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8 hours ago, donttouchmethere said:

More feedback, something positive for a change:

If a slaver starts a leash game and dies for what ever reason (?‍♂️) the leash and the game gets cancelled successfully (wasn't always the case before).

Also it seems -IIRC- that legume found the culprit that civil NPCs always attack and help the PC if he attacks the slaver.

I got a fat bounty on my head now.

 

It takes a while until the leash game ends if the slaver is down, do not panik ?

(luckily tavern patrons don't do much damage)

Haha, nice. What is your timescale set to? I'm trying to figure out just through experience if some of this is relative to timescale. There are several vanilla quests that take forever to work when you reduce timescale (and I tend to reduce timescale pretty severely, like I'm playing with 6 right now).

5 hours ago, Jappa123 said:

@arbiter

Did you check device remove scene by blacksmith? got it right after leash enslavement on 3.02 and it seems broken - blacksmith removing device for ever also scene is really "soft" someone player need turn back and cant move so basically npc can randomly push player even blacksmith sometimes push player and whole scene fall apart

 

Sell items scene works really well, i didnt test it on 3.02 but it was ok even in github version but ffs selling every item and cant get them back is way too harsh is there any way to add some chest or option to buyout them back from merchant? 

 

Btw

Good job you manage to fix dialogues but before i had armbinder equip outcome now always leash game outcome

 

oh i just got armbinder outcome but its not working anyway 

When/if I can work on this more in the near future I was going to work on dialogue... but I will take a look at the blacksmith scene. The blacksmith scene was reported as taking a long time even when it worked. I know the armbinder wasn't working (someone reported that) and I don't think it was ever finished. I've gone through the complex scripting for the dialogue system and it doesn't look like there's an end result to most of it, which is why I sorta hacked in the leash game ending to those scripts. t.ara mentioned I should just keep it simple, so I will probably dumb the system down rather than try to keep it complex. Would be nice to set up a bunch of scenes like that.

4 hours ago, Zaflis said:

Another "sad to say but" thing, that leash game is not compatible with SD+ masters. There's 4 ways to get master game to end:

1) kill him, 2) steal key from him, 3) run away, 4) get help from other npc.

 

Now, option 1 was a no go as it was my invulnerable follower. Option 2 was not possible because when sneaking and hidden it still opened talk dialog instead of pickpocketing. Option 3 was not possible because of leash yanking me back. Had a few goes with asking for help too but with 10% catch chance from MCM he saw every talk attempt even from other room.

 

There was also option 5 that i used Devious Lore to struggle out of the collar. Master thing nor leash didn't end though, he soon noticed and reapplied the collar.

 

And 1 of the leash yanks was getting me stuck in a firepit which i managed to fix with debug key i think from SD+ (Home). So i just set leash mode to Off, propably for the best.

 

On the upsides i had more goes with the furniture autolocking and npc locking. Those games do work and finish, although you may want to increase the odds of npc releasing you. Teasing chance 66% is propably in good spot. My only disappointment was that neither leash game or SD+ master used 2 existing furnitures in the inn. SD+ spawned a new cage at one point temporarily.

I don't think the leash game will use furniture unless you've sat in it to register it... but not sure.

 

---

 

Basically it's like this: I wanted to patch this up well enough to use and have fun. To my surprise it wasn't too complex to:

 

1. Remove the debug stuff and get it actually working somewhat.

2. Add in the patches from the community to get a nice follow leash going and some better SD+ integration.

3. Adjust a few of the dialog endings to make the dialog work halfway (the note that came with this version said that the dialog system is unfinished).

 

Counting lines of code is a bad way to gauge the scope of a project, especially when many lines are empty space or comments or commented out code, but because that's the only metric I have for this: between the Framework (7000 lines) and Support (13000 lines) I'm dealing with 20,000 lines of code and it takes hours just to trace what one simple thing is doing. And if I commit to supporting this I'll guilt myself to the point I turn a blind eye completely (really stupid of me but I know myself pretty well when it comes to guilt and avoidance, lol). Probably true of a lot of modders to be honest.

