LinksSword Posted January 1, 2018 Posted January 1, 2018 43 minutes ago, Verstort said: Can I get a papyrus log? I just went back to put the vulnerable all setting for slavetats in dec and applied a slavetat on. Papyrus.0.log
Verstort Posted January 2, 2018 Author Posted January 2, 2018 Can't reproduce on my end, adding a tattoo doesn't cause any issues when DEC is set to look for it as a vulnerability. The only error I see in your log from DEC is inconsequential, you are opening a container and DEC doesn't know what it is and what to do with it and errors, but it should have no effect on the slavetats part of the mod. This log does however have a stack dump (line 5215). Stack dumps are silent but they mess up any mods that were dumped normally, and stack dumps can cause all sorts of really bizarre errors. Typically any save made after a stack dump should be considered contaminated and be discarded. They can't normally be saved with save cleaning unless you get lucky and clean all the broken mods off the save without missing any other broken mods. Papyrus.0(2).log 28158 dump count: 1 ================== Dump 1 @ line #5215 Time of dump: [01/01/2018 - 02:06:22PM] --------------------------------------- _sdqs_fcts_factions.psc: 190 _SDRAS_player.psc: 126 slaFrameworkScr.psc: 36 SLH_QST_BimboAlias.psc: 19 SLIF_Scale.psc: 14 SLIF_Main.psc: 8 SLIF_Util.psc: 7 SLIF_Calc.psc: 6 bodyscalerandomizerscript.psc: 6 aaaEssentialPlayerScript.psc: 5 sslThreadController.psc: 4 _EDNPCLoot.psc: 4 BSRSetScaleSpellEffectScript.psc: 3 DT2Core.psc: 2 BWACloakStagger.psc: 2 SLIF_ScannerAlias.psc: 2 sr_inflateThread.psc: 2 Sooo DEC could have been corrupted by a previous stack dump, as once you get one you're more likely to have more later. You MIGHT be able to fix this by save cleaning DEC from your save, but I would defintally clean SD+ and SLIF from your save too as there are too many scripts being dumped, and that's never a good sign. Probably going to get more stack dumps from this point forward unless you clean all broken mods though.. PS because stack dumps are usually silent and they mess up the whole game after they happen, I've switched to searching through saves for stackdumps after every play session using this script: https://gist.github.com/bicobus/089a5f7460dd88dc450689557989100c just move the script to your stack dump folder and double click to check all logs in that folder
LesboIsBesto Posted January 5, 2018 Posted January 5, 2018 Quick question: Does the function from Enslaved that puts devices on you after being raped conflict with Devious Captures? Because sometimes when being raped in Defeat, I get devices attached to me. I don't mind it cuz I like gettin devices in any rape event (long as it doesn't happen when I dont want it to like in SD+), its just that I don't need 2 mods placing devices on me after every rape, especially if they try to put on 2 devices that conflict with each other (2 pairs of collars, a yoke & armbinder at the same time, etc.)
Verstort Posted January 5, 2018 Author Posted January 5, 2018 1 hour ago, Destroyah340 said: Quick question: Does the function from Enslaved that puts devices on you after being raped conflict with Devious Captures? Because sometimes when being raped in Defeat, I get devices attached to me. I don't mind it cuz I like gettin devices in any rape event (long as it doesn't happen when I dont want it to like in SD+), its just that I don't need 2 mods placing devices on me after every rape, especially if they try to put on 2 devices that conflict with each other (2 pairs of collars, a yoke & armbinder at the same time, etc.) On the first page of the MCM, "Trigger after all sex", if that is turned on then you can get stuff after all sex and it can clash with other mods. Otherwise, the default is that DEC only adds items after rape caused by DEC attacks, items should not be added otherwise So no, assuming you didn't turn that on by accident, the two shouldn't be stepping on each other since DEC should only trigger on DEC attacks, and Captures on defeat events, which should be mutual exclusive.
