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On 8/8/2018 at 9:32 AM, gollum007 said:

Compiling the scripts in CK......

 

Seeing as I'm bored, I've attached them below.

 

Issues that I'm aware of:

* Something not right with the DD 4.0 implementation. Bitches about None keywords when the mod is first loaded.

* Leash holder punishments etc. aren't right- The dialog triggers, but they seem to all get stuck and then sometimes trigger in a bunch. The more other mods in use, the jankier this becomes. (Smells related to the above)

* Debug function constantly spamming the time.

* Animating at the wrong time can get the player stuck in a DFW busy state.

 

YMMV......

 

On 8/15/2018 at 2:59 PM, Jappa123 said:

Well im testing github version right now and its very buggy, features from old version works fine but most of the new features are buggy

 

- Sell items to merchants - works fine 

- Dialogue "You looks like someone who is in charge" - broken

- Game wont detect work furnitures (forge,zaz furnitures,cages) and they disappear with time(Select furniture - empty)

- NPCs approach the slaver to purchase sex with the player - works fine

- Stop the player if she is playing with herself during the leash game - works fine

- Force the player to crawl on all fours as an alternative punishment - works fine

- Added an option for the slaver to take a "sandbox" break if he has been walking the player around for too long. This should allow the player some time to interact with nearby NPCs giving her the oportunity to try to get away - never happened for me is its broken i guess

- The slaver may "sandbox" nearby while the player is locked in furniture - same as above

 

Overall most of the features are not working because of work furnitures are broken :/ 

 

I looked into the Github version of the framework and decided to see if I could get it working. Unfortunately I do not have a lot of time on my plate to do this (my work gets really busy in August/September) and not much will to dedicate myself to supporting an attempted revival right now. 

 

On the other hand, fortunately, I DID make some headway fixing a few of the above problems. The latest framework version was put up with several bugtesting features activated for one specific scene that was being worked on, breaking anims/furnitures (I assume that was the problem) and spamming errors if you weren't wearing devices when it started up along with spamming the time. I've edited those bugtesting things out.

 

So anyone is welcome to help test/use/take this over. But it may still be radically broken. So:

 

WARNING: Do not use this to play. Use it to test. Or pretend to play if you're just restarting over and over for 3D porn. Or whatever. 

 

Do not use with another version of Devious Framework.

Do not use with any of the earlier edited scripts from this thread posted by various people. If I put any effort into this I may try to incorporate a few of the leash game changes people made, but for now using those scripts WILL BREAK EVERYTHING. 

This is for LE, not SE. I can't help you with SE issues you may encounter.

 

This is Framework+Support combined in one install (still separate esps).

Devious Framework 3.0alpha.zip

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16 minutes ago, arbiter said:

WARNING: Do not use this to play. Use it to test. Or pretend to play if you're just restarting over and over for 3D porn. Or whatever. 

I keep that in mind^^

If my game works too well I know what to install now to kill it =D

 

BIIIG thx for trying to improve it!

 

It's really sad that this mod went down the drain.

It's even in it's experimental and broken state one of the best ZAZ furniture interaction mods here on LL.

Only ME can top it in functionality.

 

ZaZ is one big mod with totally unused content.

Only the PAHE series uses it's features in a stable way. :(

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I like this mod a lot and use it almost all the time.
Upgraded my 2.06 version to your 3.0 alpha and tried it for a while.
It was nice to see some extended dialogue and I didn't experience any weird stuff.

Unfortunately I hate the "drag to a bloody pulp/teleport" options in the original and always use the "dfw_zaz-patch".
I can't play without it now, so I had to go back to the old version again.

You hinted that you might incorporate a few of the leash game patches so I hope that one is on the list.  :)

 

Quote

This is a patch on top of the 2.6 version of DFW (overwrite files) to add a Prison Overhaul style leash mechanic. Set the leash style to 'Follow Leash' in the MCM and set leash ranges as desired. When you exceed leash range, your char will be forced to AI controlled until you close the distance, your character will stay AI controlled until you hit a movement key, so you can use this to autopilot if you like. If for some reason your character gets stuck, this has a TP backup at 3 times max leash range.