 

With my unfamiliarity with the code and my relative inexperience at complex scripts that deal with the engine and various mechanics (most of what I've done is just figure out what other people were doing and then modify it to work right) I'm not sure I can ever get this to the point it's super grade A working totally great. 

 

I'm behind on real work and house work and dealing with a crazy ex who still lives with me that I can't seem to get rid of and a girlfriend who I need to spend time with online because we live across the country from each other (she jokes that I am cheating on her with Lydia).

 

So I will take a stab at this here or there but can't 100% commit to finishing it off as big a project as it is.

 

Please continue to test and let me know what's working and what isn't, it is keeping me in the game so to speak. Here's a list (feel free to add to it) of things still left to do:

 

1. Flesh out the dialogue system, either finishing the complicated way that was originally intended or throwing one-off scripts at the end of each line and just using some basic master anger checking to decide on the paths.

 

2. Add new dialogue results that involve punishments/more bondage.

 

3. Address the slowness (or bugginess) of the blacksmith scene.

 

4. Address the general slowness of many scenes.

 

5. Work on compatibility with other furniture scenes (and adjust for whatever t.ara does in zap 9 if they add a locking mechanism). 

 

6. Work on compatibility with mods that teleport you (I believe what's happening is the leash game tries to teleport you back once you're teleported, and it's a known problem that if the game tries to teleport you twice at the same time you will 100% crash).

 

Let me know if I've missed anything!

 

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14 minutes ago, arbiter said:

Haha, nice. What is your timescale set to? I'm trying to figure out just through experience if some of this is relative to timescale. There are several vanilla quests that take forever to work when you reduce timescale (and I tend to reduce timescale pretty severely, like I'm playing with 6 right now).

timescale is 8

 

also using this to test DFWS:

And yes all furniture needs to be registered to be used for playtime after/during leash game.

Only if the PC enters a unregistered furniture willingly (or via NDUNdefeat) DFWS is able to recognize the furniture eminently.

That's why DFWS is a bit annoying to use on new games.

But the possibilities, THE POSSIBILITIES! ?

 

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4 hours ago, donttouchmethere said:

timescale is 8

 

also using this to test DFWS:

And yes all furniture needs to be registered to be used for playtime after/during leash game.

Only if the PC enters a unregistered furniture willingly (or via NDUNdefeat) DFWS is able to recognize the furniture eminently.

That's why DFWS is a bit annoying to use on new games.

But the possibilities, THE POSSIBILITIES! ?

 

 

 

if you like this try out this: self promotion off.:naughty:

 

 

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I installed the new DFW+DFWS on an existing game, told the MCMs to force update.  Don't know if these bugs are because its not a new game or if they're legit, but...

 

1.  Not knowing what it was, I selected the "You look like you're in charge" thing and got leashed that way, but when I tried to talk to the master (it was Yamarz as he was headed to Fallowstone Cave) the only option was something like "whats going on here", "is this person bothering you" and when I said yes, he convinced himself to let me go.  

 

2.  Got enslaved the normal way while in Dawnstar's inn to the Wandering Orc.  Whenever he'd rent me to someone to use, the other person would always be in the victim role, which seemed odd. 

 

3.  Sometimes when he rented me out animations didn't play at all, we just stood inside each other, naked, until the animations ended.  I'd hit spacebar to get through them fast whenever this happened.  I'd try the "reposition" keybind first though, never did anything. 

 

4.  Despite setting "make it permanent" to zero and a max time to 15 minutes, and chance of release as high as it would go (50 I think?), he never let me go.  After about a half hour I safeworded out to continue with my game.  

 

5.  After safewording, Orc Wanderer and his slave kept following me around.  What can I do to make them stop, short of killing them?  Remove a faction or something?

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19 hours ago, arbiter said:

I'm behind on real work and house work and dealing with a crazy ex who still lives with me that I can't seem to get rid of and a girlfriend who I need to spend time with online because we live across the country from each other (she jokes that I am cheating on her with Lydia).

