Zor2k13 Posted October 16, 2016 Posted October 16, 2016 Haven't been in skyrim for some time now since I found modern firearms mod for fallout 4:-) I forgot if I had asked this or not around here or on the ME mod page but basically what is a slaver really gonna do to the player? I mean will the slaver forcegreet the player and give some saucy dialogue about being their slave then enslave them? I'm guessing the player has to be wearing either hidden or visible bondage gear of some kind for this to happen. I think I remember I had to turn this mod off if my character was at an ME auction otherwise all the auction npcs were trying to constantly forcegreet my character. Can you throw in something that bars them from that during an ME auction event?
Verstort Posted October 16, 2016 Author Posted October 16, 2016 Slavers just bypass some of the checks so that they are more likely to use you, and steal you. No additional dialogue I don't think, although that's not a bad idea. I suppose I need to retry ME again to catch that auction, maybe my game won't explode this time.
Zor2k13 Posted October 16, 2016 Posted October 16, 2016 How does a slaver steal the player? When you say more likely to use do you mean the dialogue choices for warding off horny npcs don't work so well on slavers? What I am thinking for slavers is that they don't just instantly own you or whatever, they have a spell they cast that enslaves the player and pops up a dialogue box saying the slaver now owns the player blah blah. They have a forcegreet with saucy talk with the player then cast the spell after exiting dialogue and the spell can't be resisted or blocked or dodged. I was thinking that if the slaver is at an inn and they have enslaved the player the slaver would take the player to one of the rooms in the inn and whore the player out. The slaver stands outside the room and an npc approaches the slaver asking for time with the player and they have a little convo about how much etc then the npc pays and screws the player in that room. This happens a lot until an npc offers to buy the player or the slaver sells the player off to another mod like simple slavery or SD etc. If the player comes back later to that same place with the same slaver they approach the player with dialogue about it. Depending on choices in dialogue the player ends up enslaved again to that same slaver or is roped into being a whore for slaver aka ME mod. If the slaver is not at an inn but outside they will take the player to the nearest inn and whore them out there or sell the player to another mod etc. EDIT I have an idea for this mod if it is possible that would be great just a simple idea... Basically any female vendor in the game will have this dialogue with the player if the player is female. The dialogue is some ol poor me it is soooo hard to make money selling stuff every day kind of thing. The vendor comments that the player is very attractive insert saucy details here. The vendor asks the player to help them out making money and they could share the profits or if they were really nice just let the vendor keep all the money. Basically it is an npc trying to manipulate the player into being a whore for them. So if the player agrees they follow the vendor to a shack somewhere or some other cell that is not in the cell where the vendor is originally found. The player stays in the shack/cell and one npc at a time comes in and screws the player then leaves. This happens x amount of times maybe setting in mcm etc. and then the vendor comes into the room and tells the player one of three things... one thing is hey thanks for helping out now I have enough money to make it through the year blah blah you can go now. another thing is hey thanks for helping out now I have enough money etc but would you be interested in staying here for a while longer? and the really manipulative thing is help help!!! the jarl is gonna put me in jail they found out I was running an illegal whore shack and now I have to pay a big fine! I found someone who will buy you for exactly the amount I have to pay for the fine please let me sell you now so I won't go to jail? maybe later I can buy you back and set you free ok? Somehow the player is sold to another mod and then somehow that other mod sells the player back to that vendor and she sets the player free or if the player is considered too submissive the vendor just keeps the player as their slave with some saucy dialogue during the buy back scenes. I guess the idea would have to use SD mod for some of this but the whoring part you might be able to avoid using ME which is why I mention the whore shack/cell thing where basically the player can't escape that cell they can't open the door or they are bound and have to endure the screwing until the vendor comes back.