LesboIsBesto Posted January 5, 2018 Posted January 5, 2018 4 minutes ago, Verstort said: On the first page of the MCM, "Trigger after all sex", if that is turned on then you can get stuff after all sex and it can clash with other mods. Otherwise, the default is that DEC only adds items after rape caused by DEC attacks, items should not be added otherwise So no, assuming you didn't turn that on by accident, the two shouldn't be stepping on each other since DEC should only trigger on DEC attacks, and Captures on defeat events, which should be mutual exclusive. That setting has always been off so if I'm gettin items from DEC events during Defeat even before all this, then my game broke again yay! No way am I startin a new game for shit tho until all my mods are ready for DDi 4.0 or something like Kidnapped, SD+, or Maria Eden get a major update that needs a new game so guess I'll deal for now
Verstort Posted January 5, 2018 Author Posted January 5, 2018 36 minutes ago, Destroyah340 said: That setting has always been off so if I'm gettin items from DEC events during Defeat even before all this, then my game broke again yay! No way am I startin a new game for shit tho until all my mods are ready for DDi 4.0 or something like Kidnapped, SD+, or Maria Eden get a major update that needs a new game so guess I'll deal for now I'm not really sure how DEC could break to cause that, the variable that determines if sex was started by DEC would have to get stuck I think? If you wanted to dig, can you check at time of defeat event what crdeplayermonitor::sexFromDEC is set as with sqv crdeplayermonitor and scroll up? Could throw me a papyrus log from the event, might tell me something. You could try save cleaning DEC from the save, if DEC is broken and it was caused by some one-time event that could fix it. Edit: Hang on, might have found a possible cause in the code
Verstort Posted January 5, 2018 Author Posted January 5, 2018 It's late and I'm not sure what is going on, but this is as far as I go tonight need sleep. This version has the MCM button bypassed, it should do nothing until I fix it. Give this version a try and see if it works for you (assuming I didn't miss another issue). PS. this version has unfinished/untested changes to how animations are chosen for DEC started sex, threesoms might be broken again, 2 actor animations might be broken. Next day: the MCM button not working was never an issue, don't program tired kids I'll upload a version that has a possible fix to stop DEC from triggering when it shouldn't, with a working MCM button, as soon as I fix some other things
shadowwolf2k7 Posted January 5, 2018 Posted January 5, 2018 @Verstort i have a question, when checking crdeplayermonitor, i see that it has set the followers properly and i check the ref master slot, after a while there is no change, from being the players baseid while the slave id is also the players id. is there way, via console command, to change the ref master id to one of the followers?
Verstort Posted January 6, 2018 Author Posted January 6, 2018 3 hours ago, shadowwolf2k7 said: @Verstort i have a question, when checking crdeplayermonitor, i see that it has set the followers properly and i check the ref master slot, after a while there is no change, from being the players baseid while the slave id is also the players id. is there way, via console command, to change the ref master id to one of the followers? I don't know of a way to force an alias through console, no. I should point out masterRefAlias doesn't really do anything. Originally it was going to be a special version of the follower script but I never got around to making more content for the dom follower side. The 'master remembers putting items on you and checks if player removes them' was never finished and does nothing.
Dust+ Posted January 8, 2018 Posted January 8, 2018 Hey Verstort. Thank you for your work. DEC became permament in my mod list But I had a problem and asking. Maybe you thought about it. I built my game around devices (of course), slavery and tattos. DEC is the connecting link of all of it. I have few mods which adding slavetats on my character and mod that give me an opportunity to erase all tats for 1000 gold. My idea was: the slavery will activated by DEC if my character will be naked, with tats, collar and with bound hands. It will make me erase tats from character everytime or she will be enslaved. But, if I do the armbinder like vulnerability (in MCM), that make 3 lvl of vulnerability. It means that my character doestn't need be naked, with tats and collar. But it's ok. I can achieve it in another way: some kind of summ devices + naked + tats. But no. No way to do it too. And I was upset Verstort, can you please do a feature in MCM menu that make a player set vulnerability level for all types of devices and other (like tats, naked body and night time). Hope I wrote all right. I need more practice in english. Thanks for your mod
Verstort Posted January 8, 2018 Author Posted January 8, 2018 Not sure exactly what you're asking for. Sounds like you want more control over the vulnerability system, which is reasonable but difficult to implement ideally, and I want to make sure I understand what you are asking for. It sounds like you want a certain vulnerability increasing the chance of being enslaved by an NPC to [certain] or [almost certain], but currently vulnerability doesn't affect chances. Vulnerability only acts as a limiter/threshold, currently. It sounds like you want to lower armbinder vulnerability overall, but keep the combo naked+arm+tattoo+collar as a high vulnerability combination. I can probably tweak the system to allow for this. Adding that combo and allowing for the modification of individual item weights would be enough. This would be a bit of work though, might not happen for awhile..