I know the issue with real and house work, but after that it gets so crazy I only could simulate it with LL mods. :O

Come on, don't lie, no low LVL can resist Lydia xD

 

I can speak only for me, but every little more stability and working functionality you can squeeze out of legumes awesome work is for me like Xmas!

How long that takes doesn't really matter if I compare it to the time I hoped legume would be back >D

 

 

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20 hours ago, arbiter said:

6. Work on compatibility with mods that teleport you (I believe what's happening is the leash game tries to teleport you back once you're teleported, and it's a known problem that if the game tries to teleport you twice at the same time you will 100% crash).

yes yes yes super important or DFWS is just too dangerous to use.

Don't want to be called a liar if it tell everyone I had no CTD for hours and than they see my LO with DFWS in it.

Also every mod test/feedback report will be commented by other mod authors like that: "no wonder your game is instable, you have DFWS installed, come back if you mean business"

 

7. This is the only thing atm that makes it hard to give DFWS a plugin slot even if it's alluring me:

Spoiler

1018923267_enb2019_09_1314_55_42_97.jpg.410952e9ff5641c6b31ca05ed6302d18.jpg

 

THE DFW-S MCM of doom.

If a furniture related DFW-S scene gets stuck and doesn't continue, it will also kill the DFW Support MCM.

Ironically this makes it also impossible to use the DFW-S debug functions >.<

Spoiler

1797142547_enb2019_09_1018_09_58_20.jpg.6d7353da3a63725cb5fc615055320404.jpg

 

After that all save games related to the borked scene will be unusable.

Means creating a clean save and reinstall DFW+S is not possible, because the game will crash on load if DFW+S gets removed and the broken save will be loaded.

 

Cause is a stuck DFW-S AI control attempt of the PC that can't be removed, only deactivated in ZAZ, but this also means a DWF-S scene is lurking all the time in the background, while the DFW-S MCM is blank.

 

SO far this only is caused by stuck DFW-S furniture scenes.

 

It is still possible to reload a save before DFW-S runs it's event.

Basically as soon as the DFW-S furniture scene appears to be stuck, it's better to leave the game and load an older save.

 

I'm not sure where DFW-S saves the registered furniture to.

So far it looks like it does that all via save game, which is a bad solution.

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On 9/12/2019 at 5:00 AM, donttouchmethere said:

maybe @zaira has an idea about how to export game data to jason

I use PapyrusUtils to store game data in json - if you have concrete questions - let me know

On 9/11/2019 at 1:16 PM, donttouchmethere said:

If the leash game starts on a PC that is about to get teleported by another mod = ⚠️ CTD

are you talking about leash mode? Then it is a bad implementation - the leash mode in ZAP is incomplete.

One typical CTD problem is to put the player onto an invisible vehicle to prevent ragdoll effects while being in pose or furniture. Teleporting can lead to CTDs or the catapult effect that you sometimes observe with Sexlab.

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6 hours ago, donttouchmethere said:

THE DFW-S MCM of doom.

If a furniture related DFW-S scene gets stuck and doesn't continue, it will also kill the DFW Support MCM.

Ironically this makes it also impossible to use the DFW-S debug functions

OMFG. That is super bad. 

 

1 hour ago, zaira said:

are you talking about leash mode? Then it is a bad implementation - the leash mode in ZAP is incomplete.

The leash game will generally try to teleport you if you are too far away, so if the leash game starts and another mod tries to teleport you it will try to teleport you back. 2 teleports = crash, always. At least I assume that is the problem. But you may be right. 

 

I generally use the follow mode, which... I don't think crashes you? But It might try to teleport if you're too far away, resulting in the same problem.

 

I might just need to disable the teleporting part. 

8 hours ago, Naps-On-Dirt said:

I installed the new DFW+DFWS on an existing game, told the MCMs to force update.  Don't know if these bugs are because its not a new game or if they're legit, but...

 

1.  Not knowing what it was, I selected the "You look like you're in charge" thing and got leashed that way, but when I tried to talk to the master (it was Yamarz as he was headed to Fallowstone Cave) the only option was something like "whats going on here", "is this person bothering you" and when I said yes, he convinced himself to let me go.  