Verstort Posted October 16, 2016 Author Posted October 16, 2016 How does a slaver steal the player? When you say more likely to use do you mean the dialogue choices for warding off horny npcs don't work so well on slavers? What I am thinking for slavers is that they don't just instantly own you or whatever, they have a spell they cast that enslaves the player and pops up a dialogue box saying the slaver now owns the player blah blah. They have a forcegreet with saucy talk with the player then cast the spell after exiting dialogue and the spell can't be resisted or blocked or dodged. I was thinking that if the slaver is at an inn and they have enslaved the player the slaver would take the player to one of the rooms in the inn and whore the player out. The slaver stands outside the room and an npc approaches the slaver asking for time with the player and they have a little convo about how much etc then the npc pays and screws the player in that room. This happens a lot until an npc offers to buy the player or the slaver sells the player off to another mod like simple slavery or SD etc. If the player comes back later to that same place with the same slaver they approach the player with dialogue about it. Depending on choices in dialogue the player ends up enslaved again to that same slaver or is roped into being a whore for slaver aka ME mod. If the slaver is not at an inn but outside they will take the player to the nearest inn and whore them out there or sell the player to another mod etc. EDIT I have an idea for this mod if it is possible that would be great just a simple idea... Basically any female vendor in the game will have this dialogue with the player if the player is female. The dialogue is some ol poor me it is soooo hard to make money selling stuff every day kind of thing. The vendor comments that the player is very attractive insert saucy details here. The vendor asks the player to help them out making money and they could share the profits or if they were really nice just let the vendor keep all the money. Basically it is an npc trying to manipulate the player into being a whore for them. So if the player agrees they follow the vendor to a shack somewhere or some other cell that is not in the cell where the vendor is originally found. The player stays in the shack/cell and one npc at a time comes in and screws the player then leaves. This happens x amount of times maybe setting in mcm etc. and then the vendor comes into the room and tells the player one of three things... one thing is hey thanks for helping out now I have enough money to make it through the year blah blah you can go now. another thing is hey thanks for helping out now I have enough money etc but would you be interested in staying here for a while longer? and the really manipulative thing is help help!!! the jarl is gonna put me in jail they found out I was running an illegal whore shack and now I have to pay a big fine! I found someone who will buy you for exactly the amount I have to pay for the fine please let me sell you now so I won't go to jail? maybe later I can buy you back and set you free ok? Somehow the player is sold to another mod and then somehow that other mod sells the player back to that vendor and she sets the player free or if the player is considered too submissive the vendor just keeps the player as their slave with some saucy dialogue during the buy back scenes. I guess the idea would have to use SD mod for some of this but the whoring part you might be able to avoid using ME which is why I mention the whore shack/cell thing where basically the player can't escape that cell they can't open the door or they are bound and have to endure the screwing until the vendor comes back. Good ideas. Have never made an event anywhere near that complicated though, quite a lot of effort that I can't put in right now. If you want to give it a shot I'll answer any questions about DEC and modding in general to help you get it working. As for how slavers differ from regular NPCs, some of your guesses could be implemented, but the bypasses are more along the line of confidence requirements and I think ability to detect vulnerabilties hidden by clothing. Minor stuff, there aren't that many mods that have slavers so not much was done.
Guest Posted October 16, 2016 Posted October 16, 2016 Alright, here is the Papyrus log. Papyrus.0.log DEC has worked before though, and I think I had AFT at the time aswell, so I'm really not sure what could cause this. Again: Thank you very much.
Verstort Posted October 16, 2016 Author Posted October 16, 2016 Alright, here is the Papyrus log. Papyrus.0.log DEC has worked before though, and I think I had AFT at the time aswell, so I'm really not sure what could cause this. Again: Thank you very much. Oddly enough, this log doesn't have much output for DEC. DEC wakes up, says the player used to be in combat and to wait awhile, then it wakes up once and checks the player's gear since it was recorded as changed. It didn't finish one cycle though, probably just because you exited slightly too early, but it could have gotten legit stuck too, not sure. I could use another log, this time open the console after 5 minutes and make sure you see a list of nearby NPCs in the debug output printed there, that should mean it got far enough to tell me more information. There is one Error: [10/16/2016 - 05:52:41PM] Error: Method IsRunning not found on QAYL_QF_Race. Aborting call and returning None stack: [crdeModsMonitor (6B000D62)].crdemodsmonitorscript.isPlayerEnslaved() - "crdemodsmonitorscript.psc" Line 1334 [crdePlayerMonitor (6B001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 696 [crdePlayerMonitor (6B001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 213 [10/16/2016 - 05:52:41PM] Warning: Assigning None to a non-object variable named "::temp69" stack: [crdeModsMonitor (6B000D62)].crdemodsmonitorscript.isPlayerEnslaved() - "crdemodsmonitorscript.psc" Line 1334 [crdePlayerMonitor (6B001827)].crdeplayermonitorscript.attemptApproach() - "crdeplayermonitorscript.psc" Line 696 [crdePlayerMonitor (6B001827)].crdeplayermonitorscript.OnUpdate() - "crdeplayermonitorscript.psc" Line 213 I'm 95% sure this is caused by uninstalling Quick As You Like from your game after DEC has detected it, you can reset it by turning on the Mods detect reset in the DEC MCM debug submenu, top right corner. Or QAYL could be broken, that's not out of the question. Pretty sure that error is ignoreable though, has nothing to do with your follower not being detected.
