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Posted

Hi Verstort,

 

Just a small bug report (v 13.4.0):

 

During a sex approach, if I select the response "my master wouldn't like that" or something to that effect - the npc response of "I don't care what your master thinks, get over here!" is broken. As in, that's supposed to initiate a sex attack, but nothing happens. NPC stands around awkwardly, then walks off after a bit.

 

Thanks for keeping this mod alive!

Posted

 

 

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.

 

Zaz said in a post here a couple years ago that he sucked at scripting.

My take is that some people can learn it, but most cannot, or they master it and move on to another game or cell-phone.

  I just read a few request-type posts. 

People can write fantastically, with background-stories and pathos, they just can't put stuff into a mod!

 

So it IS hard, and that wasn't me saying it.

The progressive Dom/sub doesn't technically exist, except in little dialogues that don't usually work well.

(I looked).

Maria Eden (I think that's the name) has a voice like the "REDRUM" actor from a horror movie.

Why not Sheena, Princess of the East, gradually becoming used to her "Toy", who is so infatuated with her goddess-master....

See, there I go.

But yeah, your mod does that, I just haven't figured out all the MCM adjustments for Follower-dialogue.

If you could post *your* settings you really like a lot, that would help me, I think.

Posted

Hi Verstort,

 

Just a small bug report (v 13.4.0):

 

During a sex approach, if I select the response "my master wouldn't like that" or something to that effect - the npc response of "I don't care what your master thinks, get over here!" is broken. As in, that's supposed to initiate a sex attack, but nothing happens. NPC stands around awkwardly, then walks off after a bit.

 

Thanks for keeping this mod alive!

 

CK didn't complain that the script was missing, but I renamed it (was still a tif_*) and recompiled just in case.

 

The progressive Dom/sub doesn't technically exist, except in little dialogues that don't usually work well.

(I looked).

Why not Sheena, Princess of the East, gradually becoming used to her "Toy", who is so infatuated with her goddess-master....

But yeah, your mod does that, I just haven't figured out all the MCM adjustments for Follower-dialogue.

 

Yeah, follower dialogue isn't finished by any means. Grand ideas of what to do but haven't put them in, whole branches of dialogue that haven't been written for interacting there, lots of room for extra pieces and variety, but there isn't really enough there yet.

 

Basically the only dialogue written right now is the item finding dialogue and the sex approach. Taking relationship further isn't implemented. I keep putting it off, keep thinking it would be wise to go find some professional-grade writing inspiration for different levels of BDSM and then procrastinating or finding something else to do.

 

Followers will mostly stay where the player puts them at dom/sub levels, few dialogues change it right now. Their impressions of the player are a different story.

 

If you could post *your* settings you really like a lot, that would help me, I think.

 

I don't think I moved my follower dialogue settings that far from where I set the default... Maybe reduced the exponent or reduced/increased the max containers needed to reach the max chance depending on the save.

 

If I think a follower is dom, I move the likesdom to ~5-15 as I feel is reasonable, but right now the numbers don't impact the changes only if you meet certain requirements, like skillchecks. setting to 50 does nothing over setting to 20, for instance, and I don't think I set any checks above 10, still not sure what kind of numbers to use, going with /20 for the expected max but that might change.

 

If I think a follower should never be dom, or sub, I set their like-thing to -1, then they won't do anything in that area. Set them both to -1 to stop the character from having any bdsm interest.

Posted

Hey, one bug (I think?) with the 13.4.3 build.  Arm cuffs are suddenly being treated like arm binders / yokes, and raising my vulnerability level to 3.  If this was an intended change, could you consider making it "optional" through the MCM as a future enhancement?  I usually use "progressive" bondage where there is an option for that, so arm cuffs are usually one of the first things my PC gets slapped with, but I'd prefer becoming vulnerable to enslavement only once more items get added (collar, or real arm binder).

Posted

Hey, one bug (I think?) with the 13.4.3 build.  Arm cuffs are suddenly being treated like arm binders / yokes, and raising my vulnerability level to 3.  If this was an intended change, could you consider making it "optional" through the MCM as a future enhancement?  I usually use "progressive" bondage where there is an option for that, so arm cuffs are usually one of the first things my PC gets slapped with, but I'd prefer becoming vulnerable to enslavement only once more items get added (collar, or real arm binder).

 

That's odd... I don't remember changing this code recently but it all looks good from here.

 

I'll need to test in game, can you tell me what mod the cuffs are from? DDi? DDx? ZAP?