Post 463 dfw_zaz_patch

 

 

Thanks a lot for looking into this mod :)

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Good stuff, thanks :)

 

The ZAZ patch would appear to be easily implementable for little work in the above compile-

It's a few (trivial) script changes and an single new quest which holds the AI package / aliases.

 

My initial attempt at merging this would appear to have blown up (no MCM or logging), but to my relatively novice eyes it's really nothing too interesting.

 

Edit: FFS- I think I just forgot to activate in MO....

Still marginally broken, but that's going to be my ineptitude in CK.

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On 8/28/2019 at 3:17 PM, arbiter said:

 

 

I looked into the Github version of the framework and decided to see if I could get it working. Unfortunately I do not have a lot of time on my plate to do this (my work gets really busy in August/September) and not much will to dedicate myself to supporting an attempted revival right now. 

 

On the other hand, fortunately, I DID make some headway fixing a few of the above problems. The latest framework version was put up with several bugtesting features activated for one specific scene that was being worked on, breaking anims/furnitures (I assume that was the problem) and spamming errors if you weren't wearing devices when it started up along with spamming the time. I've edited those bugtesting things out.

 

 

Wow, thank you so much!

 

This is my favorite mod of all time regarding skyrim. If you have a donation or patreon please feel free to PM me it.

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On 8/28/2019 at 9:17 PM, arbiter said:

 

 

I looked into the Github version of the framework and decided to see if I could get it working. Unfortunately I do not have a lot of time on my plate to do this (my work gets really busy in August/September) and not much will to dedicate myself to supporting an attempted revival right now. 

 

On the other hand, fortunately, I DID make some headway fixing a few of the above problems. The latest framework version was put up with several bugtesting features activated for one specific scene that was being worked on, breaking anims/furnitures (I assume that was the problem) and spamming errors if you weren't wearing devices when it started up along with spamming the time. I've edited those bugtesting things out.

 

So anyone is welcome to help test/use/take this over. But it may still be radically broken. So:

 

WARNING: Do not use this to play. Use it to test. Or pretend to play if you're just restarting over and over for 3D porn. Or whatever. 

 

Do not use with another version of Devious Framework.

Do not use with any of the earlier edited scripts from this thread posted by various people. If I put any effort into this I may try to incorporate a few of the leash game changes people made, but for now using those scripts WILL BREAK EVERYTHING. 

This is for LE, not SE. I can't help you with SE issues you may encounter.

 

This is Framework+Support combined in one install (still separate esps).

Devious Framework 3.0alpha.zip 907.3 kB · 17 downloads

Nice to someone actually tried to do something, its great mod and its really underrated anyway can we get some kind of list what did you fix/change/tweak would be much easier to test it :) Thanks!

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On 8/28/2019 at 9:17 PM, arbiter said:

 

 

I looked into the Github version of the framework and decided to see if I could get it working. Unfortunately I do not have a lot of time on my plate to do this (my work gets really busy in August/September) and not much will to dedicate myself to supporting an attempted revival right now. 

 

On the other hand, fortunately, I DID make some headway fixing a few of the above problems. The latest framework version was put up with several bugtesting features activated for one specific scene that was being worked on, breaking anims/furnitures (I assume that was the problem) and spamming errors if you weren't wearing devices when it started up along with spamming the time. I've edited those bugtesting things out.

 

So anyone is welcome to help test/use/take this over. But it may still be radically broken. So:

 

WARNING: Do not use this to play. Use it to test. Or pretend to play if you're just restarting over and over for 3D porn. Or whatever. 

 

Do not use with another version of Devious Framework.

Do not use with any of the earlier edited scripts from this thread posted by various people. If I put any effort into this I may try to incorporate a few of the leash game changes people made, but for now using those scripts WILL BREAK EVERYTHING. 

This is for LE, not SE. I can't help you with SE issues you may encounter.