Guest Posted October 17, 2016 Posted October 17, 2016 There is a bug I see only once in a while relating to nearby NPC's. One NPC will be invisible to your mod. I don't know if the papyrus will show it but I disabled the NPC, re-enabled them, and they speak when spoken to, and follow ther normal routine. But they are invisible to "nearby npc's" and "Follower dialogue", which lists danica purespring but not Ysolda. I just finished "wolf queen awakened", the second part of Potema's quest. No one would care if I reloaded a save to before her quest, but I was hoping to avoid that. But something in the quest, a dialogue or something, caused this. My only question is how to fix it without restarting or reloading to a much earlier save? I wish I could add more. Lately I think I'm saying the right information, and then modders repeat what I just asked as a question. I Know you probably do not have this problem, it must be me, but you being a modder would make me trust your guesses more. Certain NPC's just aren't there. They appear to be normal, but something in their registry has been damaged.. reverting to an earlier save just before Potema did not help (see picture). CRDE seems to halfway see ysolda and then states she isn't there. super wild guess, because I don't have much to go on, is Jcontainers (the new one with the domains-thing) is meesed up on my system. ------- a brand spanking new play-through (restart, clean, etc,) has Ysolda standing around while NPC's run up to approach player. My game will now try an older version of Jcontainers to see if it will help. This is very frustrating, I'm trying with no skills to troubleshoot my own game. Papyrus.0.log DEC.txt
Guest Posted October 17, 2016 Posted October 17, 2016 I swear, now it's getting actually crazy. So I reset the mod detect thingi and then one follower actually showed up - but not the one that actually followed me, in fact I only talked to that guy once, he wasn't even in the same cell when I looked at the MCM. Here's the log. Papyrus.0.log Sorry to bother you and again thanks a lot for the help.
Verstort Posted October 17, 2016 Author Posted October 17, 2016 There is a bug I see only once in a while relating to nearby NPC's. One NPC will be invisible to your mod. I don't know if the papyrus will show it but I disabled the NPC, re-enabled them, and they speak when spoken to, and follow ther normal routine. But they are invisible to "nearby npc's" and "Follower dialogue", which lists danica purespring but not Ysolda. I just finished "wolf queen awakened", the second part of Potema's quest. No one would care if I reloaded a save to before her quest, but I was hoping to avoid that. But something in the quest, a dialogue or something, caused this. My only question is how to fix it without restarting or reloading to a much earlier save? I wish I could add more. Lately I think I'm saying the right information, and then modders repeat what I just asked as a question. I Know you probably do not have this problem, it must be me, but you being a modder would make me trust your guesses more. Certain NPC's just aren't there. They appear to be normal, but something in their registry has been damaged.. reverting to an earlier save just before Potema did not help (see picture). CRDE seems to halfway see ysolda and then states she isn't there. super wild guess, because I don't have much to go on, is Jcontainers (the new one with the domains-thing) is meesed up on my system. ------- a brand spanking new play-through (restart, clean, etc,) has Ysolda standing around while NPC's run up to approach player. My game will now try an older version of Jcontainers to see if it will help. This is very frustrating, I'm trying with no skills to troubleshoot my own game. The bug I get very rarely, where an NPC will stop being approachable by DEC makes them un-speakable too, meaning you can't talk to them. It almost always happens to PAHE slaves, and I can fix it by renaming them from the interface, which means It's probably not the same bug. That said, I don't think that's a bug you're getting. In that image you posted, you see where it says nearby NPCs as empty, but it also shows a roll for approach for ysolda 3 lines up. Awhile back, like 11.5 or something, I broke that nearby approach list of NPCs, now it will often say empty if < 6 NPCs, but that doesn't mean there weren't any NPCs. Your ysolda problem seems to ignore new game, and they aren't showing up in the log, but they were showing up in the picture...? If she makes it to the approach roll than she's actively being checked against, and it isn't a problem, but she didn't show up in your log... I've noticed some other mod authors not reading my posts in full extent as well, sometimes it's because I wrote it poorly in a style I find easy to write but others find hard to read. Sometimes I think they just have too much to