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Devious Attributes 2019-5-7


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Posted

I don't know what exactly happened to skynet, but he seem to be too busy. He didn't respond to my PM I've sent him ages ago and he didn't push any new updates to github.

I stopped working on it since I was waiting for a answer to my PM from skynet (which like said above, never came). While doing so I became a bit busy with Work and other stuff as well as some games like Overwatch...

Thought I am probably going to pick up this project again soon. Since he still didn't gave me an answer to my questions, I am going to implement the changes I was thinking about. If he or someone else don't like those changes/ideas you are free to point that out and stick with the current version...

 

Some of my ideas:

- Overhauling the base stats

I think they are not clear enough and a bit too complex. I am still brainstorming on how to change it, but I most probably will

- negative stats

All fetish attributes can go into the negative (which means he/she will hate it). They will have different impact on statcalculations.

I am also thinking of adding negative values to base stats, but I am still unsure of if it there is any gain in doing so.

- Stat selection for your character

Basicly, you will be able to pick your stats on character creation. You could start as a highly sadistic character

- Perks

such as more "resistance" towards specific attributes or higher/lower max values and the like. Still collecting ideas on what perks could be included

- API for adding new (fetish) attributes by other mods

Not sure if it is worth the effort, but I am thinking of adding functions and events to be able to add your own fetish attributes and states (such as soulstate). So this mod could provide the basic framework while other mods could add their own attributes for I.E. specific quests or the like.

 

I will probably kill compabitility to older versions and mods thought... I am certainly going to add new functions/events as well as drastically change existing ones in order for more accurate and easier stat changes.

  • 3 weeks later...
Posted

I don't know what exactly happened to skynet, but he seem to be too busy. He didn't respond to my PM I've sent him ages ago and he didn't push any new updates to github.

I stopped working on it since I was waiting for a answer to my PM from skynet (which like said above, never came). While doing so I became a bit busy with Work and other stuff as well as some games like Overwatch...

Thought I am probably going to pick up this project again soon. Since he still didn't gave me an answer to my questions, I am going to implement the changes I was thinking about. If he or someone else don't like those changes/ideas you are free to point that out and stick with the current version...

 

Some of my ideas:

- Overhauling the base stats

I think they are not clear enough and a bit too complex. I am still brainstorming on how to change it, but I most probably will

- negative stats

All fetish attributes can go into the negative (which means he/she will hate it). They will have different impact on statcalculations.

I am also thinking of adding negative values to base stats, but I am still unsure of if it there is any gain in doing so.

- Stat selection for your character

Basicly, you will be able to pick your stats on character creation. You could start as a highly sadistic character

- Perks

such as more "resistance" towards specific attributes or higher/lower max values and the like. Still collecting ideas on what perks could be included

- API for adding new (fetish) attributes by other mods

Not sure if it is worth the effort, but I am thinking of adding functions and events to be able to add your own fetish attributes and states (such as soulstate). So this mod could provide the basic framework while other mods could add their own attributes for I.E. specific quests or the like.

 

I will probably kill compabitility to older versions and mods thought... I am certainly going to add new functions/events as well as drastically change existing ones in order for more accurate and easier stat changes.

 

I hope this mod stays in development, definitely one of the more interesting 'devious' mods around. 

Posted

Are we dead yet? sad.png

 

Maybe if development is going to stop or slow, you can roll back to 0.6.3a since that is compatible with devious consequences. There are some bugs in that version but I'm sure patches can be provided by the community.

 

Right now it's too difficult to use the current version, since it doesn't work with consequences and NPC scanner is causing problems

Just discovered this mod today. Wanted to confirm that the npc scanner brings the game close to full stop in a crowd of moving npcs.

Posted

I don't know what exactly happened to skynet, but he seem to be too busy. He didn't respond to my PM I've sent him ages ago and he didn't push any new updates to github.

I stopped working on it since I was waiting for a answer to my PM from skynet (which like said above, never came). While doing so I became a bit busy with Work and other stuff as well as some games like Overwatch...

Thought I am probably going to pick up this project again soon. Since he still didn't gave me an answer to my questions, I am going to implement the changes I was thinking about. If he or someone else don't like those changes/ideas you are free to point that out and stick with the current version...

 

Some of my ideas:

- Overhauling the base stats

I think they are not clear enough and a bit too complex. I am still brainstorming on how to change it, but I most probably will

- negative stats

All fetish attributes can go into the negative (which means he/she will hate it). They will have different impact on statcalculations.