 

This is Framework+Support combined in one install (still separate esps).

Devious Framework 3.0alpha.zip 907.3 kB · 20 downloads

Thanks man, going to try it out. You are the legend.

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14 hours ago, Jappa123 said:

Nice to someone actually tried to do something, its great mod and its really underrated anyway can we get some kind of list what did you fix/change/tweak would be much easier to test it :) Thanks!

Thanks Jappa, this version has no real changes from myself, I only commented out some bugfixing features that were being used to test a scene apparently, which resolved the problems people had in the past with trying to get it to work (it was trying to remove a DD device over and over while spamming the time and trying to set a slaver/slave relationship variable on start up).

 

This is pretty much all Legume's work, and the only thing that is different is that everyone thought it was completely broken up til now because of the bugtest features.

 

The github has the specific changes listed but I will list them here as well:

 

Quote

Major Scene Processing + New Scenes and Features


Framework Mod Changes:
Feature: Animations for Multi-Restraint Poles and Walls can now be
managed in the MCM menu.
Feature: Two hotkeys can be configured allowing the player to change her
pose, standing, kneeling, and crawling.
Feature: Force nearby slaves to refresh their animations helping their
hands to appear locked (not working well).
Feature: Items can be taken from the player and given to "The Dragonborn
Collector" allowing the player to get them back with significant effort.
This is meant to protect quest items (still a work in progress).
Feature: An API has been added to check if the player is busy (Combat,
sex, scenes, dialogue).
Feature: A new API has been created to teleport the player using
"MoveTo()".  I have come to believe multiple calls to MoveTo() at the
same time cause crash to desktops (particularly seen after sex).  Using
this API will allow only one call at a time.
Feature: NPC can "hover" near objects/actors.
Feature: NPC can move away from objects/actors.
Feature: Conditional to identify if a scene is active.
Feature: Callout key timeouts can now be reset allowing the keys to be
used multiple times in a scene.
Improved: When yanking the player's leash the leash holder will wait
briefly for the player to reover.
Improved: Some improvements have been made to the leash yanking feature.
Improved: Actors "Fading In" nearby will try to use the last door the
player used.
Improved: Installing and upgrading should be improved.  Some issues are
still expected.
New Event: DFW_DialogueTarget is sent when a new actor is being slotted
for the "current dialogue" system so other mods can set dialogue
conditionals at the same time.
Added: Regions can now be referenced using standard indexes for each
town.
Added: An API has been added to check if an actor is moving via the
Devious Framework movement system.
Change: Bondage Mittens are now considered "Arm Locked".
Change: Game Control saves can now overwrite native saves or save to a
separate file.
Fixed: Polling distance no longer resets on loading a game.
Debug: Actors' targetted movement can be reset in the MCM menu.  This
should be done automatically for each scene but some scenes have bugs.
Debug: Significant debug logs have been added to the code.  These should
be commented out before a release.
Debug: The current Devious Framework scene can now be seen in the MCM
menu.
No Impact: Removed default values from the MCM script.  Using magic
numbers now instead.

