Jump to content

Recommended Posts

Posted

Hello!.

I'm trying to take a look at the dialogue that triggers a brawl (in the fightgag topic).

 

Apprently you invoke a function called StartBrawl that sends brawlKeyword to SM event tree. However from there I'm completly lost. I can't see how you are actually triggering the brawl. I thought you were sending that keyword as a trigger for the DGIntimidatequest, but that does not seem to be the case.

 

I'm trying to implement a brawl myself in another mod but can't figure out what I'm missing.

 

Sorry if I shouldn't post this as is not an actual bug or issue with your mod.

Posted
28 minutes ago, EmertX said:

Hello!.

I'm trying to take a look at the dialogue that triggers a brawl (in the fightgag topic).

 

Apprently you invoke a function called StartBrawl that sends brawlKeyword to SM event tree. However from there I'm completly lost. I can't see how you are actually triggering the brawl. I thought you were sending that keyword as a trigger for the DGIntimidatequest, but that does not seem to be the case.

 

I'm trying to implement a brawl myself in another mod but can't figure out what I'm missing.

 

Sorry if I shouldn't post this as is not an actual bug or issue with your mod.

My memory is really poor, and I never fully understood the nature of this feature, starting a brawl was only something I wanted as an alternative to full combat, as I didn't necessarily want the player to mark the target as dangerous and killable. I hacked it together until it worked, and stopped there.

 

How the brawl is triggered, internally in the game with sendstoryevent(), is unknown to me. I have never used sendstoryevent anywhere else, but I believe it's just an event system, and all it did was allow, through script, the option of sending more specific data which DEC never used. I think in this case, it doesn't do anything beyond starting the quest (DGIntimidateQuest) and handling some minor requirements in the background.

 

Can't see your code, but the BrawlKeyword is the same keyword that exists in the base game. The local version of the keyword in crdePlayerMon has a set starting value in the creation kit to point to the game keyword, it's not empty or populated automatically which might be what tripped you up.

 

Edit: By "you invoke a function called StartBrawl" I'm assuming you mean crdePlayerMonitor::StartBrawl() and not Actor::StartBrawl(), which is commented out because I never got it working right.

Posted
1 hour ago, Verstort said:

My memory is really poor, and I never fully understood the nature of this feature, starting a brawl was only something I wanted as an alternative to full combat, as I didn't necessarily want the player to mark the target as dangerous and killable. I hacked it together until it worked, and stopped there.

 

How the brawl is triggered, internally in the game with sendstoryevent(), is unknown to me. I have never used sendstoryevent anywhere else, but I believe it's just an event system, and all it did was allow, through script, the option of sending more specific data which DEC never used. I think in this case, it doesn't do anything beyond starting the quest (DGIntimidateQuest) and handling some minor requirements in the background.

 

Can't see your code, but the BrawlKeyword is the same keyword that exists in the base game. The local version of the keyword in crdePlayerMon has a set starting value in the creation kit to point to the game keyword, it's not empty or populated automatically which might be what tripped you up.

 

Edit: By "you invoke a function called StartBrawl" I'm assuming you mean crdePlayerMonitor::StartBrawl() and not Actor::StartBrawl(), which is commented out because I never got it working right.

Thanks!!, thats what I was missing. Set the "FavorBrawlEvent" value to the script's "BrawlKeyword" keyword in the script properties.

 

Afterwards the Brawl started!

Posted

Hi,

 

A minor script bug report  - causing Array index Out of range errors in crdeplayermonitorscript at line 2153

 

Original Code

  if actorList && actorList.length > 0
    actor a
    int i = 0
    While i <= actorList.length ; for now assume threesome only, more is infrequent
      a == actorList[i]
      if a != None
        float frustration = StorageUtil.GetFloatValue(a, "crdeFollowerFrustration")
        if frustration >= 5
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", (frustration - 5))
        elseif frustration > 0
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", 0)
        endif
      endif
      i += 1
    endWhile
  endif

I updated this to the version below which seems to work fine

 

  if actorList
    actor a
    int i = actorList.length
    While i ; for now assume threesome only, more is infrequent
      i -=1
      a == actorList[i]
      if a
        float frustration = StorageUtil.GetFloatValue(a, "crdeFollowerFrustration") - 5
        if frustration > 0
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", frustration)
        else
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", 0)
        endif
      endif
    endWhile
  endif

 

Posted
4 hours ago, Bane Master said:

Hi,

 

A minor script bug report  - causing Array index Out of range errors in crdeplayermonitorscript at line 2153

 

