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Devious Attributes 2019-5-7


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Posted

Uploaded a new version of Devious Attributes. Since it is after a major rewrite, I will need to update the description on the first page; also, because it is a rewrite, the current version of Devious Consequences (0.3.1) is not compatible with the new version of Devious Attributes (the next paragraph on my todo list is to do a refactoring on Devious Consequences).

 

Also, note that the new version requires a clean save or a new game - it does not support in-place upgrade.

 

So, whats new?

  • Major rewrite of the mod
    • Attributes are now integers and have linear progression
    • More granular changes for attributes - depending on events and on fetish values
    • Using Sexlab's purity and skill stats for attribute changes during sex related events
    • new fetish stat - Sadist, will increase (so far) if an NPC or a player rape while having very high arousal
    • Improvements to performance (hopefully, if it doesn't I would really really love to know about it)
    • Cleaner code - easier to maintain
    • Logging in the console - easier to track what is going on (right now it is pretty verbose, probably I will add some switches to lessen the load of logging)
    • Now Devious Attributes is an ESM (preparation for integration "satellite" mods)
  • NPC Tracking (doesn't do too much by itself now, it is also a preparation for integration mods)
    • NPC's can have rape trauma's with debuffs
    • NPC's have the same attribute buffs/debuffs as PC

Right now, it should be relatively bug free, since I took some time to play-test it. But, due to a very common syndrome of works-on-my-machine, there still may be bugs. Or inefficient code - on my machine the mod doesn't cause any script lag, but I'd be interested to know if it does anywhere else.

Also, I am interested to hear your thoughts or suggestions about the refactoring..

 

"Attributes are now integers and have linear progression" Could you expand on this? By linear progression do you mean there are different levels of an attribute?

Excited about the new version, but I'm kinda hesitant to update as devious consequences isn't compatible.

Posted

Sexlab's skills stats I think are a one way path which could only go up, it might be reasonable, but in the long term not quite useful since everyone eventually reaches the highest level.

I think Purity flip flops depending on what kind sex, dirty or not dirty, it doesn't change if character doesn't have sex, so a dirty character who doesn't have sex for a long time is still a dirty character, but if character have lots of "pure" sex (could be luck of the draw base on animation) the character would be consider pure.

Posted

1. Provide personality related attributes for mod developers to use in dialogues and various checks.

 

 

This is the part that has me most interested. I assume you mean something like, SD+ could make checks to your willpower to see if you'll be able to refuse orders or attempt escape. After realizing the potential of a feature like this, I really, really need something like that in my game.

 

What I'm wondering is, how likely is it to happen anytime soon? Is it something you'll be able to do, or do you completely depend on other mod authors finding this mod and thinking it's worth to add a dependency for? And in the latter case, do you know if any mod authors have shown interest?

Posted

m.skynet,

 

Really like the new version. I was skeptical at first but it really is much simpler, and the ability to actually have attributes go to 0 makes things much clearer and cleaner.

 

Some things:

 

"willpower on orgasm" mcm slider appears to be broken.

"Rape with 2 actors" in debug MCM appears to really be rape with 3 actors (2+player) or maybe I don't understand the new system.

On sleeping, all rape trauma levels appear to be reset.

 

Looking at the scripts, I think you wanted to make willpower increase slow down as trauma level increases. But I think in the middle you actually did the opposite, the slow down function as written is:

 

0. X

1. X/5

2. X/2

3. X-1

4. 0

 

But if I am understanding the surrounding logic correctly it should really be:

 

0. X

1. X-1

2. X/2

3. X/5

4 0

 

My only complaint aside from small errors like that is that the vibration events don't seem to reduce willpower anymore :(. I really liked that feature, I hope it or something similar will come back!

Posted

 

Uploaded a new version of Devious Attributes. Since it is after a major rewrite, I will need to update the description on the first page; also, because it is a rewrite, the current version of Devious Consequences (0.3.1) is not compatible with the new version of Devious Attributes (the next paragraph on my todo list is to do a refactoring on Devious Consequences).

 

Also, note that the new version requires a clean save or a new game - it does not support in-place upgrade.

 

So, whats new?

  • Major rewrite of the mod
    • Attributes are now integers and have linear progression
    • More granular changes for attributes - depending on events and on fetish values
    • Using Sexlab's purity and skill stats for attribute changes during sex related events
    • new fetish stat - Sadist, will increase (so far) if an NPC or a player rape while having very high arousal
    • Improvements to performance (hopefully, if it doesn't I would really really love to know about it)
    • Cleaner code - easier to maintain
    • Logging in the console - easier to track what is going on (right now it is pretty verbose, probably I will add some switches to lessen the load of logging)
    • Now Devious Attributes is an ESM (preparation for integration "satellite" mods)
  • NPC Tracking (doesn't do too much by itself now, it is also a preparation for integration mods)
    • NPC's can have rape trauma's with debuffs
    • NPC's have the same attribute buffs/debuffs as PC

Right now, it should be relatively bug free, since I took some time to play-test it. But, due to a very common syndrome of works-on-my-machine, there still may be bugs. Or inefficient code - on my machine the mod doesn't cause any script lag, but I'd be interested to know if it does anywhere else.

Also, I am interested to hear your thoughts or suggestions about the refactoring..

 

"Attributes are now integers and have linear progression" Could you expand on this? By linear progression do you mean there are different levels of an attribute?

Excited about the new version, but I'm kinda hesitant to update as devious consequences isn't compatible.

 

 

In versions before the latest, attribute values were floats and attribute changes were in percentages and it was hard to follow which resulted in lots of bugs in edge cases. Now, the attributes are integers and they are changed by adding and substracting values.

 

Also, rewriting Devious Consequences is the next thing in my to do list (that and bug fixes for Devious Attributes of course :) )

Posted

Sexlab's skills stats I think are a one way path which could only go up, it might be reasonable, but in the long term not quite useful since everyone eventually reaches the highest level.

I think Purity flip flops depending on what kind sex, dirty or not dirty, it doesn't change if character doesn't have sex, so a dirty character who doesn't have sex for a long time is still a dirty character, but if character have lots of "pure" sex (could be luck of the draw base on animation) the character would be consider pure.