Support Mod Changes:
New Scene: Sell the player's items to a merchant.
New Scene: Take the player to a blacksmith to get unknown restraints
removed.
New Scene: Force the player to craft items for the slaver (potions,
armour, weapons).  Requires nearby furniture to be marked as
forge/alchemy table work furniture.
New Scene: Take the player to be milked (require Milk Maid Economy mod
and a nearby milk machine).
New Scene: NPCs approach the slaver to purchase sex with the player.
New Scene: Stop the player if she is playing with herself during the
leash game.
New Scene: Mock the player if she tries to play with herself but can't.
Feature: Cages (including rooms with lockable doors) can be used in
place of furniture.
Feature: Force the player to crawl on all fours as an alternative
punishment.
Feature: The slaver may force the player to kneel at his feet while he
is sitting idly.
Feature: Added a chance the slaver will decide to keep the player
indefinitely.
Feature: In locations with multiple furniture the player can be moved
from one to the other.
Feature: Added an option for the slaver to take a "sandbox" break if he
has been walking the player around for too long.  This should allow the
player some time to interact with nearby NPCs giving her the oportunity
to try to get away.
Feature: The slaver may "sandbox" nearby while the player is locked in
furniture.
Feature: The player can use call for help and call for attention keys
during some of the new scenes to interact with the scene.  Help =
Protest aggressively.  Attention = Protest mildly.  No callout =
cooperate quietly.
Feature: Block the player from solo sex while her hands are locked or
she is in furniture.
Added: Furniture tags classify furniture (Store, public, private, work
furniture, milk machines, etc.).
Added: A "Story" the slaver tells NPCs as to why the player is locked
up.
Added: A player training level (not used very much so far).
Changed: Significant changes to the underlying sceen processing code.
Changed: Strip boots and the player's arm binder when locking her in
furniture.
Changed: Transferring to furniture after the leash game and using it as
a punishment can now be controlled with more detail based on the
furniture tags in the MCM menu.
Changed: Added a cooldown after the leash game before it will start
again.
Changed: Nearby slaves move away from the slaver when he stands giving
him space to start walking.
Debug: Added a function to dump many relevant quest variables to the
Papyrus log file.
Fixed: Added a script to monitor the slaver, adjusting his Confidence,
Aggression, and Assistance values and his clothes upon the NPC being
unloaded and reloaded.  This helps him defent the player properly and
not get into battles with nearby NPCs.

 

The version I already posted is everything above.

 

For the version I am currently working on (not uploaded yet):

 

I have integrated the changes from the masterdev patch (including the zaz patch and the boo patches) and I am testing them now, so we may have something that works and also uses the slave follow leash that most people prefer (and the drag leash should work better, and SD+ integration might also work better). 

 

I was worried the changes would interfere with the countless changes made by Legume (there are SO many lines of code now) but there were no conflicting functions/methods (other than console logging info, which I merged into the changed methods), so I am very optimistic about it.

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On 8/29/2019 at 4:36 PM, Czium said:

Wow, thank you so much!

 

This is my favorite mod of all time regarding skyrim. If you have a donation or patreon please feel free to PM me it.

Due to the fact that this is mostly other peoples' work I will not be accepting donations for my meager efforts working on it. But thank you for the thought! Please take the next opportunity you have to do something nice for someone and we will call it even.

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WARNING: Do not use this to play. Use it to test. 

 

My playtesting install has a buncho mods so it isn't super reliable for testing. I may try to get another install up for testing soon. In the meantime, please help test this.

 

I have integrated the master dev patch, which integrates the boo patches and the zaz patch. Thanks to all who worked on those patches. 

 

Did light copyediting of the new support quest dialogues, fixed one master/mistress dialogue text check (there are lots that still assume male master, something that can be worked on).

 

I need people to test this and see what works for them and what doesn't. Does the follow leash work (set it in your MCM menu)? Does the normal dragging work? Is the dragging better this way? Is the SD+ integration working? Etc.

 

Do not use with another version of Devious Framework.

Do not use with any of the earlier edited scripts from this thread. They're all integrated.

This is for LE, not SE. I can't help you with SE issues you may encounter.

 

This is Framework+Support combined in one install (still separate esps).

Devious Framework 3.01alpha.zip

 

(EDIT): I don't know if you'll need a clean install for the scripts to update. Also I may have more work I need to do on the scripts. Not sure.

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DFW 3.00alpha worked surprisingly well on my setup.

I was sure it would explode my already devious setup, especially because I added DFW 3.00a on a running game.