 

Right now you need to be wearing an item that is either marked as a DD yoke, DD armbinder, or has zaz wrist animation, meaning your player walks around with their arms tied behind their back. Normal cuffs shouldn't be picked up here.

 

Edit: Odd, DDi now has zazKeywordAnimWrists keyword, I thought that keyword used to mean zap would try to make the player's arms lock back in an armbinder pose.

 

Oh well, will not check for that in the next version.

Posted

 

Hey, one bug (I think?) with the 13.4.3 build.  Arm cuffs are suddenly being treated like arm binders / yokes, and raising my vulnerability level to 3.  If this was an intended change, could you consider making it "optional" through the MCM as a future enhancement?  I usually use "progressive" bondage where there is an option for that, so arm cuffs are usually one of the first things my PC gets slapped with, but I'd prefer becoming vulnerable to enslavement only once more items get added (collar, or real arm binder).

 

That's odd... I don't remember changing this code recently but it all looks good from here.

 

I'll need to test in game, can you tell me what mod the cuffs are from? DDi? DDx? ZAP?

 

Right now you need to be wearing an item that is either marked as a DD yoke, DD armbinder, or has zaz wrist animation, meaning your player walks around with their arms tied behind their back. Normal cuffs shouldn't be picked up here.

 

Edit: Odd, DDi now has zazKeywordAnimWrists keyword, I thought that keyword used to mean zap would try to make the player's arms lock back in an armbinder pose.

 

Oh well, will not check for that in the next version.

 

 

OK, that worked!  But I do now wonder if the DDi keyword addition is maybe a bug in DDi, or at least something unfinished - one interesting thing I noticed recently is that my followers have been having their arms (temporarily) put in the locked position after getting arm cuffs applied sometimes.  I wonder if maybe they are planning on implementing something similar to DCL's rubber gloves, where someone can come along and lock the arm cuffs if you are wearing them (because honestly, arm and leg cuffs seem to do very little otherwise...)

Posted

Hi,

 

TES5Edit report error with version 13.4.5 :

 

[Filtering done]  Processed Records: 894554 Elapsed Time: 00:04
[Removing "Identical to Master" records done]  Processed Records: 429, Removed Records: 0, Elapsed Time: 00:00
[undeleting and Disabling References done]  Processed Records: 429, Undeleted Records: 0, Elapsed Time: 00:00
[00:00] Checking for Errors in [08] Deviously Enslaved.esp
[00:00] crdePlayerMonitor "Player Status Monitor" [QUST:08001827]
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [07016A07] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [07016A0A] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [07016A0E] < Error: Could not be resolved >
[00:00] crdePonyOutfit1 [OTFT:08028943]
[00:00]     OTFT \ INAM - Items \ Item -> [07016A07] < Error: Could not be resolved >
[00:00] All Done!
 
Can you fix them ?
 
Thanks
Posted

Upgraded from the original ES, cleaned save and set it up so I should get slaved or abused quickly yet nothings happen in :( I have all requirements too.

 

Plus from my followers I get "×follower is aroused" if I don't do anything they just repeat it from time to time and not attack me.

Posted

Your papyrus log would tell me more about why you aren't being attacked, too many reasons DEC can prevent an attack.

 

You can turn off followers being aroused in the follower menu, but they don't approach you by default, it's just telling you they're interested. If you want them to come to you instead, you need to turn on follower force greet.

Posted

Hey a feature request, can you also add distance enslavement for Devious Cidhna's Bandit and Vampire quests?  (Scroll down for "technical notes")  You already have the pirate one, and the event entries are pretty much the same for the bandit and vampire ones.

 

Interested, but can't work on DEC for a few days.

Posted

Your papyrus log would tell me more about why you aren't being attacked, too many reasons DEC can prevent an attack.

 

You can turn off followers being aroused in the follower menu, but they don't approach you by default, it's just telling you they're interested. If you want them to come to you instead, you need to turn on follower force greet.

 

sorry been busy for a few days, here's the log.

 

 

where's the "force greet" bit? is it the same one that IF they find objects to approach player?

Papyrus.0.log

Posted

Your papyrus log would tell me more about why you aren't being attacked, too many reasons DEC can prevent an attack.

 

You can turn off followers being aroused in the follower menu, but they don't approach you by default, it's just telling you they're interested. If you want them to come to you instead, you need to turn on follower force greet.

 

sorry been busy for a few days, here's the log.

 

where's the "force greet" bit? is it the same one that IF they find objects to approach player?