 

I'll see if I can replicate.

 

8 hours ago, Naps-On-Dirt said:

2.  Got enslaved the normal way while in Dawnstar's inn to the Wandering Orc.  Whenever he'd rent me to someone to use, the other person would always be in the victim role, which seemed odd. 

This happens to me with a lot of the rape mods and I can't figure out why. Might be because I only do F/F stuff and some mods don't take that into account. I'll check it out.

 

8 hours ago, Naps-On-Dirt said:

3.  Sometimes when he rented me out animations didn't play at all, we just stood inside each other, naked, until the animations ended.  I'd hit spacebar to get through them fast whenever this happened.  I'd try the "reposition" keybind first though, never did anything. 

If you continue to test (please do!) you can check in the console to see which animation SL is trying to play. I haven't had this happen yet but who knows it might be something to do with this mod or not. 

 

8 hours ago, Naps-On-Dirt said:

4.  Despite setting "make it permanent" to zero and a max time to 15 minutes, and chance of release as high as it would go (50 I think?), he never let me go.  After about a half hour I safeworded out to continue with my game.  

I'll take a look at this.

 

8 hours ago, Naps-On-Dirt said:

5.  After safewording, Orc Wanderer and his slave kept following me around.  What can I do to make them stop, short of killing them?  Remove a faction or something?

Try using this: https://imgur.com/JVuMmcM.png and let me know what happens.

 

That might or might not be the issue, in which case you can use that same debug page to check/remove factions (uncheck the player as the target on the status page and then try to deal with one of the guys following you). The two to look for are.... zbfFactionMaster and zbfFactionPlayerMaster. And maybe _oFactionDfwDialogueTarget (or the closest faction to that name). 

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52 minutes ago, arbiter said:

The leash game will generally try to teleport you if you are too far away, so if the leash game starts and another mod tries to teleport you it will try to teleport you back. 2 teleports = crash, always. At least I assume that is the problem. But you may be right. 

One common failure is to not waiting for 3d before doing other things

player.MoveTo(destination)
while !player.Is3DLoaded()
	Utility.Wait(0.1)
endwhile

Here is my complete leash solution that works without crashes so far - the player can use any movement control to break out of the leash mode - that is often necessary on stairways and narrow passages:

Spoiler

message property MariaTravelMessage auto
GlobalVariable Property MariaTravelStatus  Auto  
ObjectReference Property MariaDoorOpenerMarkerRef  Auto  
ObjectReference Property MariaCaptiveMarkerRef  Auto  
Package property MariaEscortPlayerToJail auto
Package property MariaEscortPlayerToDevice auto

Actor player
Actor escort
ObjectReference destination
bool ai

function Startup()
	MariaTravelStatus.SetValueInt(0)
	RegisterForControl("Forward")
	RegisterForControl("Back")
	RegisterForControl("Jump")
	RegisterForControl("Strafe Left")
	RegisterForControl("Strafe Right")
	RegisterForKey(1)
	RegisterForKey(57) ; space to jump to escort
	MariaTravelMessage.Show() ; "Press ESC to skip to destination"
	escort = Alias_Escort.GetActorReference()
	player = Alias_Player.GetActorReference()
	destination = Alias_Destination.GetReference()
	RegisterForUpdate(1)
endfunction

event OnUpdate()
	Cell playerCell = player.GetParentCell()
	Cell escortCell = escort.GetParentCell()
	if playerCell != escortCell && (playerCell.IsInterior() || escortCell.IsInterior())
		if !ai
			ai = true
			Game.SetPlayerAIDriven(true)
		endif
		return
	endif

	float distanceToEscort = player.GetDistance(escort)
	if distanceToEscort > 1000
		player.MoveTo(escort)
		while !player.Is3DLoaded()
			Utility.Wait(0.1)
		endwhile
	elseif !ai
		if distanceToEscort >= 300
			ai = true
			Game.SetPlayerAIDriven(true)
		endif
	elseif distanceToEscort < 200
		ai = false
		Game.SetPlayerAIDriven(false)
	endif
endevent

