enchiwhatever Posted April 27, 2017 Posted April 27, 2017 i think sexlab sexual fame is the one that adds collars to npcs
Verstort Posted April 27, 2017 Author Posted April 27, 2017 I don't see it as an option for configuration in the fame MCM menu, but it wouldn't surprise me if that was the source. I can't remember what other mods were on my suspicious list, been awhile since I've thought about it. Edit: or maybe it's the equip weights?
bicobus Posted April 27, 2017 Posted April 27, 2017 i think sexlab sexual fame is the one that adds collars to npcs Yes, it is that mod. IIRC it should be removed for the stable release which will happens whenever.
thefakebobdole Posted April 29, 2017 Posted April 29, 2017 Thanks for the great mod, its in every play through of mine. Lately I've been messing with NPC on NPC action. I know there's a setting to enable CRDE to equip things after any sexlab scenes with the player. Is there an option (or maybe a stupid easy patch) to apply devious equips to a NPC after they have at it with eachother? If not, can anyone point me in a direction? Right now Im using DD for the Masses, its close but not exactly what I had in mind. Thanks again Verstort!
Alphanineteen Posted April 29, 2017 Posted April 29, 2017 First I want to the developers of this mod for still caring about an "obscure" mod for an ancient game Secondly, I'd like to repport a bug. A nasty one at that. When using the 13.7.0 Test version of this mod, I'm completely unable to load save games. Even when I create a new character, wait for mods to initialize, then save and attempt to load that very save. I'm on a clean and fresh skyrim install, no old saves, config files or dusty rubbish. MO is amazing. I'm not going to diagnose it further on my end for now. I've spent days downloading, installing and configuring mods to get things just right for the setup I'll probably be using for all of 2017, so I've little patience for figuring out exactly why this is the only mod that decided to act up this time around. I'll leave it disabled in MO, and sadly make do without it. I might make a duplicate profile in MO later to test it further, but i doubt it. Just thought I'd mention it. I'm a real modding veteran, and was happily making my own dungeons and quests in the Morrowind CK long before Oblivion really sparked my interest in playing a heavily modded TES game. I honestly shed a tear of joy when Mod Organiser was released, man does a virtual Data folder really help with updating, and diagnosing mod issues.
Verstort Posted April 29, 2017 Author Posted April 29, 2017 Thanks for the great mod, its in every play through of mine. Lately I've been messing with NPC on NPC action. I know there's a setting to enable CRDE to equip things after any sexlab scenes with the player. Is there an option (or maybe a stupid easy patch) to apply devious equips to a NPC after they have at it with eachother? If not, can anyone point me in a direction? Right now Im using DD for the Masses, its close but not exactly what I had in mind. Thanks again Verstort! DEC doesn't at least, I don't know of any mods that do. I would have some concerns for adding it to DEC: I don't know how to immersively make two NPCs add items to each other, right now DEC adds items to the player while showing a dialogue box... which honestly isn't that great to begin with but we would have to remove the box for NPC->NPC since most players would be annoyed to be told when NPCs did stuff together. Adding items that have effects to <ANY> NPC can cause problems, what if a quest NPC that needs to use their hands gets put in an armbinder? I mean I can detect 90% of those cases already with what I use to detect invalid NPCs for approach, but it adds cpu load too... NPCs that spend time around the player would get more items, because NPCs that aren't around the player aren't loaded in the game and aren't doing stuff. If the player spends a lot of time in one area, with certain mods, all NPCS could soon become completely bonded. A natural removal element might be necessary as well. Points 2 and 3 make it sound like it should really be incorporated into a "NPC on NPC" mod, or a sexlab extension, that makes sex more integrated, where sex can stop and items are added, or zaz animations are added (spanking, furniture, whiping, ect) and removing items can happen at the end. I think the closest to this is what Velastarius has tried to do with CDx Customer assist 02 but I don't think he has any interst in branching that code into whole-world application, maybe this conversation has happened elsewhere. I'm lazy. I mean I like the idea, but this is more complicated than it first appears. First I want to the developers of this mod for still caring about an "obscure" mod for an ancient game Secondly, I'd like to