 

"Follower Approaches Directly (Item found)" If this is OFF, then you just get a message in your notification saying they want to say something. If it's ON then they approach you when they're ready.

 

So there are several reasons the nearby NPCs aren't approaching you based on this log:

  • Guards don't approach you because they're on duty, but you can change that by changing "Guards Toggle" in the vulnerability menu if you think they should be able to have fun.
  • NPCs with a high relationship will not approach you with the traditional dialogue, only with the follower dialogue. You can change what the cutoff level is with "Relationship Protection Level" so that acquaintance/friend/ally will ignore you while you are bound. Higher is more lenient, 4 is the highest and will result in the fewest 'friends' being eliminated (Brand-Shei,Bolli,Rikka,Tythis Ulen,Grelka fell into this category)
  • Direct followers will not approach you with the old dialogue, because it was written to assume you did not know the approacher. Tell them to stop following you if you want them to use your player (Borgakh the Steel Heartand and Serana were ignored because of this.
  • DEC has a technical limitation where it can only check the nearest 9 NPCs to look for attackers, most of the slots were guard (I thought I fixed this already, actually, need to double check) so all the slots were taken and other eligible NPCs were skipped as a result. No real way around this for you right now.

Looks like you haven't cleaned your save since before the last release; I suggest either save cleaning or reducing the harness chance to 0. Pretty sure in this state DEC will quietly do nothing if a harness is chosen to add, rather than crash or bug out in some way, but worth pointing out.

Posted

Hello Verstort. If I recall correctly, you had an issue with NPC getting equipped with collars seemingly randomly. Well, it may not be so. As it stand, sexlab sexual fame framework equip collars depending on the role it assign on actors (check SLSF_Utilities.psc:510). The role can be assigned randomly, thus the unreliability of the feature.

 

It is somewhat of a deal breaker for me. As for DEC I don't know what you could do to alleviate the issue. This is maybe something that has to change from SLSF side.

Posted

Hello Verstort. If I recall correctly, you had an issue with NPC getting equipped with collars seemingly randomly. Well, it may not be so. As it stand, sexlab sexual fame framework equip collars depending on the role it assign on actors (check SLSF_Utilities.psc:510). The role can be assigned randomly, thus the unreliability of the feature.

 

It is somewhat of a deal breaker for me. As for DEC I don't know what you could do to alleviate the issue. This is maybe something that has to change from SLSF side.

 

Oh it was SLSF? Man I've been wondering about that for ages.

 

DEC has had a workaround for it for awhile called "Ignore Zaz on NPC Slaves", which ignores random zaz and non-dd collars on NPCs, but looks like I forgot to rename the option/tooltip because right now it only ignores the collar, the tooltip suggests it ignores all zaz items in all slots.

 

I mean that's only a workaround, I'm sure there is a slave in some mod somewhere where the only way DEC can tell they are a slave is the collar, so that workaround will ignore that slave, then again if they only have a collar maybe they aren't a slave or at least they can still physically attack you so it doesn't break immersion too bad I hope.

Posted

Well, after looking a bit further (and conversing on the mod support thread), you can disable random zaz collars through SLSF MCM. Thus I guess you could enforce it if you really want. Anyhow, that kind of feature shouldn't be enabled by default or even be part of a framework to begin with.

Posted

Is there an possibility of having the follower be enslaved with the player using this mod someday or is there another mod that works well with enslaved to make this happen?

Posted

With what enslavement mod?

 

I thought SD+ would take care of that itself, meaning the follower would be enslaved automatically with the player if SD+ starts, since that's what happens with the DA SD+ entrance. If it doesn't, I need to find a way to do that.

 

As for the other enslavement mods, if they don't have a follower enslavement system I should probably at least dismiss the followers, but keep forgetting to do that.

Posted

With what enslavement mod?

 

I thought SD+ would take care of that itself, meaning the follower would be enslaved automatically with the player if SD+ starts, since that's what happens with the DA SD+ entrance. If it doesn't, I need to find a way to do that.

 

As for the other enslavement mods, if they don't have a follower enslavement system I should probably at least dismiss the followers, but keep forgetting to do that.

 

Well, for right now I'm not using SD + or slaverun. I'd typically would have SD,CD,Slaverun and their requirements in one game but something was up because I kept crash all the damn time. So I have it fixed where I'll eventually split off saves from one profile in MO to separate profiles that have setups for SD+, Slaverun and CD exclusively to see if one setup is more stable than another figuring that I can't run all of them on one save.