 

I am aware of that; Sexlab stats have only minor effect on the scheme of things, and I think it adds to a sense of "progression". Also, some mods do not choose randomly sex animation types (I know majority select randomly), so purity and oral/vaginal/anal skills sometimes do matter.

 

How Sexlab stats are used?

  • Purity - during PC's OrgasmEnd event, purity is normalized to be between [-6,6] and can increase/decrease willpower debuff for orgasms
  • During consensual animations, and if player's SoulState is not "Forced Slave", having oral/vaginal/anal skill > 0 will cause small increase in self-esteem

Hey guys. I have a few questions at the mod author:

Does the Soul State represent your relationship with a specific actor, or does it represent your character's overall mental state?

 

I am currently working on rewriting the scripts for Devious Devices in a more unified and immersive way. One of my goals is to rewrite all messages into first person (they currently are all in third person). I would like to add support for this script so I can do like different messages (and possibly choices) depending on your devious attribute provided by this mod.

I.E. a character that is a obedient sub will be eager to equip such a device on her own, while a forced slave (or rather a character that has experienced such situations before) won't even have the option to equip some devices voluntarily.

I still didn't fully grasp the meaning of all those values. In my opinion they are still too similiar to each other and confusing :/

 

Soul State represents relationship with a specific actor. (Assuming that in case of "Forced Slave" and "Willing Sub" there can be only one master/dom)

 

And, which values are too similar?

 

Yet again I feel I must say, this mod/framework is amazing, and makes me wonder why it wasn't thought of sooner (at least with the amount of time that SSL has been out). I was waiting for this 'update/rewrite' of the mod to add it to my current game (clean save/new game required reasons), but I still think this has some huge potential. Thank you very much Skynet (there is something I never thought I'd say, (sorry was watching Terminator earlier)) for this incredible "must have" addition. Keep up the great work, and innovation.

 

Thanks for your kind words! It is really nice to know that folks enjoy using my mod :D

And... who said SkyNet is a bad guy in the story? It is only doing what it thinks is best for humans... ending all those silly pointless wars in the best way it could :lol:

 

Posted

 

Great mod, I'm lovin' it. Can't wait 'till I can beat the snot out of the clown who stole my stuff! Keep going.

 

Two suggestions:

 

1. Meeting the thief inside an inn or on a crowded street, make them an offer of money: "why bother selling that stuff when I can give you a lot more. But I don't have the money on me. Meet me in this nearby isolated and lonely spot with no witnesses and we'll trade." That way, you can kill the thief, and no one will be the wiser.

 

2. After a couple of times going that, you'll develop a reputation. Thieves are less likely to fall for the offer, but more likely to be so afraid of your violent rep that they'll simply capitulate and give you your stuff back. However (and there's always a however), there's a percentage chance they'll simply call the guards. Adds a touch of uncertainty to the outcome.

 

Off-topic: It'd be nice if that reputation was local, something like the ones for sexlab. Imagine other mods being able to tap into this reputation of violence, and increase/decrease it so that your actions have real consequences. People might be less likely to argue or fight with you (immediate surrender/submission), but shopkeepers/innkeepers may be less likely to sell to you as well. Also, guards might arrest you on sight not for anything you've done but on pure suspicion -- you're known for being violent, after all, so maybe you did this other crime, too. Maybe a little time on the rack will make you confess (zaz integration?)! After a while, people would give you a nickname, based on the method of execution used (The Axe, or The Blade, or for all you pyromaniacs out there, Inferno) and occasionally greet you that way (fearfully, of course). Everything doesn't have to be about sex, now, amiright?

 

 

Are you sure you're in the right thread?

 

---

 

m.skynet, did we lose functionality in this update? Do DDs no longer affect stats?

 

 

No functionality loss at Devious Attributes. I think what you are seeing is that because of rewrite of Devious Attributes, the Devious Consequences mod is not compatible with the latest version of Devious Attributes. When I rewrite it - it should return to at least the same level of functionality.

Posted

 

1. Provide personality related attributes for mod developers to use in dialogues and various checks.

 

 

This is the part that has me most interested. I assume you mean something like, SD+ could make checks to your willpower to see if you'll be able to refuse orders or attempt escape. After realizing the potential of a feature like this, I really, really need something like that in my game.

 

What I'm wondering is, how likely is it to happen anytime soon? Is it something you'll be able to do, or do you completely depend on other mod authors finding this mod and thinking it's worth to add a dependency for? And in the latter case, do you know if any mod authors have shown interest?

 

 

Yes, your assumption is correct. One of the reasons for existence of Devious Attributes is to provide attributes for other mods to check against.

 

It will take some time to happen I think. Why?

The answer is two-fold :

  • Other mod authors can hook their mods with Devious Attributes. Also they can do that without adding hard dependency (attributes are stored also in PapyrusUtil, so fetching the values is easy). So far I know that Bobbert6996, jfraser (Simple Slavery), skyrimll (SD+) have taken interest. How much time will take for Devious Attribute support in those mods - it depends on their available free time and priorities in their TODO list I guess.
  • Probably I can do patches for least for some mods, but:
  1. Not sure if another mod's author(s) will agree to me fiddling with their scripts (they may or may not agree - I guess it depends on the person(s) involved)
  2. Probably I will look into how I can do patches for several mods once I finish with Devious Consequences mods (satellite mods for Devious Attributes).

m.skynet,

 

Really like the new version. I was skeptical at first but it really is much simpler, and the ability to actually have attributes go to 0 makes things much clearer and cleaner.

 

Some things:

 

"willpower on orgasm" mcm slider appears to be broken.

"Rape with 2 actors" in debug MCM appears to really be rape with 3 actors (2+player) or maybe I don't understand the new system.

On sleeping, all rape trauma levels appear to be reset.

 

Looking at the scripts, I think you wanted to make willpower increase slow down as trauma level increases. But I think in the middle you actually did the opposite, the slow down function as written is:

 

0. X

1. X/5

2. X/2

3. X-1

4. 0

 

But if I am understanding the surrounding logic correctly it should really be:

 

0. X

1. X-1

2. X/2

3. X/5

4 0

 

My only complaint aside from small errors like that is that the vibration events don't seem to reduce willpower anymore :(. I really liked that feature, I hope it or something similar will come back!

