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Posted

 

Currently that is not a "bug".  It is by design.  That is the way it is supposed to work.  However, I am certainly open to the idea that changing the behaviour.

I am toying with the idea of making the slaver stronger... through forcing the player to create better armour and weapons for him... but I don't like the idea of making him immortal... although that could be an MCM option.

Ideally I would like something more immersive.

 

With the mod setup as I have it, when the Slaver is defeated the leash game ends at an accelerated rate (1/3 the time remaining if I remember correctly).  Of course the player cannot fight.  She is locked in an arm binder and gagged...  If the leash game ends quickly (the player is able to wrest the leash from the dead slaver's grasp before the bandits descend) then the player can try to run away...  if not the bandits descend and claim their prize.  This is where one of my mods, Death Alternative - Your Money or Your Life kicks in and the bandits now decide what to do with the player, including keeping her as their slave...

 

Perhaps you don't use the Death Alternative mod and this scene ends differently for you?

 

Either way, I'm open to adding an MCM option for different behaviour in this situation.  Just let me know if there is a particular you would prefer.

 

Thanks,

legume.

 

 

hi, thank you for the kind and exhaustive answer :)

 

actually i've been using DA for more then 2 years and i love it :) i didn't know it was your mod (you have a different name on Nexus or my memory is betraying me ?) 

 

so what actually happened is that i didn't wait for DA to trigger because i was afraid it might conflict with DFW and when i saw that trying to run away i kept getting back near the dead slaver i reloaded an older saved game without waiting until i died... 

i didn't know that just waiting the leash game would end and since i already had a CTD before, when the leash game conflicted with PO, i didn't want it to happen again... so now that i know it, next time it happens i'll wait :)

 

i agree with you, immortals aren't interesting, mine was just a solution in case you couldn't figure out anything better, but if the game ends then it's ok :)

 

in case you wonder, the problem that i had with PO-DFW conflict was when i fled from Solitude prison and while i was heading south i got caught by an Orc slaver in Morthal...  the problem is that while the Orc was trying to drag me away, PO bounty hunters arrived and force-greeted me...  so they were trying to have my attention at the same time the Orc was trying take me away the result was that the ignored BH attacked me while the leash was dragging me and the game CTDed :(

Posted

 

the mod's idea is nice and i really like it... but i got a problem with it...

 

i met a couple of  slavers south of Dragon Bridge, started the leash game, got an armbinder, a collar,a gag and started following them (not that i might do something else ;) )

the problem is that they had the great idea to follow the read south through robber's gorge and got killed by the bands...  now i was unable to fight (because of the armbinder) and i couldn't even flee because the leash always took me back to the dead slaver and in the middle of the bandits...  so i had to reload a previous saved game and avoid the slavers :(

 

i suppose that either the slaver should be immortal, or the leash game should immediately end the moment they die...

Currently that is not a "bug".  It is by design.  That is the way it is supposed to work.  However, I am certainly open to the idea that changing the behaviour.

I am toying with the idea of making the slaver stronger... through forcing the player to create better armour and weapons for him... but I don't like the idea of making him immortal... although that could be an MCM option.

Ideally I would like something more immersive.

 

With the mod setup as I have it, when the Slaver is defeated the leash game ends at an accelerated rate (1/3 the time remaining if I remember correctly).  Of course the player cannot fight.  She is locked in an arm binder and gagged...  If the leash game ends quickly (the player is able to wrest the leash from the dead slaver's grasp before the bandits descend) then the player can try to run away...  if not the bandits descend and claim their prize.  This is where one of my mods, Death Alternative - Your Money or Your Life kicks in and the bandits now decide what to do with the player, including keeping her as their slave...

 

Perhaps you don't use the Death Alternative mod and this scene ends differently for you?

 

Either way, I'm open to adding an MCM option for different behaviour in this situation.  Just let me know if there is a particular you would prefer.

 

Thanks,

legume.