Verstort Posted January 9, 2018 Author Posted January 9, 2018 Might as well post it here. I've run into a snag making new content for DEC. Pretty sure I've had this issue before but don't remember the fix. The problem is that I cannot use quest variables for dialogue conditions. If I try, all I get is NONE for possible variables to look up. Creation kit doesn't allow me to modify old conditions either, they degrade to NONE when they attempt to look it up as well. I'm betting its a MO + Creation kit issue, but if anyone else remembers the fix please let me know. Edit: visual explanation:
Dust+ Posted January 9, 2018 Posted January 9, 2018 6 hours ago, Verstort said: Not sure exactly what you're asking for. Sounds like you want more control over the vulnerability system, which is reasonable but difficult to implement ideally, and I want to make sure I understand what you are asking for. It sounds like you want a certain vulnerability increasing the chance of being enslaved by an NPC to [certain] or [almost certain], but currently vulnerability doesn't affect chances. Vulnerability only acts as a limiter/threshold, currently. It sounds like you want to lower armbinder vulnerability overall, but keep the combo naked+arm+tattoo+collar as a high vulnerability combination. I can probably tweak the system to allow for this. Adding that combo and allowing for the modification of individual item weights would be enough. This would be a bit of work though, might not happen for awhile.. I thought about add MCM feature give the player an opportunity to do his own vulnerability combos. And yes, it can based on individual item weights.
Verstort Posted January 9, 2018 Author Posted January 9, 2018 17 hours ago, Dust89 said: I thought about add MCM feature give the player an opportunity to do his own vulnerability combos. That's a much heavier feature request, will probably take 3 times as long to make than switching single items to weights, but I think I can offer at least 2 unique individual combos for users to use, at least if combos are only accumulative.
Verstort Posted January 10, 2018 Author Posted January 10, 2018 This testing version has user selectable individual item levels for vulnerability This required a small overhaul of the vulnerability system, which I think should warrant a major release, but for now posting here in case anyone is brave enough to try using it. Recommend save cleaning upgrading to this if you want to try it. Also @Destroyah340 can you test this version against your save if you still have it? Might have fixed post sex firing when defeat is active. @Dust89 I'm waiting for a response from a fellow developer before starting combo items, but can you see if this, which allows you to lower armbinder alone, might be better in the mean time. Deviously Enslaved Continued(v13.13.2 Testing).7z
Dust+ Posted January 10, 2018 Posted January 10, 2018 14 hours ago, Verstort said: @Dust89 I'm waiting for a response from a fellow developer before starting combo items, but can you see if this, which allows you to lower armbinder alone, might be better in the mean time. Tried 13.13.2. Thanks! This is a things what I wanted But not all new features works fine (screens under spoiler). 1) Vulnerability from Ankle chains not working. I tried DDx chains, chains from Zaz and from SD+. 2) Vulnerability from SlaveTats not work at all. I didn't remember how it was at previous version (need to try). I set tattoos from SD+, Deviant Pack, and few other and noone works. Spoiler
Verstort Posted January 10, 2018 Author Posted January 10, 2018 16 minutes ago, Dust89 said: 1) Vulnerability from Ankle chains not working. I tried DDx chains, chains from Zaz and from SD+. Think I forgot to add that in correctly, I didn't realize until I was looking at the code that we were previously checking for chains but not allowing the user control over them so I added the option, but I might have not set the code up right. Should be easy to fix 16 minutes ago, Dust89 said: 2) Vulnerability from SlaveTats not work at all. I didn't remember how it was at previous version (need to try). I set tattoos from SD+, Deviant Pack, and few other and noone works. Hmm, sounds like you were using packs that I already check against, and I didn't touch the slavetats code itself... not sure what's wrong. I'll check it tonight.