 

Thanks for the testing! I will take another look at the logic and the bugs :)

About vibration effect reducing willpower -> this is definitely is there to stay! It will work again when I rewrite Devious Consequences to be compatible with the new version

 

Posted

 

I can't figure out what the mod does (other than a few debuffs)

 

TL;DR

Devious Attributes is a framework mod for other mods that tracks various attributes that represent personality traits such as pride and willpower. Couple of debuffs and effects are added for immersiveness.

Framework to do what? Mainly, two things

1. Provide personality related attributes for mod developers to use in dialogues and various checks.

2. Provide a framework to process decisions made by the player during dialogues (decision outcome will have effect on attributes). The decision mechanics is also intended to simulate the process of slave training  (so far only the player is supported)

 

(the idea here is to provide means for other mods to be more "interactive" with the player, and also the player can see lasting consequences for what is going in the game)

 

On top of that, there will be several "consequences" mods that will create more buffs/debuffs and additional triggers to change attributes for the main mod

(for example, a "consequence" mod could have the following effect : a player wearing a ball-gag will produce drooling effect that will decrease pride when a player is seen by NPCs)

 

Does this make sense?

 

 

it sure does :) looking forward to a mod using this framework :)

 

 

Posted

I'm not seeing the setting for changing the timer on the trauma or the reset for the trauma anymore. Is it still there?

 

For now the trauma duration is hardcoded to 12 game hours. Likely in the next version I will add MCM setting for it.

Trauma level is reset on attributes reset in debug tab in MCM. In the next version I will separate them.

Posted

 

I'm not seeing the setting for changing the timer on the trauma or the reset for the trauma anymore. Is it still there?

 

For now the trauma duration is hardcoded to 12 game hours. Likely in the next version I will add MCM setting for it.

Trauma level is reset on attributes reset in debug tab in MCM. In the next version I will separate them.

 

 

There's already an MCM slider, so I guess that doesn't do anything yet?

 

One request: It would be cool if this mod could make extremely high arousal relevant from a rp perspective. Maybe the willpower loss on orgasm, and even on vibrate, could be increased somewhat with arousal? 

Posted

 

 

 

Sexlab's skills stats I think are a one way path which could only go up, it might be reasonable, but in the long term not quite useful since everyone eventually reaches the highest level.

I think Purity flip flops depending on what kind sex, dirty or not dirty, it doesn't change if character doesn't have sex, so a dirty character who doesn't have sex for a long time is still a dirty character, but if character have lots of "pure" sex (could be luck of the draw base on animation) the character would be consider pure.

 

I am aware of that; Sexlab stats have only minor effect on the scheme of things, and I think it adds to a sense of "progression". Also, some mods do not choose randomly sex animation types (I know majority select randomly), so purity and oral/vaginal/anal skills sometimes do matter.

 

How Sexlab stats are used?

  • Purity - during PC's OrgasmEnd event, purity is normalized to be between [-6,6] and can increase/decrease willpower debuff for orgasms
  • During consensual animations, and if player's SoulState is not "Forced Slave", having oral/vaginal/anal skill > 0 will cause small increase in self-esteem

Hey guys. I have a few questions at the mod author:
Does the Soul State represent your relationship with a specific actor, or does it represent your character's overall mental state?

 

I am currently working on rewriting the scripts for Devious Devices in a more unified and immersive way. One of my goals is to rewrite all messages into first person (they currently are all in third person). I would like to add support for this script so I can do like different messages (and possibly choices) depending on your devious attribute provided by this mod.

I.E. a character that is a obedient sub will be eager to equip such a device on her own, while a forced slave (or rather a character that has experienced such situations before) won't even have the option to equip some devices voluntarily.

I still didn't fully grasp the meaning of all those values. In my opinion they are still too similiar to each other and confusing :/

 

Soul State represents relationship with a specific actor. (Assuming that in case of "Forced Slave" and "Willing Sub" there can be only one master/dom)

 

And, which values are too similar?
 


Yet again I feel I must say, this mod/framework is amazing, and makes me wonder why it wasn't thought of sooner (at least with the amount of time that SSL has been out). I was waiting for this 'update/rewrite' of the mod to add it to my current game (clean save/new game required reasons), but I still think this has some huge potential. Thank you very much Skynet (there is something I never thought I'd say, (sorry was watching Terminator earlier)) for this incredible "must have" addition. Keep up the great work, and innovation.

 

Thanks for your kind words! It is really nice to know that folks enjoy using my mod :D

And... who said SkyNet is a bad guy in the story? It is only doing what it thinks is best for humans... ending all those silly pointless wars in the best way it could :lol:
 

 

 

 

To be honest I can sympathize with Skynet's reasons. But that is coming from a Warhammer 40k old codex Necron player. So take it for what you will. Still, keep up the great work.

 

On a side note: I have a minor suggestion. Would it be possible to eliminate (or severely decrease) the amount of will, self esteem, and self confidence gained (from any action that may have an increase) while wearing any DD items?

For instance: If you have arm and leg cuffs, a collar, belt, piercings, and plugs. If you win a fight with all that equipped it seems to negate all the "loss" of stats with that one encounter. It's seems the same with quests.

 

Thanks again.

Posted

 

Hey guys. I have a few questions at the mod author:

Does the Soul State represent your relationship with a specific actor, or does it represent your character's overall mental state?

 

I am currently working on rewriting the scripts for Devious Devices in a more unified and immersive way. One of my goals is to rewrite all messages into first person (they currently are all in third person). I would like to add support for this script so I can do like different messages (and possibly choices) depending on your devious attribute provided by this mod.

I.E. a character that is a obedient sub will be eager to equip such a device on her own, while a forced slave (or rather a character that has experienced such situations before) won't even have the option to equip some devices voluntarily.