Original Code


  if actorList && actorList.length > 0
    actor a
    int i = 0
    While i <= actorList.length ; for now assume threesome only, more is infrequent
      a == actorList[i]
      if a != None
        float frustration = StorageUtil.GetFloatValue(a, "crdeFollowerFrustration")
        if frustration >= 5
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", (frustration - 5))
        elseif frustration > 0
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", 0)
        endif
      endif
      i += 1
    endWhile
  endif

I updated this to the version below which seems to work fine


  if actorList
    actor a
    int i = actorList.length
    While i ; for now assume threesome only, more is infrequent
      i -=1
      a == actorList[i]
      if a
        float frustration = StorageUtil.GetFloatValue(a, "crdeFollowerFrustration") - 5
        if frustration > 0
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", frustration)
        else
          StorageUtil.SetFloatValue(a, "crdeFollowerFrustration", 0)
        endif
      endif
    endWhile
  endif

 

The easier fix would have been to change line

    While i <= actorList.length

to

    While i < actorList.length

so that i == actorList.length, which would be 1 further than the array can handle, wouldn't be called.

 

Weird that I didn't see that before, but thanks for pointing it out.

 

 

Posted

Minor note about updating to 13.14.5: if you don't cleansave/newsave, you should manually select *random* in the SD Distant select screen in order for the new random system to work. If you do not, it will keep giving you the same previously rolled random master like it did in older versions until you do select that random option.

Posted

I decided to start using your mod again to see what can be done with it and I figured it needed something. Have you ever considered making your mod compatible with FISS? It would really help out people doing new playthroughs.

Posted
11 hours ago, Darkpig said:

I decided to start using your mod again to see what can be done with it and I figured it needed something. Have you ever considered making your mod compatible with FISS? It would really help out people doing new playthroughs.

I've been avoiding this because its a lot of boilerplate, saving every single MCM variable and then loading them all, rather tedious to put in the mod.

 

I can't ignore that it wouldn't be useful though, the MCM has grown rather large...

Posted

Nice to see random sd masters but i have problem that some of them was removed from sd masters :confused: its becaouse they were edited but different mod? like hert by devious Cidhna?

Posted

Hey, I was wondering if you would be able to help me with this. I have the mod installed, but when I try to do the devious devices alternate start and go into the slavers den I get this error 

ERROR: crdemodsmonitorscript.finishedCheckingMods() being called on an invalid object, aborting function call
stack:
    [crdeWolfclub (6100A464)].crdewolfclubscript.OnInit() - "crdewolfclubscript.psc" Line ?

I dont have wolfclub installed as it didnt seem to be a required mod, is there any idea what could have caused this or how to fix it?

Posted
2 hours ago, Jappa123 said:

Nice to see random sd masters but i have problem that some of them was removed from sd masters :confused: its becaouse they were edited but different mod? like hert by devious Cidhna?

Removed? What do you mean?

 

I'm pretty sure all of the NPC's I picked for that list are regular NPCs you can find in vanilla skyrim, so there shouldn't be any NPcs that won't show up because you don't have the required mod.

 

Even if the NPC's have been modified by another mod in a different place it seems incredibly unlikely they wouldn't show up in the list, not unless the other mod overwrote the ID for the NPC, which would break too much I think.

 

Can you be more specific about why you think NPCs are missing?

 

2 hours ago, Eiikko said:

Hey, I was wondering if you would be able to help me with this. I have the mod installed, but when I try to do the devious devices alternate start and go into the slavers den I get this error 

ERROR: crdemodsmonitorscript.finishedCheckingMods() being called on an invalid object, aborting function call
stack:
    [crdeWolfclub (6100A464)].crdewolfclubscript.OnInit() - "crdewolfclubscript.psc" Line ?

I dont have wolfclub installed as it didnt seem to be a required mod, is there any idea what could have caused this or how to fix it?

This suggests that code is missing the link to the mod monitor script which is odd, but unless you're getting error message flooding filling the whole log I think you can safely ignore that, even if that script gets broken it isn't used for anything unless you have that mod.

 

Posted
7 hours ago, Verstort said:

Removed? What do you mean?

 

I'm pretty sure all of the NPC's I picked for that list are regular NPCs you can find in vanilla skyrim, so there shouldn't be any NPcs that won't show up because you don't have the required mod.

 

Even if the NPC's have been modified by another mod in a different place it seems incredibly unlikely they wouldn't show up in the list, not unless the other mod overwrote the ID for the NPC, which would break too much I think.

 

Can you be more specific about why you think NPCs are missing?

"You are enslaved to a master that has been removed from master races.Your enslavement was terminated" thats basically it, its happening only to few npc's like Hert.