 

 

FWIW, the victorius bandits, soldiers, whatever etc, grab the leash, walk the captive somewhere (back to camp?), then hoods them, the world goes black....Time moves on, and then, when the hood is removed, they find they've been sold on, to another slaver group somewhere else in Skyrim...  :-)

 

On a slightly different tack, is there any chance that, if Hydra's 827 mod can't be fixed for the dead slaver alias problem, you could patch that somehow, a bit like Inte has kept Prison Overhaul alive, and very much kicking(!), with the xPOpatches mod?  The two (PO/xPOPatches and Hydra's mod) are basically unplayable together as they stand, and goodness knows what else gets screwed up by 827 and maybe even its predecessors.  If your mod really depends on Hydra's for it's basic gameplay, and it's a mod i really liked, you need to try to fix it somehow, if you can, to broaden your own mod's appeal.  

 

 

 

 

 

Posted

 

 

Currently that is not a "bug".  It is by design.  That is the way it is supposed to work.  However, I am certainly open to the idea that changing the behaviour.

I am toying with the idea of making the slaver stronger... through forcing the player to create better armour and weapons for him... but I don't like the idea of making him immortal... although that could be an MCM option.

Ideally I would like something more immersive.

 

With the mod setup as I have it, when the Slaver is defeated the leash game ends at an accelerated rate (1/3 the time remaining if I remember correctly).  Of course the player cannot fight.  She is locked in an arm binder and gagged...  If the leash game ends quickly (the player is able to wrest the leash from the dead slaver's grasp before the bandits descend) then the player can try to run away...  if not the bandits descend and claim their prize.  This is where one of my mods, Death Alternative - Your Money or Your Life kicks in and the bandits now decide what to do with the player, including keeping her as their slave...

 

Perhaps you don't use the Death Alternative mod and this scene ends differently for you?

 

Either way, I'm open to adding an MCM option for different behaviour in this situation.  Just let me know if there is a particular you would prefer.

 

Thanks,

legume.

 

 

hi, thank you for the kind and exhaustive answer :)

 

actually i've been using DA for more then 2 years and i love it :) i didn't know it was your mod (you have a different name on Nexus or my memory is betraying me ?) 

 

so what actually happened is that i didn't wait for DA to trigger because i was afraid it might conflict with DFW and when i saw that trying to run away i kept getting back near the dead slaver i reloaded an older saved game without waiting until i died... 

i didn't know that just waiting the leash game would end and since i already had a CTD before, when the leash game conflicted with PO, i didn't want it to happen again... so now that i know it, next time it happens i'll wait :)

 

i agree with you, immortals aren't interesting, mine was just a solution in case you couldn't figure out anything better, but if the game ends then it's ok :)

 

in case you wonder, the problem that i had with PO-DFW conflict was when i fled from Solitude prison and while i was heading south i got caught by an Orc slaver in Morthal...  the problem is that while the Orc was trying to drag me away, PO bounty hunters arrived and force-greeted me...  so they were trying to have my attention at the same time the Orc was trying take me away the result was that the ignored BH attacked me while the leash was dragging me and the game CTDed :(

 

Umm... Apologies.

By "one of mods" I meant one mod that I have installed.

Death Alternative - Your Money or Your life is not one of my mods.  Thanks to BralorMarr for the great mod.

 

As for the Death Alternative situation...  My memory is a little foggy right now... If I am remembering correctly transition to Sanguine Debauchery and Simple Slavery work most of the time while others haven't been tested too much...

Something tells me I haven't tested this situation as much as I should have though...

I'll try to keep an eye out and get more testing done so I can determine if more work is needed in this area.

 

As for the PO (Prison Overhaul?) situation... I use Prison Overhaul... I don't remember bounty hunters ever coming... I guess I'm just too well behaved.

I know I need some work done in that area to better detect when other mods have taken over.  I certainly think there are more things I can be checking for without checking each mod individually.

Hopefully this will improve over time.

 

Happy Gaming,

legume.

Posted

 

Umm... Apologies.

By "one of mods" I meant one mod that I have installed.