 

> DFW recognized SD+ enslavement and after enslavement ended => removed the registered SDmaster

 

> Some mods like DEC struggle with the DFW auto dialog NPC recognition, but it's not game breaking so far => if DEC approach gets stuck (or other mods force greets) and NPC reacts odd => STA "slap that ass" spell works wonders

 

> not sure: is there no grace period anymore if sitting in a furniture to add it to favoured? looked like PC was locked right away, but iI can be also because I had risen the DFW NPC approach chance very high ^^

 

> if sitting in furniture and DFW NPC locks PC in => furniture minigame starts => DFW NPC stayed near => PC was successfully released after the furniture game ended => worked better than in DFW 2.6

 

> if DFW is used with NDUN's guard punishment => best to deactivate NDUN's guard punishment, because it seems to conflict with DFW furniture control and will cause CTD (if NDUN uses the furniture scene to whip the PC)

 

thx again @arbiter for making this possible

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10 hours ago, arbiter said:

Nice! This is 3.01a, is that what you were testing or were you testing the previous version? (3.0a)

 

Regardless, nice to hear 3.0a is working well. Hoping 3.01a will be a decent  upgrade for those that want the follow leash.

was testing 3.00a

 

I just saw your update to 3.01a.

 

Will try and see what happens if I update from 3.0 to 3.01a on the same game.

Also didn't test the leash game yet.

 

3.00 zaz furniture game worked like a charm

 

2.6 furniture game took often hours (RL) and afterwards  got the PC stuck in one way or another

(the "adding padlock animation" nearly always ended in an endless loop with 2.6)

 

3.00 impressions:

Spoiler

just wanted to register the zaz furniture via DFWS "favoured" furniture

ScreenShot466.jpg.c976f90778ccbb8c1b26f3500dae197e.jpg

 

A NPC didn't wait long to lock the PC

(no surprise, it's one of @Monoman1's minions, that corrupt licence handler^^)

ScreenShot467.jpg.ceca0ed50e0a6f2848b0fb266440d38b.jpg

 

After a "little" whipping game and clothes (slot32) removal...

ScreenShot469.jpg.354da6d7a3760141288848b0692e6c05.jpg

 

...he left again and teased a few times with a release...

ScreenShot470.jpg.926c1e34d2c1d12678b90bf892eb103a.jpg

 

...but at the end:

ScreenShot471.jpg.920eca78d32d373cd506a36dfa89268c.jpg

 

he set the PC free!!!

ScreenShot472.jpg.5ec3de8de0087810c735cd0c4c74c4b1.jpg

 

got away without stuck scenes or CTD

ScreenShot473.jpg.caf58a3414108f05d69b1dad20785a09.jpg

 

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8 hours ago, arbiter said:

Hoping 3.01a will be a decent  upgrade for those that want the follow leash.

Thanks, much appreciated. :thumbsup:

Follow leash working fine so far
(Haven't tested dragging or SD+ yet)

 

Random Redguard stopped slaver and asked if he could use the slave.
That also worked without any problem.

Unfortunately I didn't have much time to play but I'll get back to it.

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1 hour ago, Jappa123 said:

@arbiter Did you check dialogue "You looks like someone who is in charge"(or something like that) there are some cool outcomes but dont working :/ 

So you can confirm the dialog option is from DFW 3.00a!?

I was already blaming all sorts of mods xD

 

Also doesn't trigger anything, only teases a lot.

Maybe some conditions have to be meet so it work?

Like a DFW registered furniture close by?

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3 hours ago, donttouchmethere said:

So you can confirm the dialog option is from DFW 3.00a!?

I was already blaming all sorts of mods xD

 

Also doesn't trigger anything, only teases a lot.

Maybe some conditions have to be meet so it work?

Like a DFW registered furniture close by?

Yes its from dfw i've been playing on github version for months nice to see someone is trying to do something, its really great mod and deserve to be updated. 

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16 hours ago, JocienMontrose said:

Thanks, much appreciated. :thumbsup:

Follow leash working fine so far
(Haven't tested dragging or SD+ yet)

 

Random Redguard stopped slaver and asked if he could use the slave.
That also worked without any problem.

Unfortunately I didn't have much time to play but I'll get back to it.

 

Great to hear!