read. DEC is a small mod I don't have pages of reports and questions to parse every single day, if I did I might skip more posts and quickly scan through posts instead of reading as much of the bigger posts. I mean, modders have lives, with limited hours of freetime, would you rather play the game, work on the mod, or answer questions if they all took the full duration of your freetime? (CD and DCL seem to get a lot of support posts) I've found my posts get skipped far less often if I summarize the post in one sentence, something like "Minor bug: Armbinder disappears after sexlab session" at the top means they can get the gist of the post at a glance. DEC doesn't use jContainers, I went with StorageUtil instead, easier even if maybe a touch slower. I swear, now it's getting actually crazy. So I reset the mod detect thingi and then one follower actually showed up - but not the one that actually followed me, in fact I only talked to that guy once, he wasn't even in the same cell when I looked at the MCM. Here's the log. Papyrus.0.log Sorry to bother you and again thanks a lot for the help. You aren't bothering me with problems related to my own mod, on the contrary I prefer when users bring this kind of stuff up, even if it may not be fixable or understandable in the end. I think it annoys users more than it annoys me. I forgot to mention: I made it so that followers should only ever approach you if there aren't any other nearby NPCs, when you're alone in private basically. I forgot to add it as a debug output to mention that. However not all code runs at once, it runs as the player walks around, so you can still get your follower to approach you in oddball cases, and I haven't fixed the bug where non-attackers don't count as NPCs for that check, so you can get approached when surrounded by other old followers, slaves, on the CD compound, ect. Bad news though, your log says Leon, the guy who attacked you, was the only nearby follower detected by DEC. This means that even if the mods reset fixed followers in general for you, your current follower is still not being picked up. I don't know why without more information. Requirements to be considered a follower right now: Must be an acceptable gender (MCM menu), Must be in the current follower faction or have a high relationship with the player, Must be a paradise hall slave. There are mods that don't use the default follower behavior, the NPC has an AI that makes it follow the player but is not in the faction. It's been bugging me for ages that nobody has before now brought me any requests for those other mods to be counted, but maybe that's your issue. If he had a high enough relationship rank they should show up though, I think you can get their relationship rank by clicking on them in the MCM menu to display their ID, then typing "showrelationshiprank <Their ID>" but you could just shotgun it and set it higher above your MCM set lower limit with "setrelationshiprank <Their ID> <Number high enough>" 4 is max, 1 is barely knows you.
Guest Posted October 17, 2016 Posted October 17, 2016 I do not use PAHE but the mod picks up on certain NPC's real quick and sticks them into follower dialogue permanently (on this playthrough) Second wild guess Sexlab sexual Fame (0.99) is conflicting. I had not read your post about Jcontainers, and I reset the mod to an earlier version and restarted. This time I promise to wait until you answer before I mess with Fame. Here is a picture I made of Sigrid, some nobody in Riverwood, who was in my game for three seconds (Player never met her). She is the only follower and she is permanently locked into the system. Third wild guess: "Swordy.ESP" messes around with NPC's, making them friends of Player. This was great up until now. ------ I meant to ask if there is some way to force the system (CRDE) to just add a follower. 1a69a is an NPC, so to add them to my follower-dialogue list, I could go into the console and addfac, or something. I don't literally want 1a69a to be a follower, But I do wish to tweak DEC MCM settings so only "followers" (this is so confusing) approach player.
Verstort Posted October 17, 2016 Author Posted October 17, 2016 Maybe third one has something to do with it, making ysolda a friend could lock them out of being an attacker, but it should state that in the invalid reasons if that was true. Not sure what else the mod does however. Don't think fame has anything to do with it, if you meant SLSF. DEC only uses fame for detecting if player is vulnerable, not if certain actors can attack you. Edit: Followers aren't supposed to approach the player with non-follower dialogue, and visa-versa. Right now you can make the same NPC do both by making them a follower, or old ally, and setting the relationship really high (I think.) I can probably add a way to manually add NPCs to the list, that would fix a lot of issues...