Death Alternative - Your Money or Your life is not one of my mods.  Thanks to BralorMarr for the great mod.

 

As for the Death Alternative situation...  My memory is a little foggy right now... If I am remembering correctly transition to Sanguine Debauchery and Simple Slavery work most of the time while others haven't been tested too much...

Something tells me I haven't tested this situation as much as I should have though...

I'll try to keep an eye out and get more testing done so I can determine if more work is needed in this area.

 

As for the PO (Prison Overhaul?) situation... I use Prison Overhaul... I don't remember bounty hunters ever coming... I guess I'm just too well behaved.

I know I need some work done in that area to better detect when other mods have taken over.  I certainly think there are more things I can be checking for without checking each mod individually.

Hopefully this will improve over time.

 

Happy Gaming,

legume.

 

 

Ooops  seems i misunderstood you :P  i recalled BralorMarr, that's why i thought you might have different names for different sites :D

if i discover any other problem i'll report ;) not being able to mod at all, that's all the help i can give...  besides ideas and suggestions, sometimes

 

PO bounty hunters had never come for me either, that's why this time i escaped from prison just 1 hour before being released ;)  wanted to see them at least once !! :D

 

of course i don't know how to solve the problem but...  instead of testing every single mod, can't you somehow test if the player is busy ??

 

lately i don't have much free time for gaming but, thanks to you guys (i mean modders) my gaming is way happier then it was before !  so thanks a lot !!

 

Posted

Another idea...

 

How about adding option for some npcs (slavers, rogues, wandering knights) to enslave the pc when she is trying to pickpocket them?

Posted

Hey. Have a question about a lot of blocked marks in mcm - a lot of them like armour blocking are completely unavalilable. I'm not locked in some dd now. And if I would - wearing piercing completely disalows to wear armor. As I think this is not correct - piercing is small and if without special magic on them - they can not block it. Maybe make her more horny, but not block. And I can't disallow it.

... It broke my game... I can't kill draugr-lord without armor... he kill me... So... Reload before cursed loot event, disable loot...

Posted

Hey. Have a question about a lot of blocked marks in mcm - a lot of them like armour blocking are completely unavalilable. I'm not locked in some dd now. And if I would - wearing piercing completely disalows to wear armor. As I think this is not correct - piercing is small and if without special magic on them - they can not block it. Maybe make her more horny, but not block. And I can't disallow it.

... It broke my game... I can't kill draugr-lord without armor... he kill me... So... Reload before cursed loot event, disable loot...

There are options in the MCM menu to turn off piercing blocks (most features can be turned off) "Blocking Nipple Piercing" and "Blocking Vagina Piercing".  If you feel the blocks are not realistic please turn them off.

My view is that wearing significant armour over them all day would chafe greatly and soon become unwearable.

 

If the MCM options are unavailable this is almost certainly because the mod thinks your current "Vulnerability" > MCM "Security Level" or "...Hardcore" is on.

I recommend leaving "Security Level" at 100 until you are familiar with the different features and are confident your MCM settings are set how you like to play the game.  I recommend you don't use "...Hardcore" unless you are really sure the settings are what you want.

 

There are a number of reasons the mod thinks you "Vulnerability" is high, thus blocking the MCM settings.  Being naked.  If it is night.

I can look into it more if you let me know:

"Security Level"

"...Hardcore (Caution)"

"Status" => "Vulnerability"

"Vulnerability" => "Nude"

"Vulnerability" => "Collar"

"Vulnerability" => "Arm Binder"

"Vulnerability" => "Gag"

"Vulnerability" => "Restraints"

"Vulnerability" => "Leashed"

"Vulnerability" => "BDSM Furniture"

"Vulnerability" => "Night Time"

Alternatively you can send me a complete list of your script variables.

 

With this information, I can look into getting you a private script that will resolve your trouble.

Alternatively you can uninstall my mod, clean your save, and then re-install my mod.