event OnControlDown(String asControl)
	ai = false
	Game.SetPlayerAIDriven(false)
endevent

event OnKeyDown(int keyCode)
	if keyCode == 1 ; Press ESC to skip to destination
		Skip()
	else
		player.MoveTo(escort)
		while !player.Is3DLoaded()
			Utility.Wait(0.1)
		endwhile
	endif
endevent

function Skip()
	ai = false
	Game.SetPlayerAIDriven(false)
	UnregisterForUpdate()
	UnregisterForAllControls()
	UnregisterForAllKeys()
	Package escortPackage = escort.GetCurrentPackage()
	if escortPackage == MariaEscortPlayerToJail ; special case 1 - destination is jail (markers for door handling in place)
		player.MoveTo(MariaCaptiveMarkerRef)
		while !player.Is3DLoaded()
			Utility.Wait(0.1)
		endwhile
		escort.MoveTo(MariaDoorOpenerMarkerRef)
		zbfxPlayerInCage.SetValueInt(1)
		player.SendModEvent("zbfxEventCageEntered")
		MariasUtils.LockCageDoor()
	elseif escortPackage == MariaEscortPlayerToDevice ; special case 2 lead into device
		player.MoveTo(destination)
		while !player.Is3DLoaded()
			Utility.Wait(0.1)
		endwhile
		destination.Activate(player)
		zbfUtil.PlaceRelative(escort, player, 120.0, afAngle = 0)
	else
		player.MoveTo(destination)
		while !player.Is3DLoaded()
			Utility.Wait(0.1)
		endwhile
		zbfUtil.PlaceRelative(escort, player, 100.0, afAngle = 0)
	endif
	zbfUtil.FaceObject(escort, player)
	MariaTravelStatus.SetValueInt(1)
	escort.EvaluatePackage()
endfunction

function Cleanup() ; quest shutdown function
	MariaTravelStatus.SetValueInt(1)
	Game.SetPlayerAIDriven(false)
	UnregisterForUpdate()
	UnregisterForAllControls()
	UnregisterForAllKeys()
endfunction

function SetEscortDestination(ObjectReference dest) global
    ; MariaMain holds travel status and travel destination
	MariaMainQuest MariaMain = Quest.GetQuest("MariaMain") as MariaMainQuest
	MariaMain.MariaTravelStatus.SetValueInt(0)
	MariaMain.Alias_destination.ForceRefTo(dest)
endfunction

function SetCageDoorDestination(ObjectReference doorRef, Actor owner = none, bool autoLock = false, ObjectReference customCaptiveMarker = none) global
    ; MariaMain holds travel status and travel destination
	MariaMainQuest MariaMain = Quest.GetQuest("MariaMain") as MariaMainQuest
	MariaMain.MariaTravelStatus.SetValueInt(0)

    ; prepare door markers
	MariaCageDoorAlias cagedoor = MariaMain.Alias_cagedoor as MariaCageDoorAlias
    cagedoor.PrepareDoor(doorRef,owner,autoLock,customCaptiveMarker)
	MariaMain.Alias_destination.ForceRefTo(cagedoor.MariaDoorOpenerMarkerRef)
endfunction

 

 

Spoiler

The Escort Package script


Quest property MariaEscort auto

function begin(Actor escort)
endfunction

function change(Actor escort)
	MariaEscort.Stop()
endfunction

function end(Actor escort)
	MariaEscort.Stop()
endfunction

It consists of the Sequence:

  1. travel to player
  2. say "Follow me" - this topic contains a script that starts the escort quest
  3. travel to destination - Success completes package

Package condition is MariaTravelStatus - this is used to cancel a leash and to finish scene fragments reliable

Now I can use the leash package like every other package within my scene fragments - just a call to SetEscortDestination is needed in the Scene constructor or somewhere else

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1 hour ago, zaira said:

One common failure is to not waiting for 3d before doing other things


player.MoveTo(destination)
while !player.Is3DLoaded()
	Utility.Wait(0.1)
endwhile

Here is my complete leash solution that works without crashes so far - the player can use any movement control to break out of the leash mode - that is often necessary on stairways and narrow passages:

 

Ah I see! Thanks! 