Guest Posted October 17, 2016 Posted October 17, 2016 Maybe third one has something to do with it, making ysolda a friend could lock them out of being an attacker, but it should state that in the invalid reasons if that was true. Not sure what else the mod does however. Don't think fame has anything to do with it, if you meant SLSF. DEC only uses fame for detecting if player is vulnerable, not if certain actors can attack you. Edit: Followers aren't supposed to approach the player with non-follower dialogue, and visa-versa. Right now you can make the same NPC do both by making them a follower, or old ally, and setting the relationship really high (I think.) I can probably add a way to manually add NPCs to the list, that would fix a lot of issues... I went into creation kit and saved swordy ESP without actually changing anything. Just so if any numbers were supposed to be different, they would be updated. Sigrid disappeared from the follower list, and Ysolda appeared. Ysolda spent all night demanding to be serviced, and I kept lowering the setting for approach just a tiny bit each time (it is at 63% right this second). The "Follower" thing is set to 100% or so. Ysolda started out saying "I'm horny" etc but she usually defaults to "I need servicing, slut". It's my goal to get Ysolda to only approach once an hour or so, and to always use the follower dialogue, and get the other women to leave Poor player alone. It's my fault writing this entry that i do not have the exact MCM titles for the settings committed to memory, but there are two, the generic one (set to 63%) and the follower one, set to 100% for sex. Items and slavery are set as low as possible.
Guest Posted October 18, 2016 Posted October 18, 2016 Wait, they "Must be a paradise hall slave"? I don't even have that mod!
Verstort Posted October 18, 2016 Author Posted October 18, 2016 Wait, they "Must be a paradise hall slave"? I don't even have that mod! No they have to be one or the other, not both. Current follower (vanilla), OR a PAH slave, since they don't count as followers but I still wanted them to have interaction and be detected. In this next version Slave Trainer slaves should be detected too. Regular Followers work fine without PAHE installed at all. Edit: I guess I did write that in a way that made it look like all were required... oh well
Verstort Posted October 21, 2016 Author Posted October 21, 2016 Major snag: can't compile quest fragments in CK through MO. Releasing these changes since I can't work on the mod for several days but even if I could I can't make quests in this state, will probably take me time to find a solution, and don't have the time right now. I couldn't get ME's auction to work. I set the abduction chance to 90 and nothing happens. I can't find an easy way to detect if ME's scenes are working either, so I can't detect them. The interface to add followers to the list is bugged: Sometimes it chooses a different NPC in the list than the one you selected: workaround is to reduce the number of NPCs around you before using it.
Otaku2013 Posted October 21, 2016 Posted October 21, 2016 Hi, Nausica tweak use F2 key to record NPC/Follower and you can use them after (add to follower, Npc list, resurect them, move them and such) Maybe you can take the corresponding code.
Guest Posted October 21, 2016 Posted October 21, 2016 Added: Method to manually add NPCs to list of followers (experimental) You're a top bloke, you know that?
macnchz Posted October 21, 2016 Posted October 21, 2016 Hello, version 13.5.2 is causing MO to crash on install...
Otaku2013 Posted October 21, 2016 Posted October 21, 2016 Hi, The version 13.5.2 stuck MO at the extract step. weird
Verstort Posted October 21, 2016 Author Posted October 21, 2016 Weird, it errors if I try to read a file from the archive, and rebuilding the archive didn't fix anything... Here try a zip. DEC 13.5.2.zip
Guest Posted October 22, 2016 Posted October 22, 2016 I downloaded and installed 13.52 this morning, and started a new game (three times I started a new game, but that's nothing to do with this mod) Ysolda is up to her old tricks, she's there, but adding her manually to the follower dialogue says "carryactormanualscript 1a69a has been added to the...something" and then it says she is not there, or, before that, it would not see her to add her at all. We're in the "bannered mare" and it picks up every little pissant NPC in the freaking cell, just not ysolda. I kept taking pictures to prove aliens exist, I'm not sure they came out, hang on.... The reason I'm so mad at my game (Love your mod) is all this crap seems random. I don't know if total disclosure is warranted, but in case someone wants to know, All the Whiterun guards get TAI'd manually in my game. Sigurd is markfordeleted, and Brenuin is TAI'd. My theory is that another mod I downloaded has an effect on yours so for now I will disable that other mod. another less believable theory is that the peripheral NPC's who are paid to annoy player with lines like "can I borrow 10 cents?" "I ain't done nothin" "What are You looking at?" are absolutely essential and deleting them makes the game pissed. ----- I dumped the other mod and Brenuin and sigurd had (uh) heart attacks, but your mod worked great. Of course, Ysolda tried to kill anyone in her path because she's the helpful sort and was aiding a master vampire, but that's a little glitch in my own mod. Everyone forgave and forgot the next day, and the dead guards will disappear soon (I hope). Your mod picks up on ysolda eventually, if everyone is happy and the stars are aligned.