I am also thinking of adding negative values to base stats, but I am still unsure of if it there is any gain in doing so.

- Stat selection for your character

Basicly, you will be able to pick your stats on character creation. You could start as a highly sadistic character

- Perks

such as more "resistance" towards specific attributes or higher/lower max values and the like. Still collecting ideas on what perks could be included

- API for adding new (fetish) attributes by other mods

Not sure if it is worth the effort, but I am thinking of adding functions and events to be able to add your own fetish attributes and states (such as soulstate). So this mod could provide the basic framework while other mods could add their own attributes for I.E. specific quests or the like.

 

I will probably kill compabitility to older versions and mods thought... I am certainly going to add new functions/events as well as drastically change existing ones in order for more accurate and easier stat changes.

I really think that if you start doing all this it will never be finished and the mod will be dead. The mod had good but limited functionality before the NPC scanner, I think the best thing is to restore that functionality and add new features very slowly.

 

When it's just a few numbers that progress in a user configurable way to inform some penalties and roleplay features, the mod works basically fine for everyone. The more structure that is added like perks, starting stats, etc. the narrower the audience.

 

I think we should:

 

- put version 0.6x back up (before NPC stats and with compatibility to the penalty file)

- fix any obvious bugs

- fix any game play issues (like stats getting stuck at 0, or the lack of configurability around some features)

 

And only then think to add new mechanics.

  • 3 weeks later...
Posted

I just discovered this mod and was wondering whats the status of the mod, is it dead or on hold? Also I notice that one of the requirements is Devious Consequences and I tried looking for it but not seeing it

Posted

Is there an updated description anywhere? Been waiting a while for the "description will be updated later" message to be removed but it sounds like the mod owner is no longer active.

Posted

Is there an updated description anywhere? Been waiting a while for the "description will be updated later" message to be removed but it sounds like the mod owner is no longer active.

The mod's original owner went MIA some months ago.

I have been working on my own version of this mod, which is quite an Overhaul, thus it will still take some while.

Posted

 

Is there an updated description anywhere? Been waiting a while for the "description will be updated later" message to be removed but it sounds like the mod owner is no longer active.

The mod's original owner went MIA some months ago.

I have been working on my own version of this mod, which is quite an Overhaul, thus it will still take some while.

 

 

It is nice to see/hear good news.

 

  • 1 month later...
Posted

A small update guys.

Since the release of the Skyrim Special edition is only a few weeks from now, and the lack of some handy features found in papyrus in the old skyrim, i decided to hold off the update for the current version and only work on the new engine.

 

Since Skyrim SE will most probably use the same engine as Fallout 4 (or hopefully at least carrys over some of the neat functions etc), I started working on coding it for fallout 4, so it can be easily transfered over to skyrim SE once it comes out.

I am currently working on the core functions of the mod (which are nearly done). I have uploaded it to a new repository on github, which can be found here:

https://github.com/Yoshi72/FO4-ActorAttributesFramework

 

Once I have all neccessary functions in place, I need to bugtest (i am sure there are plenty of errors in there) and clean up the code. I had been using it for a lot of "testing" for all kinds of stuff, so my code became quite messy at some point :/

After that I will start making some attributes, includind some which are currently present in this mod.

  • 1 month later...
Posted

A small update guys.

Since the release of the Skyrim Special edition is only a few weeks from now, and the lack of some handy features found in papyrus in the old skyrim, i decided to hold off the update for the current version and only work on the new engine.

 

Since Skyrim SE will most probably use the same engine as Fallout 4 (or hopefully at least carrys over some of the neat functions etc), I started working on coding it for fallout 4, so it can be easily transfered over to skyrim SE once it comes out.

I am currently working on the core functions of the mod (which are nearly done). I have uploaded it to a new repository on github, which can be found here:

https://github.com/Yoshi72/FO4-ActorAttributesFramework

 

Once I have all neccessary functions in place, I need to bugtest (i am sure there are plenty of errors in there) and clean up the code. I had been using it for a lot of "testing" for all kinds of stuff, so my code became quite messy at some point :/

After that I will start making some attributes, includind some which are currently present in this mod.