 

So I just checked through various parts of the code that use moveto, etc.

 

Legume had this right when he teleported to follow a leashholder in a cell transition, but the small leash teleports on the drag leash aren't safe. Neither are the teleports on the follow patches (zaz, boo, etc. from this thread) I incorporated. So that is probably why donttouchmethere is crashing when other mods try to teleport him away while leashed (which let's be honest will still be a huge problem no matter what and the player will need to end the leash game via the MCM.)

 

Here is Legume's code just FYI. Does stuff with the mutex, etc. I'm not sure if this would be overkill (or if it would be necessary) when being dragged/led normally.

 

Spoiler

; I am fairly certain that two mods using _aPlayer.MoveTo() at the same time causes the game to
; crash.  The intent of this function is to guarantee there is a delay between MoveTo() calls
; that move the player.
;
; fTimeout: In Seconds.
; iBusyBehaviour: 0: Wait until complete  1: Return FAIL  2: Move anyway (Not recommended).
Int Function MovePlayer(ObjectReference oTarget, Float fOffsetX=0.0, Float fOffsetY=0.0, \
                        Float fOffsetZ=0.0, Float fTimeout=2.0, Int iBusyBehaviour=0)
   If ((2 != iBusyBehaviour) && (_qSexLab.IsActorActive(_aPlayer) || IsPlayerCriticallyBusy()))
      If (iBusyBehaviour)
         Return FAIL
      EndIf
      While (_qSexLab.IsActorActive(_aPlayer) || IsPlayerCriticallyBusy())
         Utility.Wait(1.5)
      EndWhile
   EndIf

   ; Try to lock the mutex.  Keep track of whether the mutex is currently locked.  If another
   ; request is moving the player we want to add an extra delay to space them out.
   Float fOriginalTimeout = fTimeout
   Bool bLockedByUs = MutexLock(_iMovePlayerMutex, -1)
   While (!bLockedByUs && (0.0 < fTimeout))
      Utility.Wait(0.1)
      fTimeout -= 0.1
      bLockedByUs = MutexLock(_iMovePlayerMutex, -1)
   EndWhile

   ; If we did not procure the mutex fail the move request.
   If (!bLockedByUs)
      Return FAIL
   EndIf

   ; We now have the mutex locked.
   ; If the timeout has changed we did not procure the mutex on the first try.
   If (fOriginalTimeout != fTimeout)
      ; Add a delay to space out the attempts to move the player.
      Utility.Wait(1.2)
   EndIf

   ActorSitStateWait(_aPlayer)
   _aPlayer.MoveTo(oTarget, fOffsetX, fOffsetY, fOffsetZ)
   MutexRelease(_iMovePlayerMutex)

   ; MoveTo enables fast travel.  Disable it again if necessary.
   If (_iBlockFastTravel)
      Game.EnableFastTravel(False)
   EndIf
EndFunction

 

Also, I'll go ahead and congratulate you on your 2000th post, which may be your reply in this thread, lol.

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@Jappa123 When the slaver makes you follow him or her, that is when the leash game will activate IF you have the setting for detecting SD+. If you uncheck that it shouldn't activate.

 

The extra setting below that, for making you leashed all the time, controls whether you're always leashed to your master. You can uncheck that.

 

So you have all three choices: Only when he/she makes you follow, all the time, or none of the time.

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On 9/15/2019 at 11:52 PM, arbiter said:

@Jappa123 When the slaver makes you follow him or her, that is when the leash game will activate IF you have the setting for detecting SD+. If you uncheck that it shouldn't activate.

 

The extra setting below that, for making you leashed all the time, controls whether you're always leashed to your master. You can uncheck that.

 

So you have all three choices: Only when he/she makes you follow, all the time, or none of the time.