I still didn't fully grasp the meaning of all those values. In my opinion they are still too similiar to each other and confusing :/

 

Soul State represents relationship with a specific actor. (Assuming that in case of "Forced Slave" and "Willing Sub" there can be only one master/dom)

 

And, which values are too similar?

 

 

 

I.E. Pride and self-esteem is quite similiar. I really do not see a good reason as to why split it into two different values. But that's maybe just me, so don't worry too much about it.

 

If Soul State represents the relationship with only one specific actor, is there something else I could use to determine the overall player's tendency? I really hoped that this mod actually keeps track of the player's personally traits regarding bdsm acts and/or other stuff. But it seems it mainly focus on slave-training to specific actors.

Like I said in my initial post, my idea is to have different kind of options when trying to equip devious devices. With the recent update you introduced a sadist value, which might come in use when trying to equip DDs on another actor, but I still can't find a proper for self-equipping items.

Submissiveness and Obedience seem to be the two most fitting ones, but they still relate to other actors, rather than the character's personal preferences.

 

That's why I hereby suggest to add a masochism value, similiar to the newly implemented sadistic. It is totally independent to your sadist values, as you theoretically can be sadistic and masochistic at the same time. Like the sadistic value, it increases slightly whenever you exposed to masochistical situations while having a high arousal, or if you willingly obey orders that can be considered masochistic.

In fact, I do think we need many more general stats concerning different kind of character traits and fetishes. We currently only have nymphomaniac as well as the new sadistic value. We could also add different values for like anal/vaginal/oral, being bound, when receiving pain and many other fetishes.

 

Like I said, this mod currently focus on the character's mental state as well as it's relationship to specific actors, so this is mostly useful for quest-related stuff.

Posted

 

 

Hey guys. I have a few questions at the mod author:

Does the Soul State represent your relationship with a specific actor, or does it represent your character's overall mental state?

 

I am currently working on rewriting the scripts for Devious Devices in a more unified and immersive way. One of my goals is to rewrite all messages into first person (they currently are all in third person). I would like to add support for this script so I can do like different messages (and possibly choices) depending on your devious attribute provided by this mod.

I.E. a character that is a obedient sub will be eager to equip such a device on her own, while a forced slave (or rather a character that has experienced such situations before) won't even have the option to equip some devices voluntarily.

I still didn't fully grasp the meaning of all those values. In my opinion they are still too similiar to each other and confusing :/

 

Soul State represents relationship with a specific actor. (Assuming that in case of "Forced Slave" and "Willing Sub" there can be only one master/dom)

 

And, which values are too similar?

 

 

 

I.E. Pride and self-esteem is quite similiar. I really do not see a good reason as to why split it into two different values. But that's maybe just me, so don't worry too much about it.

 

If Soul State represents the relationship with only one specific actor, is there something else I could use to determine the overall player's tendency? I really hoped that this mod actually keeps track of the player's personally traits regarding bdsm acts and/or other stuff. But it seems it mainly focus on slave-training to specific actors.

Like I said in my initial post, my idea is to have different kind of options when trying to equip devious devices. With the recent update you introduced a sadist value, which might come in use when trying to equip DDs on another actor, but I still can't find a proper for self-equipping items.

Submissiveness and Obedience seem to be the two most fitting ones, but they still relate to other actors, rather than the character's personal preferences.

 

That's why I hereby suggest to add a masochism value, similiar to the newly implemented sadistic. It is totally independent to your sadist values, as you theoretically can be sadistic and masochistic at the same time. Like the sadistic value, it increases slightly whenever you exposed to masochistical situations while having a high arousal, or if you willingly obey orders that can be considered masochistic.

In fact, I do think we need many more general stats concerning different kind of character traits and fetishes. We currently only have nymphomaniac as well as the new sadistic value. We could also add different values for like anal/vaginal/oral, being bound, when receiving pain and many other fetishes.

 

Like I said, this mod currently focus on the character's mental state as well as it's relationship to specific actors, so this is mostly useful for quest-related stuff.

 

 

Pride and self esteem do seem similar, yes. The reason they are both around is simple - to make attribute mechanics more immersive and interesting. While pride can relatively rapidly go up and down, self-esteem is not won back so easily. Also, if other mods will be using attribute values, it will give mod authors more options to choose from (more immersive RP options)

 

I added soul-state to indicate the change in status of PC - so the changes in attributes would work bit different, depending on the value of soul-state. For example, PC who is free and complies with a demand/request/order would have their pride decreased. PC who is a willing sub and complies with a demand/request/order would have their pride increased (something like "I am proud because I serve my master")

 

Regarding masochism : it is already there. Sadism was actually implemented to compliment already existing masochism value.

In addition to main attributes (willpower, pride etc.) there are also "personality" attributes : Humiliation Lover, Masochist, Sadist, Exhibitionist and Nymphomaniac.

Right now, personality attributes are used in some calculations and have some rudimentary events to make them go up. Probably I will be adding more events to change them later on.

 

Posted

m.skynet,

 

Really like the new version. I was skeptical at first but it really is much simpler, and the ability to actually have attributes go to 0 makes things much clearer and cleaner.

 

Some things:

 

"willpower on orgasm" mcm slider appears to be broken.

"Rape with 2 actors" in debug MCM appears to really be rape with 3 actors (2+player) or maybe I don't understand the new system.

On sleeping, all rape trauma levels appear to be reset.

 

Looking at the scripts, I think you wanted to make willpower increase slow down as trauma level increases. But I think in the middle you actually did the opposite, the slow down function as written is:

 

0. X

1. X/5

2. X/2

3. X-1

4. 0

 

But if I am understanding the surrounding logic correctly it should really be:

 

0. X

1. X-1

2. X/2

3. X/5

4 0

 

My only complaint aside from small errors like that is that the vibration events don't seem to reduce willpower anymore :(. I really liked that feature, I hope it or something similar will come back!