repport a bug. A nasty one at that. When using the 13.7.0 Test version of this mod, I'm completely unable to load save games. Even when I create a new character, wait for mods to initialize, then save and attempt to load that very save. I'm on a clean and fresh skyrim install, no old saves, config files or dusty rubbish. MO is amazing. I'm not going to diagnose it further on my end for now. I've spent days downloading, installing and configuring mods to get things just right for the setup I'll probably be using for all of 2017, so I've little patience for figuring out exactly why this is the only mod that decided to act up this time around. I'll leave it disabled in MO, and sadly make do without it. I might make a duplicate profile in MO later to test it further, but i doubt it. Just thought I'd mention it. I'm a real modding veteran, and was happily making my own dungeons and quests in the Morrowind CK long before Oblivion really sparked my interest in playing a heavily modded TES game. I honestly shed a tear of joy when Mod Organiser was released, man does a virtual Data folder really help with updating, and diagnosing mod issues. I have the same effect when I install Maria eden or some of the massive world-rewriting mods without uninstalling other mods first, I think it's because I'm hitting the string limit and my saves are getting corrupted. https://www.loverslab.com/topic/61277-savegames-that-crash-skyrim/ In theory the new crash fixes (v > 8.0) should fix it, but you have to switch to using a different save cleaner and it's best to start over with new saves altogether, so I have instead resorted to uninstalling mods that I don't use to get around it because I'm lazy. DEC is a little hard on the symbol table, I've been trimming some of the unnecessary variables out of the mod but not at a fast rate, and ultimately drops in the bucket compared to installing/removing any fairly large mod (quests/dialogue/MCM not resources like textures and sound) Too bad MO is abandonware with the author being hired by Nexus though
thefakebobdole Posted April 30, 2017 Posted April 30, 2017 I appreciate the well thought out reply Verstort. You caught a lot of player implications I didn't think of. Yeah I can definitely see how that would be more then adding a few lines of code. First I want to the developers of this mod for still caring about an "obscure" mod for an ancient game Secondly, I'd like to repport a bug. A nasty one at that. When using the 13.7.0 Test version of this mod, I'm completely unable to load save games. Even when I create a new character, wait for mods to initialize, then save and attempt to load that very save. I'm on a clean and fresh skyrim install, no old saves, config files or dusty rubbish. MO is amazing. This happens to me. I'm using Alternative Start -Live Another Life so new games start in the Abandoned Prison. This is what works for me. -Start new game with the mods the play through will use. -Let all of them load -Create a save Every time I want to play that character, I have to load the Abandoned Prison save first. From there on everything works as intended (barring usual Skyrim hijinx) The Live another Life mod is important so you don't have to sit through the opening cut scene.
leftwr65 Posted April 30, 2017 Posted April 30, 2017 I appreciate the well thought out reply Verstort. You caught a lot of player implications I didn't think of. Yeah I can definitely see how that would be more then adding a few lines of code. First I want to the developers of this mod for still caring about an "obscure" mod for an ancient game Secondly, I'd like to repport a bug. A nasty one at that. When using the 13.7.0 Test version of this mod, I'm completely unable to load save games. Even when I create a new character, wait for mods to initialize, then save and attempt to load that very save. I'm on a clean and fresh skyrim install, no old saves, config files or dusty rubbish. MO is amazing. This happens to me. I'm using Alternative Start -Live Another Life so new games start in the Abandoned Prison. This is what works for me. -Start new game with the mods the play through will use. -Let all of them load -Create a save Every time I want to play that character, I have to load the Abandoned Prison save first. From there on everything works as intended (barring usual Skyrim hijinx) The Live another Life mod is important so you don't have to sit through the opening cut scene. Or try this mod: http://www.nexusmods.com/skyrim/mods/78557/? Works flawlessly to load your saves, and it seems few people know about it