There are other options to look into as well, but without knowing why you are being considered vulnerable it is difficult to recommend one in particular.

 

Hope this helps,

legume.

Posted

It was at night in the catacomb... Twice... First time when I was in life another life starting location. It is a dungeon, but I prefer to set settings for mods there before I would met any npc. Maybe it should be marked as a save place? Before touching Mara Statue there can be no npcs and nothing could happen(if not using console to spawn npcs) Second was when I tried to change settings in draugr catacomb... So it was my fault... Now, in tavern in day with 0 arousal it worked good. Thanks for answering.

Posted

I am having a possible problem. I am downloading the newest file of the mod, but when I try to install it in my mod manager. It says that it is the 1.08 version and not the 2.03 version. Is this just a bug with the identification or is it a bug with downloading the file.

Posted

I am having a possible problem. I am downloading the newest file of the mod, but when I try to install it in my mod manager. It says that it is the 1.08 version and not the 2.03 version. Is this just a bug with the identification or is it a bug with downloading the file.

Yes, this is a known error and is only an issue with what is displayed in the mod manager.

The version to identify it in the mod is in a separate file that I don't look at very often and it is difficult to remember to update it.  When I started making this mod I knew that would be a problem at least once.

The version information in the MCM menu is much more likely to be correct as I work with the MCM files quite often; however, even that needs to be updated manually and can be missed.

 

I've updated the file for the next version but I expect I will still miss it from time to time after that.

 

Thanks for letting me know,

legume.

Posted

Hi. Found that you have milk mod economy compability in future plans. What about progress? If no, maybe milk pumps should be out of dd furniture list? Or there is any ability to remove them by myself? Just not to trigger locking when in?

Posted

 

Currently that is not a "bug".  It is by design.  That is the way it is supposed to work.  However, I am certainly open to the idea that changing the behaviour.

I am toying with the idea of making the slaver stronger... through forcing the player to create better armour and weapons for him... but I don't like the idea of making him immortal... although that could be an MCM option.

Ideally I would like something more immersive.

 

With the mod setup as I have it, when the Slaver is defeated the leash game ends at an accelerated rate (1/3 the time remaining if I remember correctly).  Of course the player cannot fight.  She is locked in an arm binder and gagged...  If the leash game ends quickly (the player is able to wrest the leash from the dead slaver's grasp before the bandits descend) then the player can try to run away...  if not the bandits descend and claim their prize.  This is where one of the mods I have installed (Death Alternative - Your Money or Your Life) kicks in and the bandits now decide what to do with the player, including keeping her as their slave...

 

Perhaps you don't use the Death Alternative mod and this scene ends differently for you?

 

Either way, I'm open to adding an MCM option for different behaviour in this situation.  Just let me know if there is a particular you would prefer.

 

Thanks,

legume.

 

 

well, there's definitively something not working in the leash game, at least for me...

the slaver that was walking me around skyrim got killed once again... by a pack of wolves this time. i could get rid of the various restraints and kill the last

wolf...  yet, even if now free, i couldn't live the spot, i was tied to the dead body of the slaver by the leash...  waited some time just sitting there idle... nothing happened... used the key for waiting (24 hours) nothing, i still couldn't go away...  waited 24 more hours... still nothing, the leash was still active...  waited a couple of ours (letting time pass normally) again nothing... used the wait key again (12 hours) again nothing...  then a pack of werewolf arrived, i was naked and without magika (because of the leash) they attacked me and after a while (probably when they killed me) the game CTDed :(

 

please, make the leash game end the moment the slaver die... after all, the leash isn't something physical, it's not a rope or a chain, it's a kind of magic he is casting on you, would make more sense that when he dies the magic ends !

 

thanks :)

Posted
of course i don't know how to solve the problem but...  instead of testing every single mod, can't you somehow test if the player is busy ??

No.  There isn't much in the way of this.  You can test if the player is "in the middle of a sex scene" (which is slow and can take several seconds to start).  Or if the player's controls are locked.  Or if the Devious Helpless mod is currently turned off.