Posted
1 hour ago, Jappa123 said:

"You are enslaved to a master that has been removed from master races.Your enslavement was terminated" thats basically it, its happening only to few npc's like Hert.

if i remember correct, SD+ removed vampires from SD masters for the time being

guess DeepBlueFrog will add them later back

although i use the SD+beta version and i get the message too but SD enslavement continues,

or my mod combinations mess things up^^

Posted
9 minutes ago, donttouchmethere said:

if i remember correct, SD+ removed vampires from SD masters for the time being

guess DeepBlueFrog will add them later back

although i use the SD+beta version and i get the message too but SD enslavement continues,

or my mod combinations mess things up^^

You right :smiley: i didn't realise that all those npc are vampires lol 

Posted

@Verstort

I have made it so that my mod can act as an enslavement event with sendmodevent("DFEnslave"). It would be cool if it could be added as one of the outcomes in this mod (even better if it could only happen when you don't have a follow).

 

Also, If there are any mod conflicts better our mods I'd like to do my best to fix em (so if you know any let me know)

Posted
11 hours ago, Lozeak said:

@Verstort

I have made it so that my mod can act as an enslavement event with sendmodevent("DFEnslave"). It would be cool if it could be added as one of the outcomes in this mod (even better if it could only happen when you don't have a follow).

 

Also, If there are any mod conflicts better our mods I'd like to do my best to fix em (so if you know any let me know)

If there are still conflicts between DF and DEC they aren't known to me, I think basic detection has been fixed from DEC's side already.

 

Will checkout the slavery entrance when I get the chance.

 

Hmm... not sure if this should be considered sold or given...

Posted

DEC is locking out DF (vice versa?) for me, and the MCM option to prevent it is greyed out. Console says something about check for sex approach.... DF has locked the actor. (Enslave options are on 0, and "follower does not block enslave")

 

Its been like that for me for a couple of versions between the both now. The MCM menu picks up SD just fine, and has picked up CD when I run it. Tested on multiple new games, I hit that "new game" button lots. Everything is working great. The refresh detected mods seems to be completing just fine... Is there something else I can do or a very common cause of this problem?

 

I still havent got around to enabling logs... and I'm not sure how to post spoilers... If this sounds really oddball, I can def post some logs... if someone shows me how to do //spoliers// :)

 

Anyhow, I'm having a blast regardless. But I wanted to bring it up while the topic is still fresh.

 

Thank you.

 

EDIT: The MCM menu button is greyed out... but I still get sex approaches when they are warranted, maybe the console message is showing the wrong reason a sex approach is failing? My followers still seem to approach me with items also... so.... maybe I'm not missing anything. (?)

Posted
3 hours ago, thefakebobdole said:

DEC is locking out DF (vice versa?) for me, and the MCM option to prevent it is greyed out. Console says something about check for sex approach.... DF has locked the actor. (Enslave options are on 0, and "follower does not block enslave")

 

Its been like that for me for a couple of versions between the both now. The MCM menu picks up SD just fine, and has picked up CD when I run it. Tested on multiple new games, I hit that "new game" button lots. Everything is working great. The refresh detected mods seems to be completing just fine... Is there something else I can do or a very common cause of this problem?

 

I still havent got around to enabling logs... and I'm not sure how to post spoilers... If this sounds really oddball, I can def post some logs... if someone shows me how to do //spoliers// :)

 

Anyhow, I'm having a blast regardless. But I wanted to bring it up while the topic is still fresh.

  

Thank you.

 

EDIT: The MCM menu button is greyed out... but I still get sex approaches when they are warranted, maybe the console message is showing the wrong reason a sex approach is failing? My followers still seem to approach me with items also... so.... maybe I'm not missing anything. (?)

Spoilers are a tag on this site, even if the interface doesn't provide a button you can just type the tags and your text gets put in a spoiler block

the tags are [*spoiler] and [/*spoiler] with the * removed, or look at this image



1411614392_howtospoiler.jpg.88f58356378c9d0cad2308ed5d7938d2.jpg

But if you do enable logs, please DO NOT post your logs in a spoiler, post your logs as an attached FILE. Some logs can be megabytes large, and it has to be loaded by the webpage long before it gets expanded by a user, so megabytes of size gets added to the page load which is slow and heavy. By comparison, Files are downloaded on demand.

 

That said, try this version I think I fixed it.

Deviously Enslaved Continued(v13.14.7).7z

Posted
On 5/22/2018 at 8:32 PM, Verstort said:

If there are still conflicts between DF and DEC they aren't known to me, I think basic detection has been fixed from DEC's side already.

 

Will checkout the slavery entrance when I get the chance.