Verstort Posted April 30, 2017 Author Posted April 30, 2017 I appreciate the well thought out reply Verstort. You caught a lot of player implications I didn't think of. Yeah I can definitely see how that would be more then adding a few lines of code. First I want to the developers of this mod for still caring about an "obscure" mod for an ancient game Secondly, I'd like to repport a bug. A nasty one at that. When using the 13.7.0 Test version of this mod, I'm completely unable to load save games. Even when I create a new character, wait for mods to initialize, then save and attempt to load that very save. I'm on a clean and fresh skyrim install, no old saves, config files or dusty rubbish. MO is amazing. This happens to me. I'm using Alternative Start -Live Another Life so new games start in the Abandoned Prison. This is what works for me. -Start new game with the mods the play through will use. -Let all of them load -Create a save Every time I want to play that character, I have to load the Abandoned Prison save first. From there on everything works as intended (barring usual Skyrim hijinx) The Live another Life mod is important so you don't have to sit through the opening cut scene. I think several framework mod authors recommend taking it one step further: after you make that first save, load the save you just made and watch as mods do more on the second load, then tweak sexlab/dcur and other mods and make a second save. I assumed he was talking about crashing on save load even with second save loading, maybe I was wrong to assume everyone knew about the load other save first trick (It's a very common problem, right?), but there really are times when I can't get certain saves to load at all, into safe location or from simple save, even new save, and that's what I thought he was talking about. You can get by without LANL by opening console from the start screen and typing "coc <Cell_name>" which loads you right into the game as the default male nord into any cell you type(WhiterunBanneredMare for instance), then you can enter the race menu with "ShowRaceMenu" in console, although I've never had a problem with LANL so this workaround is rarely used. Or try this mod: http://www.nexusmods.com/skyrim/mods/78557/? Works flawlessly to load your saves, and it seems few people know about it There are cases where the save still isn't loadable with this mod, but is a good start.
asdfmovie666 Posted May 1, 2017 Posted May 1, 2017 Hey there, First of all thank you for your great Work here I have a little Problem with the NPC-Scan. The Consol always tell me that there are only 4 NPc's around me and they are every time the mod scans the same. even if i move into another area waiting around 5 RL minutes it only find those 4 People Is there any fix for this? I tryed to turn the scan of and on again but it still only finds those. Thank you!
Verstort Posted May 2, 2017 Author Posted May 2, 2017 Hey there, First of all thank you for your great Work here I have a little Problem with the NPC-Scan. The Consol always tell me that there are only 4 NPc's around me and they are every time the mod scans the same. even if i move into another area waiting around 5 RL minutes it only find those 4 People Is there any fix for this? I tryed to turn the scan of and on again but it still only finds those. Thank you! I think I fixed this in my internal version, if you can save clean you can try 13.8 test 2 posted on the previous page, but the save clean should be needed to unclog the mod even with the update, or you could update and revert to a save where the mod isn't broken.
Firescrat Posted May 2, 2017 Posted May 2, 2017 starts at code line 986 in crdeplayermonitorscript 986: if item_approach_roll < goal; 5 or something low at some point ; we need to grab the dispositions from the followers[0] here, too, so that we can properly detect which kind of outcomes are possible ; OR, we move this to a different function, and call it after we get that far into the dialogue, risky? follower_enjoys_dom = StorageUtil.GetFloatValue(follower, "crdeFollEnjoysDom") follower_enjoys_sub = StorageUtil.GetFloatValue(follower, "crdeFollEnjoysSub") follower_thinks_player_sub = StorageUtil.GetFloatValue(follower, "crdeThinksPCEnjoysSub") follower_thinks_player_dom = StorageUtil.GetFloatValue(follower, "crdeThinksPCEnjoysDom") follower_thinks_player_sub = StorageUtil.GetFloatValue(follower, "crdeFollowerFrustration") ; add 10 points if player has a slave/follower with collar follower_thinks_player_sub += ((Mods.metReqFrameworkMakeVuln() as int) * 10) debugmsg("follower thinks player sub: " + follower_thinks_player_sub + " ") ; also test for relationship and arousal and stuff Should be: follower_frustration = StorageUtil.GetFloatValue(follower, "crdeFollowerFrustration") (this mishap is also in the latest unofficial version)
Verstort Posted May 2, 2017 Author Posted May 2, 2017 I have memory of finding that bug and fixing it... weird. Thanks for finding it, I'll fix it for the next release.