15 hours ago, Jappa123 said:

@arbiter Did you check dialogue "You looks like someone who is in charge"(or something like that) there are some cool outcomes but dont working :/ 

I can fix it. It requires some insane level of dominance/something else/something else, and appears for like every NPC (even the Mara statue from ARTHLAL, lol). I will probably change it to just only show up for slavers, and to always work for slavers. I'll go mess with it right now.

 

14 hours ago, donttouchmethere said:

Also doesn't trigger anything, only teases a lot.

Pretty sure it is just supposed to be a way to get yourself leashed. It didn't work for a slaver I tried it on but I think her value for dominance or something was just too low. I think all slavers are randomly set. 

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3 hours ago, arbiter said:

Pretty sure it is just supposed to be a way to get yourself leashed. It didn't work for a slaver I tried it on but I think her value for dominance or something was just too low. I think all slavers are randomly set. 

[DFW 3.01a]

> updated on a running game with previously installed DFW 3.00a => didn't kill DFW functions so far

> leash game:

  • defense against leash worked by reading weapons
  • leash game got triggered by hydragon slaver => game started and ended rather quick (but I had the duration setting very low, just wanted to see what happens) => no transfer to anything, but I haven't yet registered any zaz furniture (sooo much work)
  • leash pulling worked rather well, didn't get stuck in walls, maybe was just lucky
  • sex during leash game by DEC with the slaver worked => in older DFW versions this could break the scene and get the slaver stuck in a broken SL animation

> New DFW dialog to get yourself into trouble:

  • PC was naked and was only wearing a SLS cursed collar + just got freed from a leash game => that had an effect on the progress of the dialog (maybe)
  • still, just then it got interesting, the dialog didn't trigger anything and the guard just walked away => still believe a registered cage/furniture needs to be close by
  • picture story:
    Spoiler

    As soon as I saw that the dialog progressed into something more devious I tried to bail...

    ScreenShot574.jpg.86e93e94ae7d43792f160c6915fb3ed2.jpg

     

    ...but the guard had other plans! => that's the way to go >D

    ScreenShot575.jpg.44800d448135be5d0ea39ff3cd6eee18.jpg

    ... sadly she just walked away : (

     

 

> so many new MCM options, it will take a while for the fine tuning and furniture/cage registering

 

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11 hours ago, donttouchmethere said:
  • still, just then it got interesting, the dialog didn't trigger anything and the guard just walked away => still believe a registered cage/furniture needs to be close by

Thanks for testing! So the dialogue system is extremely intricate, there's a whole system for keeping track of it (instead of just one-shotting a script each time a choice is made, the system keeps track of where in the dialogue the player is, it's a way to change up dialogue options). To tell what goes wrong you can watch the time and find the DFW logs (if you have logging enabled in your ini file) and look for "tracevent dialogue" (I suggest using glogg to open these files as DFW is constantly writing to the papyrus log). It's clear that this is an area that was under testing when development was discontinued. I'm messing around with the dialogue options to try to get them working moderately well but it might be some time before I have any results.

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3 hours ago, arbiter said:

Thanks for testing! So the dialogue system is extremely intricate, there's a whole system for keeping track of it (instead of just one-shotting a script each time a choice is made, the system keeps track of where in the dialogue the player is, it's a way to change up dialogue options). To tell what goes wrong you can watch the time and find the DFW logs (if you have logging enabled in your ini file) and look for "tracevent dialogue" (I suggest using glogg to open these files as DFW is constantly writing to the papyrus log). It's clear that this is an area that was under testing when development was discontinued. I'm messing around with the dialogue options to try to get them working moderately well but it might be some time before I have any results.

Good to know!

Your right, collecting more detailed data.

This time I was in the Markarth guard tower barraks.

Means I will try different places.

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Just tried the 3.01 with Sanguines Debauchery but I'm afraid it don't work as it should.


I tried both the combat surrender and the Riften slavemarket for enslavement but the leash game never kick in with the new owner. :confused:

 

Forgot to mention this before.

The first time I loaded the 3.01 I got this warning:

(Not when I load a save with it)

 

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