But take Sanguine Debauchery, for example.  When it starts it will teleport the player to her new owner, force the player to her knees, and update her restraints... and eventually start a sex scene.  None of these block the player's controls and I would need to check this mod individually.  The same is true for many of the mods.

This is one of the primary reasons for my making making my mod.  If mods register when they are starting a scene there can be a single place to check a few different things... if the player can have sex, if the player can be enslaved, if they player can have restraints.  Or (with a little extra work from the other mods) if the player is in the middle of any scene.

There has been a little interest in this functionality but not a lot...  only time will tell if these features gain traction or not.

 

How about adding option for some npcs (slavers, rogues, wandering knights) to enslave the pc when she is trying to pickpocket them?

That does seem like a pretty good idea.  I won't be working on it for this next round of updates but it doesn't seem too difficult.

I've added it to the list of Future Plans.

 

On a slightly different tack, is there any chance that, if Hydra's 827 mod can't be fixed for the dead slaver alias problem, you could patch that somehow, a bit like Inte has kept Prison Overhaul alive, and very much kicking(!), with the xPOpatches mod?  The two (PO/xPOPatches and Hydra's mod) are basically unplayable together as they stand, and goodness knows what else gets screwed up by 827 and maybe even its predecessors.  If your mod really depends on Hydra's for it's basic gameplay, and it's a mod i really liked, you need to try to fix it somehow, if you can, to broaden your own mod's appeal. 

My focus is on mod compatibility and stabilization now so I will look deeper into this after I get Milk Mod Economy working.  Ideally I do want to add behaviour to the leash game holder so the game can be played, even with stagnant (non slaver) NPCs.  But since that isn't an ideal option and may be a long way off I'll see if I can figure out what is going on here.

 

Hi. Found that you have milk mod economy compability in future plans. What about progress? If no, maybe milk pumps should be out of dd furniture list? Or there is any ability to remove them by myself? Just not to trigger locking when in?

The progress is going slow.  I have been taking a bit of a break from modding, distracted by another game I develop scripts for.

The only solution I can think of is to turn off auto-locking for all furniture.  Some other furniture features might need to be disabled for this as well :(.

This is first on my agenda though so maybe before the New Year.

 

well, there's definitively something not working in the leash game, at least for me...

the slaver that was walking me around skyrim got killed once again... by a pack of wolves this time. i could get rid of the various restraints and kill the last

wolf...  yet, even if now free, i couldn't live the spot, i was tied to the dead body of the slaver by the leash...  waited some time just sitting there idle... nothing happened... used the key for waiting (24 hours) nothing, i still couldn't go away...  waited 24 more hours... still nothing, the leash was still active...  waited a couple of ours (letting time pass normally) again nothing... used the wait key again (12 hours) again nothing...  then a pack of werewolf arrived, i was naked and without magika (because of the leash) they attacked me and after a while (probably when they killed me) the game CTDed :(

 

please, make the leash game end the moment the slaver die... after all, the leash isn't something physical, it's not a rope or a chain, it's a kind of magic he is casting on you, would make more sense that when he dies the magic ends !

 

thanks :)

That isn't right at all :(.  When the slaver is dead the leash game should never last more than ("Maximum Duration" / 3) game minutes.

I'm curious how this happened... it is one of the first checks so there isn't much that would prevent the check from being done.

For the next release I will add an MCM option to end the leash game immediately when the slaver dies.  In the meantime there is an MCM option "Devious Framework" => "Debug" => "Safeword: Leash" which can be used to end the leash game.  Note that this is only available if your Devious Framework "Security Level" setting is high enough.

 

Edit: Oh.  And regarding the rope I do view it as a physical rope, infused with mystical powers/magical effects that prevent the knot from slipping and block the player's mana.  Even once the slaver is dead I see it as taking some time to untie the knot.

 

Thanks for all the feedback,

legume.

Posted

 

That isn't right at all :(.  When the slaver is dead the leash game should never last more than ("Maximum Duration" / 3) game minutes.