 

Thanks again for testing! Fixing issues is much faster this way :)

  • Willpower on orgasm is fixed
  • Debug option -> Rape with 2 actors is fixed, now it is actor+player simulation
  • Willpower recovery slowdown function - it is now

(assuming default willpower base recovery of 10 per tick it should be ok I think)

  1. X
  2. X - (X/5)
  3. X - (X/2)
  4. 1
  5. 0

 

Regarding sleep removing trauma levels - how much time sleeping do is take to remove all levels? I looked at the code again, it should remove trauma levels if you sleep long enough - so if trauma level timer is 12 hours, so if PC sleeps for 12 hours - one level of trauma should be removed, if PC sleeps for  24 hours, two levels of rape trauma should be removed and so on

 

Posted

 

Great mod, I'm lovin' it. Can't wait 'till I can beat the snot out of the clown who stole my stuff! Keep going.

 

Two suggestions:

 

1. Meeting the thief inside an inn or on a crowded street, make them an offer of money: "why bother selling that stuff when I can give you a lot more. But I don't have the money on me. Meet me in this nearby isolated and lonely spot with no witnesses and we'll trade." That way, you can kill the thief, and no one will be the wiser.

 

2. After a couple of times going that, you'll develop a reputation. Thieves are less likely to fall for the offer, but more likely to be so afraid of your violent rep that they'll simply capitulate and give you your stuff back. However (and there's always a however), there's a percentage chance they'll simply call the guards. Adds a touch of uncertainty to the outcome.

 

Off-topic: It'd be nice if that reputation was local, something like the ones for sexlab. Imagine other mods being able to tap into this reputation of violence, and increase/decrease it so that your actions have real consequences. People might be less likely to argue or fight with you (immediate surrender/submission), but shopkeepers/innkeepers may be less likely to sell to you as well. Also, guards might arrest you on sight not for anything you've done but on pure suspicion -- you're known for being violent, after all, so maybe you did this other crime, too. Maybe a little time on the rack will make you confess (zaz integration?)! After a while, people would give you a nickname, based on the method of execution used (The Axe, or The Blade, or for all you pyromaniacs out there, Inferno) and occasionally greet you that way (fearfully, of course). Everything doesn't have to be about sex, now, amiright?

 

 

Are you sure you're in the right thread?

 

---

 

m.skynet, did we lose functionality in this update? Do DDs no longer affect stats?

 

 

Now that's strange. I don't remember even having this mod open. I was actually commenting on the Naked Dungeons mod. Sorry for any confusion and for being so completely off-topic.

Posted

 

 

 

Hey guys. I have a few questions at the mod author:

Does the Soul State represent your relationship with a specific actor, or does it represent your character's overall mental state?

 

I am currently working on rewriting the scripts for Devious Devices in a more unified and immersive way. One of my goals is to rewrite all messages into first person (they currently are all in third person). I would like to add support for this script so I can do like different messages (and possibly choices) depending on your devious attribute provided by this mod.

I.E. a character that is a obedient sub will be eager to equip such a device on her own, while a forced slave (or rather a character that has experienced such situations before) won't even have the option to equip some devices voluntarily.

I still didn't fully grasp the meaning of all those values. In my opinion they are still too similiar to each other and confusing :/

 

Soul State represents relationship with a specific actor. (Assuming that in case of "Forced Slave" and "Willing Sub" there can be only one master/dom)

 

And, which values are too similar?

 

 

 

I.E. Pride and self-esteem is quite similiar. I really do not see a good reason as to why split it into two different values. But that's maybe just me, so don't worry too much about it.

 

If Soul State represents the relationship with only one specific actor, is there something else I could use to determine the overall player's tendency? I really hoped that this mod actually keeps track of the player's personally traits regarding bdsm acts and/or other stuff. But it seems it mainly focus on slave-training to specific actors.

Like I said in my initial post, my idea is to have different kind of options when trying to equip devious devices. With the recent update you introduced a sadist value, which might come in use when trying to equip DDs on another actor, but I still can't find a proper for self-equipping items.

Submissiveness and Obedience seem to be the two most fitting ones, but they still relate to other actors, rather than the character's personal preferences.

 

That's why I hereby suggest to add a masochism value, similiar to the newly implemented sadistic. It is totally independent to your sadist values, as you theoretically can be sadistic and masochistic at the same time. Like the sadistic value, it increases slightly whenever you exposed to masochistical situations while having a high arousal, or if you willingly obey orders that can be considered masochistic.

In fact, I do think we need many more general stats concerning different kind of character traits and fetishes. We currently only have nymphomaniac as well as the new sadistic value. We could also add different values for like anal/vaginal/oral, being bound, when receiving pain and many other fetishes.

 

Like I said, this mod currently focus on the character's mental state as well as it's relationship to specific actors, so this is mostly useful for quest-related stuff.

 

 

Pride and self esteem do seem similar, yes. The reason they are both around is simple - to make attribute mechanics more immersive and interesting. While pride can relatively rapidly go up and down, self-esteem is not won back so easily. Also, if other mods will be using attribute values, it will give mod authors more options to choose from (more immersive RP options)

 

I added soul-state to indicate the change in status of PC - so the changes in attributes would work bit different, depending on the value of soul-state. For example, PC who is free and complies with a demand/request/order would have their pride decreased. PC who is a willing sub and complies with a demand/request/order would have their pride increased (something like "I am proud because I serve my master")

 

Regarding masochism : it is already there. Sadism was actually implemented to compliment already existing masochism value.

In addition to main attributes (willpower, pride etc.) there are also "personality" attributes : Humiliation Lover, Masochist, Sadist, Exhibitionist and Nymphomaniac.

Right now, personality attributes are used in some calculations and have some rudimentary events to make them go up. Probably I will be adding more events to change them later on.

 

 

Alright, my bad. I did check your github docs, but for whatever reason, I really didn't see those values. So we currently have the following values:

Humiliation Lover

Exhibitionist

Masochist

Nymphomaniac

and sadist

But it seems that there are no documents on what kind of magnitute those values can have. Are those integers with or without negative numbers? Do they start at 0, or somewhere in the "middle"? Is there a maximum value they can have, and if yes, which could it be? Or are those just bools that have only two states? I can't seem to find any documentation of how exactly I should handle the values.

 

Like I said before, my idea would be to have 3 different situations on when you equip devices (similiar to your soul states). One for being neutral (you can equip the devices and lock them properly, but the character is still hesitating a bit), one for being masochistic (lovingly going to equip the device) and one for being against them (you can't equip them).

