be effecting it, people are still triggering on me as if I'm a slave.
Guest Posted September 14, 2016 Posted September 14, 2016 I think I need to rant. OK maybe not *rant*, not exactly.... Your mod is the closest thing to perfection as far as role thingy slavery is yet. Once I enable "follower dialogue" it's tons better, because the NPC won't wait. And, the anal-retentive never-happy, "Lips that touch wine will never touch mine" mods can go to oblivion. If I have a wish (Don't I always?) It's that the person calling the shots moves somewhere appropriate first. The poor Player is frozen to the spot, but the NPC could go under a bridge, into a house, anywhere but main-street in Whiterun (with all those corpses laying around) A mod I just started using trains the player to use restrictive items, and then player is addicted to them after a bit. Your mod looks for those items and acts upon them. Now (as a suggestion) I'm asking for a transition so the player must follow the NPC. I haven't really figured out all the details (What if t's a horrible npc?) (what if they should die or be locked up for what they did to you?) etc
Zor2k13 Posted September 14, 2016 Posted September 14, 2016 Player following npc is really buggy just look at maria eden mod when the player has agreed to be a whore if they don't follow the john the game ai takes over and navigates the player near the npc but it is so buggy and doesn't work right.
Guest Posted September 15, 2016 Posted September 15, 2016 Player following npc is really buggy just look at maria eden mod when the player has agreed to be a whore if they don't follow the john the game ai takes over and navigates the player near the npc but it is so buggy and doesn't work right. Some mod that uses little buildings called "The Naked Dragon" has exactly what I mean. Suppose player is in the swimming pool. An NPC approaches but just before anything happens, Player and NPC are both suddenly on a rug with pillows (IOW, not in the middle of the pool) Another mod that tries to be lore friendly does this badly, using fade-outs and little AI transitions (The player is forced to walk a certain distance, unless they bump into absolutely anything). The naked dragon mod (or whatever) solves this by changing the scene instantly, like a movie on TV. But I can see why the dragon thing works, it's all one cell with pillows and blankets at the ready. OK...um, if it's outdoors in a town, "QASMOKE", but that's probably impossible. My workaround....No citizen runs unless it's important, so if an adult NPC is jogging in your general direction, run quickly to a nicer place. But this is not always possible.
Verstort Posted September 15, 2016 Author Posted September 15, 2016 I am having a bit of a problem since the latest updates. I show Deviously Enslaved in the MCM but there is nothing in it. If I start a new game i get the message saying Deviously Enslaved has loaded but I get nothing for it in the MCM. Any help appreciated. Did you install UIExtensions on the main page? If not, post a papyrus log. I'll double check that the mod starts on new saves, but I don't recall touching any of that code recently so I don't expect it to be broken, log might tell me more. Really quick question about the tattoo test. It is coming back as Slave: False but Slut: True and, despite tattoos being the only thing that could be effecting it, people are still triggering on me as if I'm a slave. That message refers to if the tattoo falls under slave or slut tattoos, the in-game dialogue doesn't actually take this into account, it was supposed to be so the player can choose which tattoo groups count for vulnerability. Unless you mean you're getting a Slut outcome from a Slave tattoo, then I need you to tell me which tattoo is giving the wrong outcome. I think I need to rant. OK maybe not *rant*, not exactly.... Your mod is the closest thing to perfection as far as role thingy slavery is yet. Once I enable "follower dialogue" it's tons better, because the NPC won't wait. And, the anal-retentive never-happy, "Lips that touch wine will never touch mine" mods can go to oblivion. If I have a wish (Don't I always?) It's that the person calling the shots moves somewhere appropriate first. The poor Player is frozen to the spot, but the NPC could go under a bridge, into a house, anywhere but main-street in Whiterun (with all those corpses laying around) A mod I just started using trains the player to use restrictive items, and then