I'm curious how this happened... it is one of the first checks so there isn't much that would prevent the check from being done.

For the next release I will add an MCM option to end the leash game immediately when the slaver dies.  In the meantime there is an MCM option "Devious Framework" => "Debug" => "Safeword: Leash" which can be used to end the leash game.  Note that this is only available if your Devious Framework "Security Level" setting is high enough.

 

Edit: Oh.  And regarding the rope I do view it as a physical rope, infused with mystical powers/magical effects that prevent the knot from slipping and block the player's mana.  Even once the slaver is dead I see it as taking some time to untie the knot.

 

Thanks for all the feedback,

legume.

 

 

thanks for the Safeword ! :D  i'll try not to use it, because i really want to see how the leash game ends "normally" at least once...  but in case those stupid slavers keep getting themselves killed by someone/something, could be useful :D

 

so, thanks a lot for your work, explanations and support... :) love you ;)

 

Posted

thought about using hydragorgons Slave Girls mod as an asset?  rewriting the mod?

I'm not really sure what the purpose of this would be... or what "using a mod as an asset" entails.

When I read this I see that rewriting the mod doesn't make any sense because 1) it already exists and 2) it is someone else's mod.

I suspect this suggestion is related to 1) some users having sever difficulty with the mod and 2) the mod author is unavailable for comments.

In that case I don't think the author would mind my re-writing it.  I would have to look into that a little more but it should be all right.

The trouble is I don't know what the issue is, I don't know I can fix the issue, and I don't know that the issue can't be fixed without re-writing the mod.  I suspect the issue can be resolved without re-writing it.  Perhaps a patch.

 

If this suggestion is related adding more behaviour to slavers and customizing the features of the mod better for my situations:

1) There are ways of adding behaviour to NPCs on top of what the Slave Girls by hydragorgon mod already does.  Most likely I would use these interfaces to add behaviour rather than re-writing all of it.

2) That isn't really the scope of my mod.  I have many things to work on already and would rather leave "NPC behaviour" to someone who is more familiar with that in the creation kit.

 

I hope this answered your question, but again I don't really know what assets are or why I would rewrite it.

 

Happy gaming,

legume.

Posted

Found an Error in my Papyrus log that, according to TESVEdit, is coming from Devious Framework.

 

[12/27/2016 - 10:02:02PM] WARNING: Property _iLeashHolderGoal on script dfwsDfwSupport attached to _dfwsDfwSupport (59000D62) cannot be initialized because the script no longer contains that property

Posted

Found an Error in my Papyrus log that, according to TESVEdit, is coming from Devious Framework.

 

[12/27/2016 - 10:02:02PM] WARNING: Property _iLeashHolderGoal on script dfwsDfwSupport attached to _dfwsDfwSupport (59000D62) cannot be initialized because the script no longer contains that property

I believe this is a benign warning.

I would be surprised if you didn't have dozens of "script no longer contains that property" errors when your game starts.

It is related to Devious Framework, for sure.  In version 2.00 I changed _iLeashHolderGoal from a property to a regular variable.  If you view the saved game in the Save Game Tool you should still be able to find the _iLeashHolderGoal variable in the dfwsDfwSupport script instance.

If you are upgrading across 2.00 you really need to do a clean save.  And I very much expect a clean save would fix this warning.

 

If did upgrade from before 2.00 to 2.00 or greater without doing a clean save please do one of the following:

1. Clean your save game;

2. Re-install a version of my mod from before 2.00 (1.08 most likely) and load a saved game that has not run on 2.00 or later; or

3. Uninstall Devious Framework and Devious Framework Support (it will not work).

If you did do a clean save but you are still seeing this message, I would be interested, in particular the method you used to do the clean save.  I would not think seeing this is possible after doing a clean save.  I would also suggest reviewing your "dfw*" script instance in the Save Game Tool, finding out if you have the right scripts running and checking that you do not have extra scripts running.

 

Hope this helps,

legume.