asdfmovie666 Posted May 2, 2017 Posted May 2, 2017 Hey there, First of all thank you for your great Work here I have a little Problem with the NPC-Scan. The Consol always tell me that there are only 4 NPc's around me and they are every time the mod scans the same. even if i move into another area waiting around 5 RL minutes it only find those 4 People Is there any fix for this? I tryed to turn the scan of and on again but it still only finds those. Thank you! I think I fixed this in my internal version, if you can save clean you can try 13.8 test 2 posted on the previous page, but the save clean should be needed to unclog the mod even with the update, or you could update and revert to a save where the mod isn't broken. Hmm i tried to save clean with this cleaner http://www.nexusmods.com/skyrim/mods/52363/? and it still crashes on saving so i might not be able to do so^^ or do you have another Idea?
Verstort Posted May 2, 2017 Author Posted May 2, 2017 Crash on saving after a save clean? That's a bad sign, save cleaning can break saves sometimes, which is why it auto-backups the last save you work with, I would assume the cleaning itself caused a problem. How did you save clean? There are (at least) three different methods for cleaning DEC from a save, two of them listed on DEC's mod description page. Third method (assuming "save tool"): manually search for CRDE in the top left corner, the script filter. Open the script tab in the tree viewer on the left, select any script that starts with "crde" and delete them, then do the same for forms, then save. That way you should just clean Deviously enslaved from your machine without the auto cleaner attacking other scripts, avoid the fix # button. The second method (uninstall, new save, clean, reinstall) is more tedious but should be safer (skse detecting scripts as inactive and removing) As a reminder: if you're using crash fixes, the mod, then you cannot use that cleaner without higher risk of save corruption, you have to use markd's save cleaner that takes the string fix into account, I think he calls it Fallrim's tools now...
Firescrat Posted May 3, 2017 Posted May 3, 2017 Just tried to find out why follower hits did nothing in latest unofficial... found something but i think its not related... anyhow crdefollowerscript: Line 158 PlayerMon.follower_thinks_player_dom = StorageUtil.GetFloatValue(akTarget, "crdeFollowerFrustration") Event OnCombatStateChanged(Actor akTarget, Int aeCombatState) if aeCombatState != 0 && !hasEnteredCombat hasEnteredCombat = 1 PlayerMon.debugmsg(" follower as entered combat ... ", 3) elseif hasEnteredCombat if hitByPlayer > 1 PlayerMon.debugmsg(" follower was hit by player: " + hitByPlayer + " times", 3)--> PlayerMon.follower_thinks_player_dom = StorageUtil.GetFloatValue(akTarget, "crdeFollowerFrustration") PlayerMon.forceGreetFollower = 10 endif hitByPlayer = 0 hasEnteredCombat = 0 else PlayerMon.debugmsg(" follower has changed combat states, under unknown condition", 3) endif EndEvent I get the messages "follwer has entered combat" and " follower has changed combat states, under unknown condition" but never " follower was hit by player: " + hitByPlayer + " times" hrm.... Edit: Ok now i get the message... did nothing... Skyrim is strange... but there seems to be some conflict with SLEN... Edit2: the force greet after follower hits doesnt seem to work for me ;(
Verstort Posted May 3, 2017 Author Posted May 3, 2017 Just tried to find out why follower hits did nothing in latest unofficial... found something but i think its not related... anyhow crdefollowerscript: Line 158 PlayerMon.follower_thinks_player_dom = StorageUtil.GetFloatValue(akTarget, "crdeFollowerFrustration") Event OnCombatStateChanged(Actor akTarget, Int aeCombatState) if aeCombatState != 0 && !hasEnteredCombat hasEnteredCombat = 1 PlayerMon.debugmsg(" follower as entered combat ... ", 3) elseif hasEnteredCombat if hitByPlayer > 1 PlayerMon.debugmsg(" follower was hit by player: " + hitByPlayer + " times", 3)--> PlayerMon.follower_thinks_player_dom = StorageUtil.GetFloatValue(akTarget, "crdeFollowerFrustration") PlayerMon.forceGreetFollower = 10 endif hitByPlayer = 0 hasEnteredCombat = 0 else PlayerMon.debugmsg(" follower has changed combat states, under unknown condition", 3) endif EndEvent I get the messages "follwer has entered combat" and " follower has changed combat states, under unknown condition" but never " follower was hit by player: " + hitByPlayer + " times" hrm.... Edit: Ok now i get the message... did nothing... Skyrim is strange... but there seems to be some conflict with SLEN... Edit2: the force greet after follower hits doesnt seem to work for me ;( It's been awhile since I've touched it, but I might have made some change to the way the follower AI package works, bad memory, I might have made it such that the player doesn't approach under the same cases and such that they no longer approach after getting hit. I'll check that tonight. There should be a MCM toggle that determines if Follower approaches player when they find items, or if the player has to approach them. That flag might affect follower getting hit too, might want to try again with that flag turned on.