 

 

VERY COOL! Hope to hear more soon

Posted

Hey guys,

I am slowly getting back to modding (more or less, as time allows). Some real-life stuff didn't leave me too much free time, thus the very very long delay in updates and stuff... now, I am starting to have a bit more free time that I can spend on this :)

 

Devious Attributes is not dead, in my absense Knaeggchen has taken the lead, and pretty much redesigned and rewritten Datt from scratch. I will be helping as needed and as my time allows (these days I have some free time, but sadly cannot devote time to modding as much as I would like to)

Also, I am working on a follower mod that will be a 'show-case' for Datt and will have as much content as my time allows to add.

 

The follower mod will be called "Molag Bal's War" and will feature a follower named Azazel.  Without giving too much spoilers (and I do intend for the mod to have a plot with several quests), Azazel is an elite asassin, specializing on killing mages, and a trusted servant of Molag Bal. After seeing Sanguine taking interest in the dragonborn, Molag Bal has taken an interest in the dragonborn as well. In order to find out more about the dragonborn, Molag Bal sends Azazel to find out more.

 

The current plan is to develop the mods consequently. I will be concentrating on Molag Bal's War and helping with Datt as needed.

(As always, I have more ideas than time to develop them :D )

 

 

 

Posted

Hey guys,

I am slowly getting back to modding (more or less, as time allows). Some real-life stuff didn't leave me too much free time, thus the very very long delay in updates and stuff... now, I am starting to have a bit more free time that I can spend on this :)

 

Devious Attributes is not dead, in my absense Knaeggchen has taken the lead, and pretty much redesigned and rewritten Datt from scratch. I will be helping as needed and as my time allows (these days I have some free time, but sadly cannot devote time to modding as much as I would like to)

Also, I am working on a follower mod that will be a 'show-case' for Datt and will have as much content as my time allows to add.

 

The follower mod will be called "Molag Bal's War" and will feature a follower named Azazel.  Without giving too much spoilers (and I do intend for the mod to have a plot with several quests), Azazel is an elite asassin, specializing on killing mages, and a trusted servant of Molag Bal. After seeing Sanguine taking interest in the dragonborn, Molag Bal has taken an interest in the dragonborn as well. In order to find out more about the dragonborn, Molag Bal sends Azazel to find out more.

 

The current plan is to develop the mods consequently. I will be concentrating on Molag Bal's War and helping with Datt as needed.

(As always, I have more ideas than time to develop them :D )

Sounds fun. A question though? Will you be making the quests up from scratch, and/or will you be integrating some of the more mainstream vanilla quests?

 

Your concept kinda reminds me of 'Shout Like a Virgin.' I think I could've really loved that mod, and kept it on all of my savegames. What killed it for me was that it shoved the Daedric quests down your throat, and spoiled Sovnegarde for me (haven't played the main quest since 2012.)

Posted

Most likely I will not do anything that changes/integrates with vanilla content.

 

The quests will be optional, and they will tell a story.

 

About Azazel : the main idea is to have a

follower with a backstory that is useful in a regular gameplay, has a need for food and sleep and is aware of devious devices. Also possibly some dom/sub interactions, Azazel is follower of Molag Bal,prince of rape and slavery after all...

Posted

Heya

As skynet has mentioned, I had been working to code Datt from the ground up. Unfortunately the scripting functionality in SSE is exactly the same as LE. Thus, all the neat changes etc I made for the Fallout 4 version of this mod aren't working. Thus we are forced to stick to a system similiar to the original Datt. We still have some minor changes thought...

 

Anyway, the core functionalities should be done very soon. What we need then are ideas for what kind of attributes we actually want to include into the mod. We currently have a total of 4 categories for attributes. So I will list our current ideas down there. If you have any other ideas, suggestions or request, let us now.

 

Base Attributes

Base Attributes are mostly used to determine your current character's condition. Most of the attributes here are supposed to react to various situations, thus changing frequently.

Willpower

It's your mental strength. Resisting or painful experiences will drain your Willpower, and once it's depleted, you will no longer have the power to truly resist to whatever is happening to you.

Pride

As the Dragonborn, slaying dragons, helping those in need or achieving other difficult tasks will increase your Pride. Thought too much Pride can make things a bit diffucult too... You might have a hard time to admit some things, which creates additional stress on your mind...

 

Fetish Attributes

They define unique traits of your character. Usually slow in changes, they are used to define what kind of things your character do enjoy or loath. Even if you are being forced into a specific situation, if it is very much to your liking, you probably won't find it that bad... But it could also make it much worse.