Dust+ Posted January 10, 2018 Posted January 10, 2018 10 minutes ago, Verstort said: Hmm, sounds like you were using packs that I already check against, and I didn't touch the slavetats code itself... not sure what's wrong. I'll check it tonight. Can it be a trouble from my side?
Verstort Posted January 10, 2018 Author Posted January 10, 2018 Just now, Dust89 said: Can it be a trouble from my side? Slavetats doesn't get updates enough for it to be a compatible version issue, DEC only checks for certain tattoos that are bondage/slavery themed but I'm 95% sure I'm checking for those you listed already. You could post a papyrus log, debug might tell me more. I'm not sure if there is still a slavetats debug function, and if it still exists I'm not sure its uptodate enough to use, but might give more information as well until I can look at it closer
Verstort Posted January 11, 2018 Author Posted January 11, 2018 9 hours ago, Dust+ said: 2) Vulnerability from SlaveTats not work at all. I didn't remember how it was at previous version (need to try). I set tattoos from SD+, Deviant Pack, and few other and noone works. Update: code was broken, no tattoos were working However, the "Deviant" pack of tattoos was never on the list to begin with, I mistook them for a different pack. This pack mostly looks like art, many wouldn't qualify for what I believe to be a slave or slut tattoo. If you want tattoos in this pack to count, can you be specific about which tattoos you want and which category you think they fit into? Edit: Well for now: this should fix leg bindings and tattoos in general Deviously Enslaved Continued(v13.13.3 Testing).7z 1
Dust+ Posted January 11, 2018 Posted January 11, 2018 5 hours ago, Verstort said: If you want tattoos in this pack to count, can you be specific about which tattoos you want and which category you think they fit into? Don't worry. Deviant Pack looks interesting for me, but not important for my game. Thanks. I will test 13.13.3 better at evening.
Dust+ Posted January 11, 2018 Posted January 11, 2018 15 hours ago, Verstort said: Update: code was broken, no tattoos were working However, the "Deviant" pack of tattoos was never on the list to begin with, I mistook them for a different pack. This pack mostly looks like art, many wouldn't qualify for what I believe to be a slave or slut tattoo. If you want tattoos in this pack to count, can you be specific about which tattoos you want and which category you think they fit into? Edit: Well for now: this should fix leg bindings and tattoos in general Deviously Enslaved Continued(v13.13.3 Testing).7z Are you sure that you fixed tatts? Leg chains works fine but tatts still not working. I tried almost all SD+ (12 slots) tatts and few other and... nothing.
Verstort Posted January 11, 2018 Author Posted January 11, 2018 7 hours ago, Dust+ said: Are you sure that you fixed tatts? Leg chains works fine but tatts still not working. I tried almost all SD+ (12 slots) tatts and few other and... nothing. Can I get a papyrus log? Edit: Got it, some changes were missed when I reverted from MO 2.1 to 1.3, here you go. Deviously Enslaved Continued(v13.13.4 Testing).7z
Dust+ Posted January 12, 2018 Posted January 12, 2018 12 hours ago, Verstort said: Can I get a papyrus log? Edit: Got it, some changes were missed when I reverted from MO 2.1 to 1.3, here you go. Deviously Enslaved Continued(v13.13.4 Testing).7z I will try it at evening and I can do more tests if you want. Do you have any plans for using new (DD4) devices? Live elbowbinders and other.
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