Posted

That was with a save that had never had anything earlier than the most recent version on it.

Hmmm.

That is odd.  Thanks for letting me know.

I see the warning in my game as well which has been around a long time and is cleaned frequently.

I'll see if I can understand what is going on better.

In the mean time, I am still expecting this to be a benign error.  If you notice it causing any problems let me know and I will give it a higher priority.

 

Thanks,

legume.

Posted

 

That was with a save that had never had anything earlier than the most recent version on it.

Hmmm.

That is odd.  Thanks for letting me know.

I see the warning in my game as well which has been around a long time and is cleaned frequently.

I'll see if I can understand what is going on better.

In the mean time, I am still expecting this to be a benign error.  If you notice it causing any problems let me know and I will give it a higher priority.

 

Thanks,

legume.

 

Will do, but I'm not thinking it's that problematic either, just trying to help where I can while I had Papyrus log running.

  • 2 weeks later...
Posted

Trying this mod again to see what has been updated and noticed some odd things. I use the ME mod and it has things that can be added like X cross and pillory etc. so I added a multi restraint wall and put my character on it in breezehome. Once on the wall she began to cycle through the various restraint positions every few seconds but now that I think about it those restraint positions don't look like the ones that go with that wall I even tried a multi restraint pole and it cycled through the same positions which also did not look like the ones for that pole. I remember seeing some of those heretical resources things attached to my character feet like heavy ball and chain I think those come from the cursed loot mod. Anyway lydia came downstairs and decided to play with my character with dialogue from this mod so I tried testing out some of the dialogue choices and it seems like lydia was going to tie her up and gag her but instead left her standing there naked and warped through the roof to her bed and immediately began sleeping as is the sleep AI package was conflicting with your mod.

 

I also noticed that if I use an X cross of any kind and some sex starts my character clips through the back of the cross and is stuck behind it trying to have sex but completely out of alignment with lydia in this case. I had the X cross up against the wall or close to it and maybe you had your positions setup to do things behind the cross?

 

EDIT ok this is not just limited to the X cross it happens to similar sex furniture as well. My character gets in the thing it locks and just as it unlocks lydia comes down stairs and starts dialogue and locks her back in. The sex if any happens exactly in the middle of the furniture and my character is the aggressor instead of the victim but dialogue is shown where my character appears to be the victim. Camera views get screwed up a lot can't zoom in or out and even though my character can get out of the furniture sometimes she is stuck standing idle in the middle of the furniture with nothing else to do but get back in it.

 

I forgot to mention I have the leash game turned off and lydia is not marked as a slaver by any mods.

Posted

Trying this mod again to see what has been updated and noticed some odd things. I use the ME mod and it has things that can be added like X cross and pillory etc. so I added a multi restraint wall and put my character on it in breezehome. Once on the wall she began to cycle through the various restraint positions every few seconds but now that I think about it those restraint positions don't look like the ones that go with that wall I even tried a multi restraint pole and it cycled through the same positions which also did not look like the ones for that pole. I remember seeing some of those heretical resources things attached to my character feet like heavy ball and chain I think those come from the cursed loot mod. Anyway lydia came downstairs and decided to play with my character with dialogue from this mod so I tried testing out some of the dialogue choices and it seems like lydia was going to tie her up and gag her but instead left her standing there naked and warped through the roof to her bed and immediately began sleeping as is the sleep AI package was conflicting with your mod.

 

I also noticed that if I use an X cross of any kind and some sex starts my character clips through the back of the cross and is stuck behind it trying to have sex but completely out of alignment with lydia in this case. I had the X cross up against the wall or close to it and maybe you had your positions setup to do things behind the cross?

 

EDIT ok this is not just limited to the X cross it happens to similar sex furniture as well. My character gets in the thing it locks and just as it unlocks lydia comes down stairs and starts dialogue and locks her back in. The sex if any happens exactly in the middle of the furniture and my character is the aggressor instead of the victim but dialogue is shown where my character appears to be the victim. Camera views get screwed up a lot can't zoom in or out and even though my character can get out of the furniture sometimes she is stuck standing idle in the middle of the furniture with nothing else to do but get back in it.