Nymphomania

Everything sex related. A character with high Nymphomania attributes enjoys all kinds of sexual interactions.

Sadism

You love to put and/or see other people in "uncomfortable" situations as well as inflicting pain.

Masochism

You kinda enjoy being put in such "uncomfortable" situations or receiving lots of pain yourself. A character can be both, sadistic and masochistic.

Humiliation

You secretely enjoy all kinds of acts that would degrade your "worth as a human being". Being treated as a tool/toy or animal is what you truly desire. Naturally this attribute is in conflict with Pride and people being extreme humiliation lovers have a hard time to keep up their Pride.

This also includes the former "Exhibitionism"

Voyerism (maybe)

*Still an Idea, not sure if it's worth*

While Nymphomania is all about taking part yourself, Voyerism is about watching other people doing it.

 

Calculated Attributes

These Attributes are automatically calculated based on other Attributes. They can't be changed directly and offer an easier to use interface to determine specific conditions.

Submissiveness

Just like the old one, it is used to determine if you are actually able to resist a command or not.

Charisma

It effects how you interact with other Actors.

 

Misc Attributes

These represent a specific state of your character. Unlike other Attributes, they usually range in values between 3 and 7 and are the slowest ones to change.

The former "Soul State" is going to be split into more detailed attributes/states.

Slave State

A representation your State as a slave. It ranges from faithful (?) to abused and thus shows how well you feel being treated. This is not being restricted to a specific actor, but instead to your general situation.

  • 4 weeks later...
Posted

Hi~ I just downloaded this mod and it said in the description page that the description was out of date. Also in the MCM menu theres no descriptions for what all the sliders actually do.

So I figure Ill ask here... and maybe we can get the front page updated? Also would it be possible to have a feature to save your settings so you dont need to reinput them again later?

 

Frequent Attribute Changes/Periodic Attribute Changes= What is the difference between these, what is the difference between putting them low and high?

Trauma Stage Decrease= Which is better, low or high? I assume low means you need less time for each stage.

Willpower tick= Is this how much you lose or how much you gain? I assume this has something to do with attribute changes.

Willpower orgasm= Again, is this how much you lose or gain per orgasm?

Willpower/Pride/Selfesteem per rape= I assume this is a penalty for being raped.

Intervel increase consensual nympho= Having sex before this time increases nympho?

Pride per kill= How much pride you get killing something?

Pride/self esteem per theft= How much ya get for stealing something. Is this pickpocket specifically or taking anything illegally that gets hit with a stolen tag?

Self esteem periodic= How much you gain over time?

 

Decisions?

Willpowerbase cost= How much you need to have to refuse something? Does refusing it lower it?

Pride/SelfEsteem change= How much increased for refusing?

Obediance change= Does this go up or down? Is this for not refusing or refusing?

Fetish Increasement= What effects this? What makes it go up? What does Fetish attribute do exactly?

Arousal Threshold Fetishes= I assume it doesnt increase fetish unless arousal is that high already?

 

Misc

Soul State= I see this correlates to some sort of in game tracking, free, submissive or slave... what does that do?

 

Player Decisions

Response/Decision Type= What?

Extra pride/selfesteem change= Is this a bonus or a penalty, what triggers this?

Simulate player decision/extra changes= Im guessing thats a debug testing feature...

 

Tracked NPCs

What does this do? Followers?

  • 4 weeks later...
Posted

The thing I really liked about this mod is that it made wearing restraints more than just a visual on your character. There was an impact for having a ring gag in your mouth for an hour and so on. So long as that is intact I am a happy camper. 

Posted

Just discovered this mod and have to follow it. I think I'm going to wait to download until more functionality is added in with the devious consequences section. <3 

Maybe it can recognize the Captured Dreams disposition probabilities and sort of offer to fill in some traits automatically if it detects those settings? Reason being is if my character enjoys bondage, having debuffs to being hit with a surprise trap=(thinking of the overwelming urge to put something on herself in one of Cursed Loots traps) doesn't make sense.

  • 1 month later...
Posted

Sorry, just to clarify, is development continuing for LE or SE?

 

I've never really enjoyed playing submissive characters, mainly because you go from hero to submissive slut in about 12 seconds and it always just feels silly to me. I think a more gradual, holistic approach, as this seems to be aiming for, would be ideal.