I now know how I could check the requirements for the first two situations, but depending on your answer to my question above, there might not be a proper value in order to check if the character is totally against wearing such devices. My best bet would be to go for a mix of pride and self esteem, but that still doesn't go right. Soul state would be the perfect way to check all three conditions, but as you mentioned before, it only relates to a specific actor. In fact, I do think that "soul state" is a wholesome misleading term, as it indicates the general personal state of the character. Actually, I don't even know if it makes that much sense for it to be related to a specific actor in the first place.

Is it possible to have different/multiple soul states related to different actors? If yes, is there any kind of relation between those soul states, or do they have any effect on each other? I.E. is it possible to be a willing sub to one, but a forced slave to another one? I am not too sure about this myself yet, as I still don't fully understand how exactly your mod works and how all those values relate to each other. But I think it might be a good idea to have a soul state system, that indicates your characters general state concerning enslavement. I.E. you might be a nymphomaniac and masochist, but you still still despise being a slave. It could be a calculated value similiar to your current soul state system, or it could be a trait that the player can set in the options and could mostly be used to do a quick and easy check for situations that are still "new" to the character. Like to have a starting point for a completely new master or situations that don't relate to specific actors and/or are decisions entirely made by the character, without the influence of someone else (like with putting on devious devices on our your own free will).

Posted

 

 

 

 

 

 

Hey guys. I have a few questions at the mod author:
Does the Soul State represent your relationship with a specific actor, or does it represent your character's overall mental state?

 

I am currently working on rewriting the scripts for Devious Devices in a more unified and immersive way. One of my goals is to rewrite all messages into first person (they currently are all in third person). I would like to add support for this script so I can do like different messages (and possibly choices) depending on your devious attribute provided by this mod.

I.E. a character that is a obedient sub will be eager to equip such a device on her own, while a forced slave (or rather a character that has experienced such situations before) won't even have the option to equip some devices voluntarily.

I still didn't fully grasp the meaning of all those values. In my opinion they are still too similiar to each other and confusing :/

 

Soul State represents relationship with a specific actor. (Assuming that in case of "Forced Slave" and "Willing Sub" there can be only one master/dom)

 

And, which values are too similar?
 

 

 

I.E. Pride and self-esteem is quite similiar. I really do not see a good reason as to why split it into two different values. But that's maybe just me, so don't worry too much about it.

 

If Soul State represents the relationship with only one specific actor, is there something else I could use to determine the overall player's tendency? I really hoped that this mod actually keeps track of the player's personally traits regarding bdsm acts and/or other stuff. But it seems it mainly focus on slave-training to specific actors.

Like I said in my initial post, my idea is to have different kind of options when trying to equip devious devices. With the recent update you introduced a sadist value, which might come in use when trying to equip DDs on another actor, but I still can't find a proper for self-equipping items.

Submissiveness and Obedience seem to be the two most fitting ones, but they still relate to other actors, rather than the character's personal preferences.

 

That's why I hereby suggest to add a masochism value, similiar to the newly implemented sadistic. It is totally independent to your sadist values, as you theoretically can be sadistic and masochistic at the same time. Like the sadistic value, it increases slightly whenever you exposed to masochistical situations while having a high arousal, or if you willingly obey orders that can be considered masochistic.

In fact, I do think we need many more general stats concerning different kind of character traits and fetishes. We currently only have nymphomaniac as well as the new sadistic value. We could also add different values for like anal/vaginal/oral, being bound, when receiving pain and many other fetishes.

 

Like I said, this mod currently focus on the character's mental state as well as it's relationship to specific actors, so this is mostly useful for quest-related stuff.

 

 

Pride and self esteem do seem similar, yes. The reason they are both around is simple - to make attribute mechanics more immersive and interesting. While pride can relatively rapidly go up and down, self-esteem is not won back so easily. Also, if other mods will be using attribute values, it will give mod authors more options to choose from (more immersive RP options)

 

I added soul-state to indicate the change in status of PC - so the changes in attributes would work bit different, depending on the value of soul-state. For example, PC who is free and complies with a demand/request/order would have their pride decreased. PC who is a willing sub and complies with a demand/request/order would have their pride increased (something like "I am proud because I serve my master")

 

Regarding masochism : it is already there. Sadism was actually implemented to compliment already existing masochism value.

In addition to main attributes (willpower, pride etc.) there are also "personality" attributes : Humiliation Lover, Masochist, Sadist, Exhibitionist and Nymphomaniac.

Right now, personality attributes are used in some calculations and have some rudimentary events to make them go up. Probably I will be adding more events to change them later on.
 

 

Alright, my bad. I did check your github docs, but for whatever reason, I really didn't see those values. So we currently have the following values:

Humiliation Lover

Exhibitionist

Masochist

Nymphomaniac

and sadist

But it seems that there are no documents on what kind of magnitute those values can have. Are those integers with or without negative numbers? Do they start at 0, or somewhere in the "middle"? Is there a maximum value they can have, and if yes, which could it be? Or are those just bools that have only two states? I can't seem to find any documentation of how exactly I should handle the values.

 

Like I said before, my idea would be to have 3 different situations on when you equip devices (similiar to your soul states). One for being neutral (you can equip the devices and lock them properly, but the character is still hesitating a bit), one for being masochistic (lovingly going to equip the device) and one for being against them (you can't equip them).

I now know how I could check the requirements for the first two situations, but depending on your answer to my question above, there might not be a proper value in order to check if the character is totally against wearing such devices. My best bet would be to go for a mix of pride and self esteem, but that still doesn't go right. Soul state would be the perfect way to check all three conditions, but as you mentioned before, it only relates to a specific actor. In fact, I do think that "soul state" is a wholesome misleading term, as it indicates the general personal state of the character. Actually, I don't even know if it makes that much sense for it to be related to a specific actor in the first place.