Otaku2013 Posted October 22, 2016 Posted October 22, 2016 Hi, The attached file work well. Thanks. But I wonder if it make weird thing to my game Does the last version have a problem, my account of active script raise and I get MCM menu stuck as soon I try to go to Curse MCM ? Here a sample of the numerous script : id: 00A7AFB9 flag: 1 uint8: 0 name: dcur_clocktickrefscript event: OnItemAdded var: dcur_clocktickrefscript: 86A6B900 var[0]: Form: 894EACE0 var[1]: int: 1 var[2]: null: 00000000 var[3]: ObjectReference: 89CC4650 I was just waiting in front of a door to go outside of captured dream shop when I make the save. Before the last update, the number of active script was low and no problem with MCM. dcur sound like deviously cursed loot but I have updated it someday before and don't see any problem with my previous slave. The raise of active script and strange MCM behavior is recent and Deviously Enslaved Continued is the last (with POP patch, Reward your follower, Devious Equip). Does the last version have a problem, my account of active script raise and I get MCM menu stuck as soon I try to go to Curse MCM ? I have made a hard clean save removing by Edit Mod both all Form/Scrip from Enslaved and Curse Loot. Seem to be better now (I wonder if Drain power is blocked because of enslavement from SD+) but no more a lot of active script (just 4 right now).
Verstort Posted October 22, 2016 Author Posted October 22, 2016 Added: Method to manually add NPCs to list of followers (experimental)You're a top bloke, you know that? I mean it's kinda broken, or at least you kinda need to be alone with the one follower to avoid the list picking the wrong "follower", but it's better than nothing as is. I thought you guys had all fixed your follower issues in one way or another though, thought it was going to be a feature that was added too late to be useful. I downloaded and installed 13.52 this morning, and started a new game (three times I started a new game, but that's nothing to do with this mod) Ysolda is up to her old tricks, she's there, but adding her manually to the follower dialogue says "carryactormanualscript 1a69a has been added to the...something" and then it says she is not there, or, before that, it would not see her to add her at all. We're in the "bannered mare" and it picks up every little pissant NPC in the freaking cell, just not ysolda. I kept taking pictures to prove aliens exist, I'm not sure they came out, hang on.... The reason I'm so mad at my game (Love your mod) is all this crap seems random. I don't know if total disclosure is warranted, but in case someone wants to know, All the Whiterun guards get TAI'd manually in my game. Sigurd is markfordeleted, and Brenuin is TAI'd. My theory is that another mod I downloaded has an effect on yours so for now I will disable that other mod. another less believable theory is that the peripheral NPC's who are paid to annoy player with lines like "can I borrow 10 cents?" "I ain't done nothin" "What are You looking at?" are absolutely essential and deleting them makes the game pissed. ----- I dumped the other mod and Brenuin and sigurd had (uh) heart attacks, but your mod worked great. Of course, Ysolda tried to kill anyone in her path because she's the helpful sort and was aiding a master vampire, but that's a little glitch in my own mod. Everyone forgave and forgot the next day, and the dead guards will disappear soon (I hope). Your mod picks up on ysolda eventually, if everyone is happy and the stars are aligned. "carryactormanualscript 1a69a has been added to the...something" sounds like the list chose the wrong NPC, specifically it picked up a non-actor script instead of Ysolda. In the future, until I fix the follower selection it would probably be best if you try doing this only when you and ysolda are as close to being alone as possible, maybe even move to qasmoke before using. I mean you said its working now, but I don't trust that to last from your experiences with your game, so I mean if you need to use the feature in the future. Unless there's some quest I'm not familiar with where Ysolda and those beggars are required to interact, I can't imagine disabling and deleting them would affect Ysolda's ability to be detected. I mean... You aren't the only user who wanted to remove NPCs from the world, whether it's kids or guards or Nazim, and if those mods that removed those references would break other NPCs I think a lot of users would complain about those mods breaking their game too much. Hi, The attached file work well. Thanks. But I wonder if it make weird thing to my game Does the last version have a problem, my account of active