 

I like the idea of a random npc approaching you, maybe making a lewd comment, and if you're pride is high you can tell them to fuck off and they leave, but if you're pride is low they can tell and keep pestering you, and if you're pride is low enough to the point you can't refuse.

 

You could also have the option to brawl them, if you win, it's a big pride boost, if not it's a pride loss. (you could maybe add a combat debuff for low pride to make it harder to win) They could also humiliate you with a loss, maybe only slightly at first by stripping you, but next time you speak to them you'll only get submissive dialogue potions.

 

Anyways love the idea guys, following this one.

  • 2 months later...
  • 5 months later...
Posted

Hi everyone,
It's been a while, but I have not abandoned Devious Attributes. My day job and real-life stuff leave me little time to properly do modding, so the progress is slower than I would like it to be.
Due to severe performance issues, I have been rewriting this mod from scratch, moving as much functionality into SKSE as possible. I wanted a bit too much out of Papyrus VM I guess...
 
My goal is to have most of not all event handling and processing done in separate threads, outside of Papyrus VM.
I have implemented about 90% of infrastructure required for the mod, and very soon start implementing the actual mechanics.
 
I am looking for suggestions on in-game events that could affect the (devious) stats.

 
For example:
* Player hit with whip --> reduce pride, willpower by 0.5% for each hit
* Player is hit by any weapon --> reduce willpower by 0.1%
* Player successfully casts a spell --> increase in pride by 0.1%
 

The stats are as before:

* Willpower - will regenerate relatively fast, unless something that slows down it's regeneration, such as devious devices. Should this be  also buff/debuff to skills? To which skills? I am thinking magic related, maybe mana regeneration and spell-casting magnitude.

* Self-esteem - not sure about this stat, considering to remove it

* Obedience - how obedient the PC is. I am considering making this per NPC, so the player could feel obedient to John and disobedient to Jane

* Pride - A limit to obedience, bonus/debuff to skills (which skills), will regenerate out of skill usage (maybe other triggers?)

 

 

Also, I would appreciate any thoughts, comments or ideas.

If anyone interested, this is my current code for Datt --> https://github.com/mskynetll/Devious-Attributes/tree/DeviousAttributes3


Sounds like a great mod.

 

What's its status? Is it safe to download and install it now? Anybody using it currently?

 

The mod is somewhat playable, but if you have mod-heavy setup it may cause some script lag. Also, currently, it doesn't have too much content.


Sorry, just to clarify, is development continuing for LE or SE?

 

I've never really enjoyed playing submissive characters, mainly because you go from hero to submissive slut in about 12 seconds and it always just feels silly to me. I think a more gradual, holistic approach, as this seems to be aiming for, would be ideal.

 

I like the idea of a random npc approaching you, maybe making a lewd comment, and if you're pride is high you can tell them to fuck off and they leave, but if you're pride is low they can tell and keep pestering you, and if you're pride is low enough to the point you can't refuse.

 

You could also have the option to brawl them, if you win, it's a big pride boost, if not it's a pride loss. (you could maybe add a combat debuff for low pride to make it harder to win) They could also humiliate you with a loss, maybe only slightly at first by stripping you, but next time you speak to them you'll only get submissive dialogue potions.

 

Anyways love the idea guys, following this one.

 

SE doesn't have proper SKSE yet (and I think it won't have for a good while), so for now the development is for LE. This mod *heavily* relies on SKSE, so until there is a 64-bit SKSE, this mod won't be ported into SE.

Posted

I do not know if this is already in the mod or not ... however:

 

a couple of ideas:

 

willpower or pride

increase for persuasion successes - loss for failures

increase for intimidation successes - loss for failures (2 times amount for persuasion)

increase for successful theft - loss for being caught

major loss for being caught doing murder (DB questline type)

decrease for non-consensual device additions by npcs (if you are a slave it would count as consensual)

increase for getting out of devices by yourself (very slight if used keys - bigger for not using keys)

very small decrease for struggling to get out of devices and failing

very small increase in pride for critical hits (or staggering enemies)

 

 

also as for

    Obedience  - I think it would be better on a individual NPC basis (if its possible without causing major lag issues), with the possibility of becoming so obedient to a particular NPC

                       that even with a high Self-Esteem you would still obey them (a high enough Obedience to a particular NPC would give you a Self-Esteem debuff when talking to that single NPC).