Is it possible to have different/multiple soul states related to different actors? If yes, is there any kind of relation between those soul states, or do they have any effect on each other? I.E. is it possible to be a willing sub to one, but a forced slave to another one? I am not too sure about this myself yet, as I still don't fully understand how exactly your mod works and how all those values relate to each other. But I think it might be a good idea to have a soul state system, that indicates your characters general state concerning enslavement. I.E. you might be a nymphomaniac and masochist, but you still still despise being a slave. It could be a calculated value similiar to your current soul state system, or it could be a trait that the player can set in the options and could mostly be used to do a quick and easy check for situations that are still "new" to the character. Like to have a starting point for a completely new master or situations that don't relate to specific actors and/or are decisions entirely made by the character, without the influence of someone else (like with putting on devious devices on our your own free will).

 

 

 

It could also go along the lines with the DD states of "Accustomed Slave" and "Experienced Slave". So if it was your first time equipping some device yourself it has a high chance of failing to equip. That would be using the same script popup instead of seeing "you lock the boots on with a soft click", it pops up with "You can not bring yourself to lock this item on".

Posted

It could also go along the lines with the DD states of "Accustomed Slave" and "Experienced Slave". So if it was your first time equipping some device yourself it has a high chance of failing to equip. That would be using the same script popup instead of seeing "you lock the boots on with a soft click", it pops up with "You can not bring yourself to lock this item on".

Yeah something similiar. After all, just because you are an experienced slave, doesn't mean that you do enjoy being one. But if you are in a forced slave status or something similiar, you won't have the option to put it on at all. Instead the messages are about how you are too scared to put it on, that you do not want to relieve those memories again or that noone of a sound mind would ever wear such a thing. While being in a "neutral" state you might be ready to put it on, but depending on other stuff (I.E. pride) you won't be able to close specific locks (I.E. the yoke will have three locks, one for each arm and one on the neck. You will be able to open the locks on the arms by yourself with a key, but once the lock on the neck is closed, you WILL need to ask someone else for help, which obviously has a chance of not ending too well)

Posted

 

It could also go along the lines with the DD states of "Accustomed Slave" and "Experienced Slave". So if it was your first time equipping some device yourself it has a high chance of failing to equip. That would be using the same script popup instead of seeing "you lock the boots on with a soft click", it pops up with "You can not bring yourself to lock this item on".

Yeah something similiar. After all, just because you are an experienced slave, doesn't mean that you do enjoy being one. But if you are in a forced slave status or something similiar, you won't have the option to put it on at all. Instead the messages are about how you are too scared to put it on, that you do not want to relieve those memories again or that noone of a sound mind would ever wear such a thing. While being in a "neutral" state you might be ready to put it on, but depending on other stuff (I.E. pride) you won't be able to close specific locks (I.E. the yoke will have three locks, one for each arm and one on the neck. You will be able to open the locks on the arms by yourself with a key, but once the lock on the neck is closed, you WILL need to ask someone else for help, which obviously has a chance of not ending too well)

 

 

Well I was more thinking that with out one of those buffs gained you have a high chance of failing. With them it is less likely the longer you have been wearing an item. So with the "Experienced Slave" buff you can not fail, "Accustomed Slave" there is a slight chance, and without either you have the high chance of failure.

Posted

I don't think it would make sense to have the probability of success for equipping devices bound to specific values/experience. After all, I don't think that anyone would have a problem to put on a chastity belt on his/her own (chastity belt for man?). There are only a very few devices where such a feature would make sense, such as arm restricting devices. Thought I don't think it's worth the effort to create a depency for another mod, just for this.

Posted

I don't think it would make sense to have the probability of success for equipping devices bound to specific values/experience. After all, I don't think that anyone would have a problem to put on a chastity belt on his/her own (chastity belt for man?). There are only a very few devices where such a feature would make sense, such as arm restricting devices. Thought I don't think it's worth the effort to create a depency for another mod, just for this.

 

The probability of success based on willingness to do so, not based of the ability to do so. I don't think you fully understand what I am talking about. Plus the DD plugin hook already has the dependency.

Posted

Not exactly sure if this error is a part of this mod but here it is any way. I seem to be seeing a lot of "datt" error spam in my logs and have never seen that code line before so I think it may be from this one.

 

 

[04/11/2016 - 11:23:47AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:23:47AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:23:48AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Jonna group: _mt base: 1 number: 6
[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:23:49AM] Scan cell for Followers total 0
[04/11/2016 - 11:23:49AM] ScanCellForFollower exits with 0 female followers
[04/11/2016 - 11:23:49AM] No Sex Slaves or WantsCellScans = False, no sense in scanning the cell
[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:23:53AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:23:53AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:23:53AM] [sLH]  -- External shape change detected
[04/11/2016 - 11:23:53AM] [sLH]      Breast change 2.000000 from 2.000000
[04/11/2016 - 11:23:53AM] [sLH]      Butt change 2.000000 from 2.000000
[04/11/2016 - 11:23:53AM] [sLH]      Belly change 2.000000 from 1.000000
[04/11/2016 - 11:23:53AM] [sLH]      Schlong change 1.000000 from 1.000000
[04/11/2016 - 11:23:53AM] [sLH]  Updating shape on external detection.
[04/11/2016 - 11:23:53AM] [sLH] <---  Reading shape state from storage
[04/11/2016 - 11:23:53AM] :::: SexLab Hormones: Sync tint mask - 6
[04/11/2016 - 11:23:53AM] [sLH]  Orig color - 255 - 145 - 119 - 111
[04/11/2016 - 11:23:53AM] [sLH]  Target color - 255 - 145 - 119 - 111
[04/11/2016 - 11:23:53AM] [sLH]  Offsets - 0 - 0 - 0 - 0
[04/11/2016 - 11:23:53AM] [sLH]  ColorMod - 0.125000
[04/11/2016 - 11:23:53AM] [sLH]  New color - 255 - 145 - 119 - 111
[04/11/2016 - 11:23:53AM] [sLH]          NumTintsByType: 1 - type: 6
[04/11/2016 - 11:23:53AM] [sLH]          Layer to change: 0 - setAll: False
[04/11/2016 - 11:23:53AM] [sLH]              Layer : 0
[04/11/2016 - 11:23:53AM] [sLH]  Refreshing body shape values
[04/11/2016 - 11:23:53AM] [sLH]  Breast Old: 2.000000 New: 2.000000 Min: 0.800000 - Max: 2.000000
[04/11/2016 - 11:23:53AM] [sLH]  Breast New: 2.000000
[04/11/2016 - 11:23:53AM] [sLH]  Butt Old: 2.000000 New: 2.000000 Min: 0.900000 - Max: 2.000000
[04/11/2016 - 11:23:53AM] [sLH]  Butt New: 2.000000
[04/11/2016 - 11:23:54AM] [sLH]  Schlong Old: 1.000000 New: 1.000000 Min: 0.900000 - Max: 1.200000
[04/11/2016 - 11:23:54AM] [sLH]  Schlong New: 1.000000
[04/11/2016 - 11:23:54AM] [sLH] ---> Writing Hormones state to storage
[04/11/2016 - 11:23:54AM] [sLH] ---> Writing shape state to storage
[04/11/2016 - 11:23:54AM] [sLH]  Writing color state to storage
[04/11/2016 - 11:23:54AM] [sLH]  Applying body changes
[04/11/2016 - 11:23:56AM] [sLH]  QueueNiNodeUpdate
[04/11/2016 - 11:23:59AM] VM is freezing...
[04/11/2016 - 11:23:59AM] VM is frozen
[04/11/2016 - 11:24:00AM] Saving game...
[04/11/2016 - 11:24:48AM] VM is thawing...
[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20
[04/11/2016 - 11:25:01AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19
[04/11/2016 - 11:25:01AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type
stack:
    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?
    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