player is addicted to them after a bit. Your mod looks for those items and acts upon them. Now (as a suggestion) I'm asking for a transition so the player must follow the NPC. I haven't really figured out all the details (What if t's a horrible npc?) (what if they should die or be locked up for what they did to you?) etc Weird thing, I added an idle animation to DEC so that approachers would animate where they stood so that they shouldn't walk away from the player after approaching them, but now it doesn't seem to work? Code is still there... I could probably implement an alias workaround, which knowing skyrim has a not-insignificant chance of breaking something. As for walking to a bed, I thought DEC didn't prevent the move to bed sexlab function, will take another look (although it's pretty awful and I hate it) Player following npc is really buggy just look at maria eden mod when the player has agreed to be a whore if they don't follow the john the game ai takes over and navigates the player near the npc but it is so buggy and doesn't work right. Agreed. Skyrim's pathfinding is a complete mess. Some mod that uses little buildings called "The Naked Dragon" has exactly what I mean. Suppose player is in the swimming pool. An NPC approaches but just before anything happens, Player and NPC are both suddenly on a rug with pillows (IOW, not in the middle of the pool) Another mod that tries to be lore friendly does this badly, using fade-outs and little AI transitions (The player is forced to walk a certain distance, unless they bump into absolutely anything). The naked dragon mod (or whatever) solves this by changing the scene instantly, like a movie on TV. But I can see why the dragon thing works, it's all one cell with pillows and blankets at the ready. OK...um, if it's outdoors in a town, "QASMOKE", but that's probably impossible. My workaround....No citizen runs unless it's important, so if an adult NPC is jogging in your general direction, run quickly to a nicer place. But this is not always possible. Not naked dragon, but sounds like Angrim which got away with sex in a certain location by placing a marker in a custom location, but that won't work for DEC because it's a world-wide mod, can trigger anywhere in skyrim. I could possibly get away with "NPC takes bound bandit back to their cave in the mountains" kind of thing, but I think that would get annoying for users like you who keep letting DEC happen in close secession. I don't think this could work well to replace current DEC's attack system. I know nothing about scene creation, making a scene sounds like a good way for DEC to break everything again. On my long term todo list for other reasons but not happening soon. I don't know if I can even make the player drop into AI mode and then drop back into player mode if they hit a snag, not sure if I can detect that through skyrim. I think some old mods got around it by detecting if the player touches ANY keyboard key and dropping back out into userland, but that prevented sexlab control keys from working without breaking the scene if I recall. My workaround....No citizen runs unless it's important, so if an adult NPC is jogging in your general direction, run quickly to a nicer place. But this is not always possible. The two NPCs I have control over don't sound like the biggest issue, but rather the other NPCs and the cell itself. Skyrim's pathing is bad because it has trouble with door ways, tunnels, stairs, pillars, rocks, and navmesh overlapping. These I can't account for, I don't know of a way to ask skyrim "Try to navigate this navmesh, if you can't find an easy way let me know so I can just teleport around it". I should point out my confidence that I could make a reasonable solution to this issue is low since Ashal, the developer of sexlab, didn't find a good solution either. You're free to try making it yourself, though. DEC is open source you can see all the esp content and papyrus code, along with most other mods on this site for reference.
Zor2k13 Posted September 15, 2016 Posted September 15, 2016 With fallout 4 they kinda fixed this npc pathing stuff so a follower will just magically appear from a doorway or from around a corner nearby if they get too far from the player but I still end up using moveto command on them. I remember it was slightly better in older versions of the game though. We won't ever enjoy the likes of oblivion mods ai pathing like PSE mod it is just not that simple anymore.