Firescrat Posted May 3, 2017 Posted May 3, 2017 It's been awhile since I've touched it, but I might have made some change to the way the follower AI package works, bad memory, I might have made it such that the player doesn't approach under the same cases and such that they no longer approach after getting hit. I'll check that tonight. There should be a MCM toggle that determines if Follower approaches player when they find items, or if the player has to approach them. That flag might affect follower getting hit too, might want to try again with that flag turned on. Ok got it running... somehow. First i always had Follower approach flag set, and you are right it needs to be set. Then i did this in CK (See Unbenannt2.jpg) Deleted the "timeoutFollowerNag == 0" --> worked Follower greeted, turned into infinity greet loop then Deleted "ForceGreetSex >= 10" and Changed "ForceGreetFollower >= 1" to "ForceGreetFollower >= 10" Now Follower(s) greet me after beeing hit but: --> Each Follower greets me (right after unsheating) --> if i choose: It's not my fault... the only answer from my Follower is: Your legs and eyes work fine... (If i check Variables in MCM another should fire... I hit with spells, Frustration is high Follower is dom and im sub) But now Item find is no longer working... grrr So much for this and another one See Unbenannt.jpg This will only fire if Follower has Armbinder equipped... should be Player i guess? So long Ps: I just mess with Mods i really like so pls dont be angry if i point out too much things If i werent to lazy to download all the mods this mod uses and i dont, so i could compile scripts.... debug would be so much easier....
Verstort Posted May 3, 2017 Author Posted May 3, 2017 Ok got it running... somehow. First i always had Follower approach flag set, and you are right it needs to be set. Then i did this in CK (See Unbenannt2.jpg) Deleted the "timeoutFollowerNag == 0" --> worked Follower greeted, turned into infinity greet loop then Deleted "ForceGreetSex >= 10" and Changed "ForceGreetFollower >= 1" to "ForceGreetFollower >= 10" Now Follower(s) greet me after beeing hit but: --> Each Follower greets me (right after unsheating) --> if i choose: It's not my fault... the only answer from my Follower is: Your legs and eyes work fine... (If i check Variables in MCM another should fire... I hit with spells, Frustration is high Follower is dom and im sub) But now Item find is no longer working... grrr So much for this and another one See Unbenannt.jpg This will only fire if Follower has Armbinder equipped... should be Player i guess? So long Ps: I just mess with Mods i really like so pls dont be angry if i point out too much things If i werent to lazy to download all the mods this mod uses and i dont, so i could compile scripts.... debug would be so much easier.... Not angry when users find bugs and find a solution all by themselves, that's just fine by me. Don't know of any open source mod authors that would get angry at it either, It's not like you're exposing proprietary info or anything. Well alright, there are some ego heavy authors if you look hard enough. Your image naming convention is kinda odd... In the future, probably a good idea to drag the field width in the picture long enough so I can read those variable names, so I don't have to reboot into windows to open creation kit to see what they're called, bad memory. You're right about the condition on the NPC response should be angled at the player, fixed. Item find has a container open limitation, in case you missed it, and that's why followers won't fine more items, you can short circuit this for debut testing with "SetPQV crdePlayerMonitor PlayerContainerOpenCount_var <Value>" where for instant requirement you can just use 100 to max out the chance of an approach, I have it set to a bat for rapid testing. Changing forceGreetFollower var req to >=10 means it doesn't work for item detection because item detection is 1.. that explains why item detection isn't working for you anymore. Because I forgot this approach is used for multiple follower interactions, the nag is blocking the follower hit from working if follower nag is still on cooldown, re-ordered it so that it only affects sex approach and not hit (short circuit evaluation: the last two conditions will not be tested if the third from the last evals to true because of OR flag) Let me know if you find any other bugs DEC 13.8 Test 3.7z