 

While that was more than you asked, my problem has always been that I can't seem to have the player and the follower(s) be used by the bandits instead of just having the player used. Sure SD+ does have the player and follower enslaved, but the follower(s) won't be used by the other bandits. The only time this happens as it should is with slaverun but slaverun isn't made to be universal across all of skyrim except the cities it seems. I also noticed that calls to fuck the player will overlap enslave's calls to fuck the player, would different arousal levels for npc's kinda solve this? Overall what I want is the ability for the player and the follower(s) to be enslaved when the player is and for the follower to be used too, not just standing there with nothing going on with them while the player is enslaved and being used. Is there an certain setup with other mods to get this to happen? I did have deviously helpless once, but it conflicted with enslave for the player .  

Posted

With what enslavement mod?

 

I thought SD+ would take care of that itself, meaning the follower would be enslaved automatically with the player if SD+ starts, since that's what happens with the DA SD+ entrance. If it doesn't, I need to find a way to do that.

 

As for the other enslavement mods, if they don't have a follower enslavement system I should probably at least dismiss the followers, but keep forgetting to do that.

 

Well, for right now I'm not using SD + or slaverun. I'd typically would have SD,CD,Slaverun and their requirements in one game but something was up because I kept crash all the damn time. So I have it fixed where I'll eventually split off saves from one profile in MO to separate profiles that have setups for SD+, Slaverun and CD exclusively to see if one setup is more stable than another figuring that I can't run all of them on one save.

 

While that was more than you asked, my problem has always been that I can't seem to have the player and the follower(s) be used by the bandits instead of just having the player used. Sure SD+ does have the player and follower enslaved, but the follower(s) won't be used by the other bandits. The only time this happens as it should is with slaverun but slaverun isn't made to be universal across all of skyrim except the cities it seems. I also noticed that calls to fuck the player will overlap enslave's calls to fuck the player, would different arousal levels for npc's kinda solve this? Overall what I want is the ability for the player and the follower(s) to be enslaved when the player is and for the follower to be used too, not just standing there with nothing going on with them while the player is enslaved and being used. Is there an certain setup with other mods to get this to happen? I did have deviously helpless once, but it conflicted with enslave for the player . 

 

In the offchance that "Slaverun" doesn't mean Slaverun Reloaded, you should upgrade since the old slaverun made saving and loading in whiterun really crash prone. SRR is a lot lighter.

 

Using of the follower with player through DEC has been something I've thought about adding, but for me 85% of my crashes are when sexlab goes off, multiple sexlab sessions starting too close to each other seems like an easy way to crash my game, so low motivation to add it since it wouldn't get used by myself.

 

Follower being used by NPCs without the player being approached is something I thought about adding, but I feel the player needs to have special dialogue to catch NPCs using the player's 'slave' follower, that's extra work I have no motivation to do right now, but on my todo list.

 

Bandits and other NPCs using the follower in SD+ is something you would need to ask SkyrimLL for. If I got follower being used by NPC working I could just have that work, but I feel it would be better for skyrimll to add it for all users to use.

 

As for the follower becoming a slave with the player in mods other than SD+, this is beyond the scope of DEC, talking to Kenjoka and Veladarius if you want your follower to join in the fun, otherwise I just need to release all followers from my side since they seem to cause more issues by not following the context, that seems to be the best solution from this side.

Posted

 

With what enslavement mod?

 

I thought SD+ would take care of that itself, meaning the follower would be enslaved automatically with the player if SD+ starts, since that's what happens with the DA SD+ entrance. If it doesn't, I need to find a way to do that.

 

As for the other enslavement mods, if they don't have a follower enslavement system I should probably at least dismiss the followers, but keep forgetting to do that.

 

Well, for right now I'm not using SD + or slaverun. I'd typically would have SD,CD,Slaverun and their requirements in one game but something was up because I kept crash all the damn time. So I have it fixed where I'll eventually split off saves from one profile in MO to separate profiles that have setups for SD+, Slaverun and CD exclusively to see if one setup is more stable than another figuring that I can't run all of them on one save.

 

While that was more than you asked, my problem has always been that I can't seem to have the player and the follower(s) be used by the bandits instead of just having the player used. Sure SD+ does have the player and follower enslaved, but the follower(s) won't be used by the other bandits. The only time this happens as it should is with slaverun but slaverun isn't made to be universal across all of skyrim except the cities it seems. I also noticed that calls to fuck the player will overlap enslave's calls to fuck the player, would different arousal levels for npc's kinda solve this? Overall what I want is the ability for the player and the follower(s) to be enslaved when the player is and for the follower to be used too, not just standing there with nothing going on with them while the player is enslaved and being used. Is there an certain setup with other mods to get this to happen? I did have deviously helpless once, but it conflicted with enslave for the player . 