Guest Posted September 15, 2016 Posted September 15, 2016 If I could make mods I wouldn't be begging at modders' doorsteps. The mods I love have a level of immersion to them so users aren't constantly debugging their system, the game and (I forgot the other thing). Mods keep the game from getting too linear, unless the mod is written that way (and then it's "goodbye, mod") Your mod is fantastic, thank you and stuff. Peaches wishes she could pick a particular NPC, be their toy, make the NPC happy, then go kill dragons, etc. Your "follower dialogue" does that for me. I read The other stuff you said, but I didn't really understand, but as long as you know your mod is superior. "it's You! Just who I was looking for!" says Esbern through his locked door (AKA "Go away!") And Esbern magically transports through his locked door to play with Peaches. Another mod has whimsically decided to put collars on everyone everywhere. I'm fine with that but I wonder which mod, why the collars, and if it slows the game down. I want to record some stuff because I'm forgetful as hell. The adjustments for "follower dialogue" are great and work perfectly, But I've found a repeatable bug with the non-follower part. If all conditions are met, sexlab occurs, but once it's done, it repeats almost immediately, and this is where the unrelated dialogue kicks in. I know none of that makes sense and I'll have to rewrite it six different ways, but I can't make a video. Settings on nonfollower are 1 (relationship) 1 (arousal is low) so of course it kicks in, that's the good part. The *bad* part is twofold, there is no timeout (It restarts as soon as it ends with "Just who I was looking for!") and During sexlab the approacher comes up with vanilla dialogue from hell "I'm not sure you should be naked" I'm not sure editing this post day to day is good or bad, it never gets flagged as unread (probably), but I've been trained to never spam a forum with posts. I hope you see this.
Verstort Posted September 18, 2016 Author Posted September 18, 2016 "it's You! Just who I was looking for!" says Esbern through his locked door (AKA "Go away!") And Esbern magically transports through his locked door to play with Peaches. I didn't think of that, but yeah, the follower dialogue checks if the NPC is already your friend, and some vanillla NPCs are probably already your ally or friend by the time you meet them. Will see about fixing. Another mod has whimsically decided to put collars on everyone everywhere. I'm fine with that but I wonder which mod, why the collars, and if it slows the game down. Still don't know. I thought it was slaverun reloaded for awhile, but it isn't and could be cursed loot, or FTM, or any other zbf/DD mod that I have installed that I forgot about. There is an option in the debug menu to ignore collars alone on NPCs, so collared NPCs that have no other bindings are ignored as slaves and can still attack you. I want to record some stuff because I'm forgetful as hell.The adjustments for "follower dialogue" are great and work perfectly, But I've found a repeatable bug with the non-follower part. If all conditions are met, sexlab occurs, but once it's done, it repeats almost immediately, and this is where the unrelated dialogue kicks in. I know none of that makes sense and I'll have to rewrite it six different ways, but I can't make a video. Settings on nonfollower are 1 (relationship) 1 (arousal is low) so of course it kicks in, that's the good part. The *bad* part is twofold, there is no timeout (It restarts as soon as it ends with "Just who I was looking for!") and During sexlab the approacher comes up with vanilla dialogue from hell "I'm not sure you should be naked" I'm not sure editing this post day to day is good or bad, it never gets flagged as unread (probably), but I've been trained to never spam a forum with posts. I hope you see this. If you mean getting the same follower dialogue several times that leads to sex, many users get that, but if you check your attacker they normally still have a high arousal after sex in some cases, and that's a bug with DD/Sexlab/Sexlab Aroused Can't fix the bug directly from my end. My solution was to introduce a 15-ingame minute gap to stop attackers, but that's too short and making it too long might annoy more users without making it any better for those annoyed by it. Probably will add some long cooldown since it was supposed to be minor dialogue anyway. If I could make mods I wouldn't be begging at modders' doorsteps. The mods I love have a level of immersion to them so users aren't constantly debugging their system, the game and (I forgot the other thing). Mods keep the game from getting too linear, unless the mod is written that way (and then it's "goodbye, mod") Your mod is fantastic, thank you and stuff. Peaches wishes she could pick a particular NPC, be their toy, make the NPC happy, then go kill dragons, etc. Your "follower dialogue" does that for me. I read The other stuff you said, but I didn't really understand, but as long as you know your mod is superior.. I'm not ignoring or missing your compliments of the mod, I just personally don't take compliments normally and skip to the fixing/building which I can write about. I think you're overestimating how hard it is to mod skyrim, the learning curve isn't that bad, and you have lots of open mods you can scrounge for ideas on how to fix issues if you don't find the creationkit website to be any use. Some people can watch skyrim modding youtube videos and get something from those too if their lucky.
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