Firescrat Posted May 4, 2017 Posted May 4, 2017 Thanks for the fast response. At least for me Follower hit is still not working... First if something does not work like it should i always deinstall the mod and do a save clean the long way just to have it said. I try to be as specific as possible. The Debug Message "follower entered combat" and "got hit" came once and then never again (Actually twice but only in first combat...). Reload,waiting... didtnt help. Force greet was not initiated and "follower has changed combat states, under unknown condition" didnt fire at all...., but Item finding does work. Then got another strang thing. I set weight for cursed collar to 0.0 and got equipped with one? scanned the code but found nothing wrong (except i dont trust elseif in papyrus to not fire if the previous elseif or if is executed). Ok found one tiny thing... the debug message in crdeitemmanipulatescript line 586 but thats just flea picking... PlayerMon.debugmsg("pet/cursed/slave/slut/rubber/banned/prostituted/naked/stripTease(" \ + weightPetCollar + "/" + weightDCURSlave + "/" + weightDCURSlut + "/" + weightPetCollar + "/"\ + weightDCURRubberDollCollar + "/" + weightFBanned + "/" + weightFProstituted + "/" \ + weightFNaked + "/" + weightStripTease \ +")roll/total:(" + roll + "/" + weightTotal + ")", 2)
Firescrat Posted May 4, 2017 Posted May 4, 2017 Did some further testing and Mod juggling... now it seems to work, but if something interrupts the ForceGreet the message does not show anymore. Just an infinity greet loop as if i initiated a conversation.
Verstort Posted May 5, 2017 Author Posted May 5, 2017 Couldn't replicate because game wouldn't stop crashing, tried to fix now I can't enter game, one of those nights...
Polonium Posted May 5, 2017 Posted May 5, 2017 Question: in the MCM on the Follower dialogue page, does a higher number of the Find item curve exponent increase or decrease the rate at which your follower finds items? I find that whole page to be very confusing.
Verstort Posted May 5, 2017 Author Posted May 5, 2017 The exponent alters the curve of the function that turns containers the player has encountered(x) into a % chance that the follower has found something(y). exponent of 1 is linear, straight line between 0,0 and (max containers, max chance), where the function is y=x^p, as power increases the function curves toward the floor, meaning the chance the follower finds items is lower for small containers count opened, but grows gradually, the larger the exponent the slower the rate, so the less likely the followers find something until close to the max containers. After max containers the function becomes static, we just sit at the max chance. At the time it seemed like the best system to put in, ro at least the best I could do myself. You can choose linear or parabolic or steeper, you could set the max containers low and get more frequent approaches or set it really long and high exponent and it becomes more organic. I may not be the best at describing the concept though..
bicobus Posted May 5, 2017 Posted May 5, 2017 When doing a RNG based system, it is not the % of chance that should be looked at but how many time that chance is tried. RNG should be put into context and not left in the wild. For example if you enter a cursed manor and the only way for you to get out would be to find various devices hidden in the rooms and equip them, the position of the items can be shifted randomly every time the you enter the manor. However, wether or not you enter the manor shouldn't be left to chance alone as it would become obnoxious. Personally a NPC that buggers me because it "found" an item is unwelcome. However if said NPC wants to play a game while we are resting in a home, why not? And the game could depend on the amount of devious items found in container during an adventure. The game could be the reverse of the cursed manor: your companion outfit you in devious devices and has hidden the keys in your house, up to you to crawl around and find your releases. Do you think these idea would be implementable?
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