script raise and I get MCM menu stuck as soon I try to go to Curse MCM ? Here a sample of the numerous script : id: 00A7AFB9 flag: 1 uint8: 0 name: dcur_clocktickrefscript event: OnItemAdded var: dcur_clocktickrefscript: 86A6B900 var[0]: Form: 894EACE0 var[1]: int: 1 var[2]: null: 00000000 var[3]: ObjectReference: 89CC4650 I was just waiting in front of a door to go outside of captured dream shop when I make the save. Before the last update, the number of active script was low and no problem with MCM. dcur sound like deviously cursed loot but I have updated it someday before and don't see any problem with my previous slave. The raise of active script and strange MCM behavior is recent and Deviously Enslaved Continued is the last (with POP patch, Reward your follower, Devious Equip). Does the last version have a problem, my account of active script raise and I get MCM menu stuck as soon I try to go to Curse MCM ? I have made a hard clean save removing by Edit Mod both all Form/Scrip from Enslaved and Curse Loot. Seem to be better now (I wonder if Drain power is blocked because of enslavement from SD+) but no more a lot of active script (just 4 right now). Having trouble reading this part: my account of active script raise and I get MCM menu stuck as soon I try to go to Curse MCM ? I'm confused as to where you got this script sample, was this from a stack dump in a papyrus log, did it show in console, was it in a skyrim crash error message, or ... I mean the clocktick is a part of the core of Deviously Cursed Loot. I haven't touched DEC -> Cursed loot interaction for awhile now I don't think, so I don't think there would be anything on DEC's end that could cause this but I'm having trouble understanding what is even happening. It sounds like you tried to open DCL's MCM and it wouldn’t open and you found that broken clocktick script? DCL clock tick being broken is a very big bug, it would probably break all of DCL and the MCM menu might fail to load if the MCM relied on some variable in the clocktick and either hung waiting for a mutex or crashed looking at a variable that was undefined. How in the world the clocktick script could break is something I can't be certain. I can't think of anything DEC changed that could affect it, I'm having trouble imaging it breaking at all actually, anything but HDD currupting event, or engine crash (stack dump in the middle of DCL doing something). Save cleaning fixed it, suggesting it was a broken state but not a bug that crops up immediately or often, which is good. If you still have the old save maybe Kimy could help you understand how it happend so you can avoid it happening in the future and/or help her make sure it stops happening, although I think Kimy falls under the "Never ever update a mod or change anything or touch anything don't even breath on your mod load order once you start a new save" camp, but it might be worth at least making a bug report to the DCL support thread. Oh you did already and she hasn't answered yet, I missed that.
valcon767 Posted October 22, 2016 Posted October 22, 2016 usage report for verstort upgraded to 13.5.2 and the manual add follower is kind of rough (you know this) but I can happily report that it will pick up any non standard follower that I tried with (tested with Arissa, Holo-Sofia, Minerva-by the same person that made Bijin stuff, and some random NPCs that I turned into a follower using Guildmaster). sometimes it recognizes them right after selecting them from the drop down menu, sometimes I had to go to the debug page and refresh detected mods before it would "see " them./ sometimes it would "forget" them if I quit and restarted the game, but just using the debug - refresh detected mods option would have it remember them again (with adjusted individual settings). overall I would definitely call this a BIG WIN .. could still use more work to make it better ..but the ability to add non standard followers and have it work is GREAT. please keep up the good work edit p.s. forgot to mention if you still want to do something with factions .... check with Inte he has a factions thing in DDEquip 239
Verstort Posted October 23, 2016 Author Posted October 23, 2016 I'm not sure what you're talking about with regards to the factions thing in DDe. There's a nifty little faction inspector/changer interface, which could be useful for detecting what state a faction is at for the player, but I don't understand what you specifically wanted me to do with it. Was there a faction you wanted DEC to detect? If this was a previous conversation I apologize my memory is pretty bad.
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