 

 

When it crashed my game my char started to do a VTOL takeoff with her feet as the "propellers". It was one strange sight suffice to say.

Posted

Not exactly sure if this error is a part of this mod but here it is any way. I seem to be seeing a lot of "datt" error spam in my logs and have never seen that code line before so I think it may be from this one.

 

 

[04/11/2016 - 11:23:47AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:23:47AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:23:48AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Jonna group: _mt base: 1 number: 6

[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:23:48AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:23:49AM] Scan cell for Followers total 0

[04/11/2016 - 11:23:49AM] ScanCellForFollower exits with 0 female followers

[04/11/2016 - 11:23:49AM] No Sex Slaves or WantsCellScans = False, no sense in scanning the cell

[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:23:52AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:23:53AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:23:53AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:23:53AM] [sLH]  -- External shape change detected

[04/11/2016 - 11:23:53AM] [sLH]      Breast change 2.000000 from 2.000000

[04/11/2016 - 11:23:53AM] [sLH]      Butt change 2.000000 from 2.000000

[04/11/2016 - 11:23:53AM] [sLH]      Belly change 2.000000 from 1.000000

[04/11/2016 - 11:23:53AM] [sLH]      Schlong change 1.000000 from 1.000000

[04/11/2016 - 11:23:53AM] [sLH]  Updating shape on external detection.

[04/11/2016 - 11:23:53AM] [sLH] <---  Reading shape state from storage

[04/11/2016 - 11:23:53AM] :::: SexLab Hormones: Sync tint mask - 6

[04/11/2016 - 11:23:53AM] [sLH]  Orig color - 255 - 145 - 119 - 111

[04/11/2016 - 11:23:53AM] [sLH]  Target color - 255 - 145 - 119 - 111

[04/11/2016 - 11:23:53AM] [sLH]  Offsets - 0 - 0 - 0 - 0

[04/11/2016 - 11:23:53AM] [sLH]  ColorMod - 0.125000

[04/11/2016 - 11:23:53AM] [sLH]  New color - 255 - 145 - 119 - 111

[04/11/2016 - 11:23:53AM] [sLH]          NumTintsByType: 1 - type: 6

[04/11/2016 - 11:23:53AM] [sLH]          Layer to change: 0 - setAll: False

[04/11/2016 - 11:23:53AM] [sLH]              Layer : 0

[04/11/2016 - 11:23:53AM] [sLH]  Refreshing body shape values

[04/11/2016 - 11:23:53AM] [sLH]  Breast Old: 2.000000 New: 2.000000 Min: 0.800000 - Max: 2.000000

[04/11/2016 - 11:23:53AM] [sLH]  Breast New: 2.000000

[04/11/2016 - 11:23:53AM] [sLH]  Butt Old: 2.000000 New: 2.000000 Min: 0.900000 - Max: 2.000000

[04/11/2016 - 11:23:53AM] [sLH]  Butt New: 2.000000

[04/11/2016 - 11:23:54AM] [sLH]  Schlong Old: 1.000000 New: 1.000000 Min: 0.900000 - Max: 1.200000

[04/11/2016 - 11:23:54AM] [sLH]  Schlong New: 1.000000

[04/11/2016 - 11:23:54AM] [sLH] ---> Writing Hormones state to storage

[04/11/2016 - 11:23:54AM] [sLH] ---> Writing shape state to storage

[04/11/2016 - 11:23:54AM] [sLH]  Writing color state to storage

[04/11/2016 - 11:23:54AM] [sLH]  Applying body changes

[04/11/2016 - 11:23:56AM] [sLH]  QueueNiNodeUpdate

[04/11/2016 - 11:23:59AM] VM is freezing...

[04/11/2016 - 11:23:59AM] VM is frozen

[04/11/2016 - 11:24:00AM] Saving game...

[04/11/2016 - 11:24:48AM] VM is thawing...

[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:25:00AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

[04/11/2016 - 11:25:01AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 19

[04/11/2016 - 11:25:01AM] Error: Unable to call RegisterForModEvent - no native object bound to the script object, or object is of incorrect type

stack:

    [None].dattNPCMonitorEffect.RegisterForModEvent() - "<native>" Line ?

    [None].dattNPCMonitorEffect.OnEffectStart() - "dattNPCMonitorEffect.psc" Line 20

 

 

 

 

When it crashed my game my char started to do a VTOL takeoff with her feet as the "propellers". It was one strange sight suffice to say.

 

Hmm.. haven't seen this one before; I will take a look. Where were your character when this happened? Does this sort of log spam happen in more "mainstream" locations? such as Riverwood, Whiterun?

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