 

Hmm... not sure if this should be considered sold or given...

sold and given =D

 

and the DF option is still grayed out as thefakebobdole already mentioned

i am sure thats no accident, you want to save us from messing up our game? ;D

Posted

Awesome it works great, thank you! I use MO, so I just put the new files under the old one... to overwrite whatever. It worked on a brand new save, and an older one already running the latest version.

Posted

My Google Fu failed me so here is a question:

 

- I turned off Devious Devices Bound animations option and also in Zap i turned of override animations for bound antimations.

But it seems all sex scenes triggered with Deviously enslaved still restrict animations to bound ones suitable for the items (yoke for example).

 

So question is:
Can I and how can I turn this feature off via the MCM of Deviously Enslaved? 

Posted
4 hours ago, Nymra said:

My Google Fu failed me so here is a question:

 

- I turned off Devious Devices Bound animations option and also in Zap i turned of override animations for bound antimations.

But it seems all sex scenes triggered with Deviously enslaved still restrict animations to bound ones suitable for the items (yoke for example).

 

So question is:
Can I and how can I turn this feature off via the MCM of Deviously Enslaved? 

The feature currently does not exist. I'll need some time to set it up too, as currently it's setup where DEC uses it's own filter for DD3.3 and uses DD's filter for DD4, and I need to stop and think about which tags users are trying to disable, and which one's would be strange not to disable (two women with male-gay animations would be really weird I bet, you probably still don't want acrobatic animations for NPC-rapes-player context sex, ect)

 

If you wanted a quick hack, you could change it yourself, most of the code is in crdePlayerMonitorQuest::doPlayerSexFull(). Compiling is a bit of a pain as you need some soft depenedencies installed for compile even if you aren't playing with them, and need source scripts for some frameworks that don't always offer them loose, if the scripts are hidden in a BSA the compiler won't find them. If have compile errors that don't make sense feel free to ask, or pass me a file with the changes you want and I'll compile it for you in the time being.

Posted
6 hours ago, Verstort said:

The feature currently does not exist. I'll need some time to set it up too, as currently it's setup where DEC uses it's own filter for DD3.3 and uses DD's filter for DD4, and I need to stop and think about which tags users are trying to disable, and which one's would be strange not to disable (two women with male-gay animations would be really weird I bet, you probably still don't want acrobatic animations for NPC-rapes-player context sex, ect)

 

If you wanted a quick hack, you could change it yourself, most of the code is in crdePlayerMonitorQuest::doPlayerSexFull(). Compiling is a bit of a pain as you need some soft depenedencies installed for compile even if you aren't playing with them, and need source scripts for some frameworks that don't always offer them loose, if the scripts are hidden in a BSA the compiler won't find them. If have compile errors that don't make sense feel free to ask, or pass me a file with the changes you want and I'll compile it for you in the time being.

Hey,
sadly my talent for that kind of stuff is more of a danger :P
Plus I do not find time to get into it myself in the first place, be it coding or modding :( Already happy when I get my mod mix to work!

I just wanted to make sure that I dont miss anything and that the issue is indeed with this mod and not with something else interfering. Now I at least know what to expect and I think I can work with that quite fine. In fact it is not all that bad either. 
I usually change all the animations with Sexlab Tools anyway, but somehow that does not always play well with bound animations. 
So now I can just go for this mod when I want that content and still do not change any of my settings, just the gear on my PC :D


If possible and in the future, an option to change that would still be appreciated. I personally believe that there can never be too many options anyway, hehe.

Posted
On 5/24/2018 at 5:15 AM, Verstort said:

That said, try this version I think I fixed it.

Deviously Enslaved Continued(v13.14.7).7z

Tried this Version and yes i could uncheck the Devious Follower Block but at same Time the entire mod stopped working for me. 

Testet with a new Game and also if i dont touch this Devious Follower Block Option the Mod does not work anymore. 

My Followers are not approaching me, no Sex Requests from other NPC.

Also in Console or on Screen are no Messages from Enslaved. 

Posted
13 hours ago, crazyduck said:

Tried this Version and yes i could uncheck the Devious Follower Block but at same Time the entire mod stopped working for me. 

Testet with a new Game and also if i dont touch this Devious Follower Block Option the Mod does not work anymore. 

My Followers are not approaching me, no Sex Requests from other NPC.

Also in Console or on Screen are no Messages from Enslaved. 

not getting that from my end...

 

Can you post a papyrus log from a new game, save, load, wait 3 minutes?

 

Edit: when I say I can't replicate, I'm not accusing anyone of lying, I'm stating that I can't fix it because I can't debug without it in front of me. Logs and saves help me find the problem when I can't stumble upon it myself.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...