 

In the offchance that "Slaverun" doesn't mean Slaverun Reloaded, you should upgrade since the old slaverun made saving and loading in whiterun really crash prone. SRR is a lot lighter.

 

Using of the follower with player through DEC has been something I've thought about adding, but for me 85% of my crashes are when sexlab goes off, multiple sexlab sessions starting too close to each other seems like an easy way to crash my game, so low motivation to add it since it wouldn't get used by myself.

 

Follower being used by NPCs without the player being approached is something I thought about adding, but I feel the player needs to have special dialogue to catch NPCs using the player's 'slave' follower, that's extra work I have no motivation to do right now, but on my todo list.

 

Bandits and other NPCs using the follower in SD+ is something you would need to ask SkyrimLL for. If I got follower being used by NPC working I could just have that work, but I feel it would be better for skyrimll to add it for all users to use.

 

As for the follower becoming a slave with the player in mods other than SD+, this is beyond the scope of DEC, talking to Kenjoka and Veladarius if you want your follower to join in the fun, otherwise I just need to release all followers from my side since they seem to cause more issues by not following the context, that seems to be the best solution from this side.

 

 

LoL, I meant slaverun reloaded, thanks for warning me. It would be cool if depending on the situation, there could be an hard set time interval between sexlab sessions run on the player as an victim between an session run on followers enslaved along with the player and/or the chance possibility of including the follower in an threesome with bandits so crashes are less likely to happen.

 

As far as having just the follower used by other npc's, I just use defeat's prostitute feature where the player can even decide to join in although the player or the follower aren't in an situation against their will.

 

It seems it might be an better idea to have an small framework for followers that can handle enslaving followers in different mods depending on the situation or mod the player is enslaved in. Having the framework catch when the player is enslaved, whether or not it's appropriate for the follower to be enslaved with the player for that situation, if the player is being auctioned off is one of the followers viable to be an traitor and be the one to buy the player themselves or to buy their freedom or maybe they were auctioned off else where maybe with one of the hydra slavers. When enslaved with the player should the follower be involved in threesomes with the player or be used in turns by their captors in time between each other. I'm not sure who could do this though.

 

I'm not sure if just releasing them would be so great or maybe leave the option open to do so. Maybe they could be enslaved by other means, something basic where the player has to find them, rescue them or simply put in bondage in an near by or random city or town or even an bandit hold and locked into an contraption or cage where another mod eg. deviously helpless could take over?

 

Thanks for responding to me, I suppose I'll have to ask around or set something up in my load order that works the way I would like it to for the time being. I'm grateful for the work you have done, maybe some of the things I have mentioned might motivate you to do a few things for followers a little bit someday.

 

Posted

I'm not sure if just releasing them would be so great or maybe leave the option open to do so. Maybe they could be enslaved by other means, something basic where the player has to find them, rescue them or simply put in bondage in an near by or random city or town or even an bandit hold and locked into an contraption or cage where another mod eg. deviously helpless could take over?

 

I could teleport the follower into one of many cages in the world, and make a small quest to go rescue them I guess, not sure it's worth the time to build but I can add it to my massive backlog todo list, as it does make more sense than just releasing them.

 

 

It seems it might be an better idea to have an small framework for followers that can handle enslaving followers in different mods depending on the situation or mod the player is enslaved in. Having the framework catch when the player is enslaved, whether or not it's appropriate for the follower to be enslaved with the player for that situation, if the player is being auctioned off is one of the followers viable to be an traitor and be the one to buy the player themselves or to buy their freedom or maybe they were auctioned off else where maybe with one of the hydra slavers. When enslaved with the player should the follower be involved in threesomes with the player or be used in turns by their captors in time between each other. I'm not sure who could do this though.

 

You could talk to legume about that, he was building a slavery connectivity framework awhile back.

Posted

I dob't know what I'm doing wrong but I just can't get the mod to show up in the MCM menu. I tried the clean save method but nothing I do works. I have all the requirements and no conflict mods installed. 

Posted

You didn't forget UIExtensions by any chance? It's not included in the requirements list on the main page, I've been meaning to fix that...

 

If you have it, can I get a papyrus log from you starting the game with the mod installed? Might tell me something useful.

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