 

     Pride - bonus or debuffs to skills ...the more you successfully use a skill the better the buff...and the worse you use a skill the more a debuff

                and it would also change Self-Esteem (enough Pride gains would increase Self-Esteem.....enough Pride losses and lose Self-Esteem)

 

     Self-Esteem - use this for limit to Obedience, and it would apply a base buff/debuff to certain skills (talk related and crafting). 

 

 doing it this way could then cause the following situation:

 

      PC is a great Alchemist (you make great potions and know it so any you make are easier and more powerful)... but have a overall very low

      Self-Esteem so that a NPC could come up to you and say "Bend over slut. I need to get my rocks off so I am going to fuck you"  ..and the PC

      would let them have her (or him).

 

it would also let the reverse happen:

      PC is a lousy Alchemist (you can't make a potion to save your life)...but otherwise have a very high Self-Esteem. so that when a NPC

      comes up and says "bend over I am going to fuck you".   the PC could respond "No way asshole" and the NPC would apologize and say

      "I am sorry for disturbing you.  Please accept this token as compensation" (NPC give small amount of gold to PC).

 

 

 

 

Posted

I do not know if this is already in the mod or not ... however:

 

a couple of ideas:

 

willpower or pride

increase for persuasion successes - loss for failures

increase for intimidation successes - loss for failures (2 times amount for persuasion)

increase for successful theft - loss for being caught

major loss for being caught doing murder (DB questline type)

decrease for non-consensual device additions by npcs (if you are a slave it would count as consensual)

increase for getting out of devices by yourself (very slight if used keys - bigger for not using keys)

very small decrease for struggling to get out of devices and failing

very small increase in pride for critical hits (or staggering enemies)

 

 

also as for

    Obedience  - I think it would be better on a individual NPC basis (if its possible without causing major lag issues), with the possibility of becoming so obedient to a particular NPC

                       that even with a high Self-Esteem you would still obey them (a high enough Obedience to a particular NPC would give you a Self-Esteem debuff when talking to that single NPC).

 

     Pride - bonus or debuffs to skills ...the more you successfully use a skill the better the buff...and the worse you use a skill the more a debuff

                and it would also change Self-Esteem (enough Pride gains would increase Self-Esteem.....enough Pride losses and lose Self-Esteem)

 

     Self-Esteem - use this for limit to Obedience, and it would apply a base buff/debuff to certain skills (talk related and crafting). 

 

 doing it this way could then cause the following situation:

 

      PC is a great Alchemist (you make great potions and know it so any you make are easier and more powerful)... but have a overall very low

      Self-Esteem so that a NPC could come up to you and say "Bend over slut. I need to get my rocks off so I am going to fuck you"  ..and the PC

      would let them have her (or him).

 

it would also let the reverse happen:

      PC is a lousy Alchemist (you can't make a potion to save your life)...but otherwise have a very high Self-Esteem. so that when a NPC

      comes up and says "bend over I am going to fuck you".   the PC could respond "No way asshole" and the NPC would apologize and say

      "I am sorry for disturbing you.  Please accept this token as compensation" (NPC give small amount of gold to PC).

 

Currently I am rewriting the mod from scratch, so for now, no mechanics are implemented.

Thanks for this, great ideas. I think I will use those.

 

Do you think self-esteem is not redundant? (vs pride)

 

Regarding obedience - I thought about making it per NPC, but not sure that this is possible without making major save game bloat.

 

Posted

pride = how you feel about the things you do

 

self-esteem = how you feel about self (worth)

 

it could be redundant (Self-esteem) depending on how you want them to work...normally pride determines self-esteem to a large part (part of self-esteem is innate)

 

so it is makers choice as to whether or not you should have pride and self-esteem be separate in your mod, or just use pride.

 

as for Obedience - I would suggest you talk to Verstort. he has a method (used in DEC) that remember followers and tracks several stats (and it remembers them even if dismissed and

     rehired 20 levels later) without causing major save game bloat.  I do not know if that system (from DEC) would work here, but it is possible and would be worth checking at least.

     I had a savegame where during the course of the game I had used over 80 different followers and DEC remembered them all (when they were following me

     the stats they had at time of dismissal were saved and used again when I rehired any of them) and I did not see any savegame bloat (that I could say came from DEC).

 

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