 

I forgot to mention I have the leash game turned off and lydia is not marked as a slaver by any mods.

Thanks for the description of the issues you are experiencing.

Some of them sound like they may be issues with my mod but are not things I have noticed or haven't been able to reproduce.  Given that "BDSM furniture in Breezehome with Lydia nearby" is in general not very reliable, that is something I can test trying to reproduce many of these issues.

 

I believe the restraints wall and restraints pole animations are default behaviour for the device.  I am not very familiar with these devices but the one restraints pole I encountered sounded like this and I'm sure it didn't have anything to do with my mod.  Perhaps there are ways to control the animations better and my mod *should* be doing such things, but I don't know how to do that and it isn't too high on my list of things to fix.

I believe that having sex while in furniture is always problematic.  I've added a feature to Hide BDSM furniture during sex which will be available in the next release.  This will help a little but it sounds like it won't help many of the issues you are seeing.

 

The furniture interaction is mostly independent from the leash game so whether Lydia is a slaver or not shouldn't affect anything.

 

Re: Sleep package conflict.  This sounds a little bizarre.  I'll see if I can reproduce it to get more information about what is going on.

 

Re: Sex out of alignment.  I'm not very knowledgeable on good ways to start sex scenes.  I'm using the SexLab QuickStart() interface.  Improving the location of the sex scenes isn't particularly high on my list of things to fix as I expect it may be a fair bit of work but if I find something I can improve while I'm testing I'll keep it in mind.

 

Re: Your character being the aggressor:  I have an algorithm that allows your character to be the aggressor sometimes.  You character should only be considered as "the dominant" often if 1. The sex is not considered a rape, 2. Lydia has a low dominance value (this can be seen in DFW MCM Status Show Known Actors), and 3. if your character is male there is a greater chance.  When I'm testing I'll take a closer look at this algorithm and see that it is working as intended.

 

Re: Your character being stuck standing idle in the furniture only able to get back in: As far as I know this is by design.

Regarding BDSM furniture there are some complications.  I've read in the Zaz Animation Pack script comments that it needs to keep track of the player being in furniture separately from the game.  I don't remember all of the details but sometimes the game things the player is not in the furniture but Zaz Animation Pack needs to treat the player as though she were still in the furniture.  I believe this in this case you will be "out of the furniture" according to the game but since the Zaz Animation Pack thinks you are still in the furniture you will not be able to move.  The Zaz Animation Pack should try to keep you in the appropriate poses for the furniture when this happens but it isn't flawless.

If you are locked in the furniture you should not be able to move away, and if the furniture is unlocked you should be able to move away.  For the most part I believe this is working but if you notice it not working a lot let me know.

From what I've seen the Zaz Animation Pack is working well in this regard.  I know my mod has struggled with it and still has some issues.  I'm working through them as I find the time.

 

Re: The Camera.  Yes, this could certainly use some improvements.  I don't really know why the cameras get locked or how to avoid it unfortunately.  If you notice particular situations where it is unplayable let me know and I'll try to reproduce them.  Some of the debug options in the Zaz Animation Pack MCM Player Control Center might help with this issue sometimes.

 

I'll recreate the situation you are testing and see if I can reproduce some of the issues but it won't be right away.  There are a few other significant issues I am currently working on.

 

Thanks for the report,

legume.

Posted

What I was thinking was if you can change it so that the sex does not start until the player is not only unlocked from the furniture but also completely out of it. There are some furniture that plays the enter and exit anims very slowly like milking machines for example. Maybe if the sex could wait until the player is idle and trying to move away then snatch them up with sexlab but have a setting for aggressor npc to be male position or not in mcm menu. This might be cursed loot mod doing the animation cycles with chains and stuff since they added heretical resources mod stuff lately, I forgot to try bondage furniture before installing your mod:-(

 

 

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