More bad news:

 

Tested DFWS Leash game with SD+ master:

 

The good things =>

the leash game started at SD+ enslavement start and was stable for 3 days SD+ enslavement. After I got free from SD+ enslavement the leash released and also all DFWS added bondage got removed.

DFWS is compatible with SDpatches.

(only the leash is too short, Leash game would be better if it works like the POP leash and could be stopped by movement keys. There is a funktion in DFWS MCM "resist leash", I set it to 20%, not sure if it works automatically?)

 

The bad things =>

during the 3 days the leash game did nothing with registered furniture (bdsm and working).

There was also no obvious scene than the pony boots and collar by DFW+S got added.

Even worse DFW-S forgot the registered furniture after some save/reload cycles.

The leash is also way to short, especially if Sdpatches sends the PC to a cage for the night or if the PC is slowed down and needs to keep up with the SDmaster around corners in dungeons. This always ends in an ugly leash game scene, that only ends if the SDmaster runs back to the PC.

Also it seems if you triggered the SD leash game once and deactivate it after/during enslavement => it will ignore any DFW-S settings and starts the leash game anyways with a new master. Until the MCM gets blank o.o

 

After the enslavement was nullified => DFW-S MCM got stuck again and is empty now.

I tried to give it some loading time, without success.

Save game cleaning wasn't helpful either, because Re-Saver couldn't find anything stuck.

I also played on for a few ingame days, in the hope that starting a new leash game or using furniture would bring it back => without success.

Still DFW-S starts leash games as if nothing happend.

DFW MCM stays, just DFW-S MCM will be broken for ever.

Reinstalling only DFW-S doesn't help either, because what ever broke is in the save.

Reinstalling DFW and DFW-S made me unable to load the save games.

 

More bad things =>

Deactivating the leash game for SD, but leaving the SDmaster detection ticked => DFW-S starts the leash on enslavement anyways, ignoring the MCM settings

Deactivating the SDmaster detection or using debug function "end leash game" => DWF-S MCM will be empty and unresponsive afterwarts. (but the leash game ends successfully)

 

Frustration:

After every test with DFW+S I managed somehow to kill the DFW-S MCM

> after furniture game

> after SDmaster leash game

> after regular leash game with hydragorgon slavers (the leash game works fine with all the added new Quests of DFW+S, until something kills the MCM)

 

The worst thing by far was to see that DFW-S forgot what furniture I had registered >.<

All but one vanished from the MCM, until the MCM vanished too ?‍♂️

(unless DFW+S allows now only one bdsm furniture/cell, does that make any sense?)

 

It's like you said,

DFWS is great to play around a bit, but not suited for a longer game.

 

I also fear that the broken MCM slows other mods down.

I see that if I open the empty MCM that DFW-S is working hard on something, because after opening it you can't modify any other MCMs in the ESC Menu.

That's normally a sign that an MCM gets updated or starts to add the changes on settings in MCM to the world.

Just ... it never finishes.

 

Spoiler

756034902_enb2019_09_1814_07_47_14.jpg.8322b68589757e1ad0d657c483e8083e.jpg

 

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  • 3 weeks later...
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Ez elég érdekes. De szerintem ha egy település nemese vagyok, akkor az őröknek közbe kell lépni... a képek szerint. Vélem semmiképpen nem lehet hátrányom azon a településen, amelyik becsült polgára vagyok. Egy ismeretlen esetében persze ez lehet más.  És mi van a házicselédemmel? Ő is rab? Így az uradalom bármelyik tagja lehet. Ha ismernek... a környezetemben meg kell védeniük. Az őrök tudják ki vagyok és nem lehetnek elnézők a támadóval szemben. Óóo... így akkor mindet elfogja varázslattal ... és kiürül a játéktér? ... egy időre.

 

Morals and logic.

That's interesting. But I think if I'm a nobleman of a settlement, the guards have to intervene... according to the pictures. I suppose there's no way I can be at a disadvantage in the settlement I'm an esteemed citizen of. In the case of an unknown, of course, this could be different.  ...What about my housecarl? Is he a prisoner? So he could be any member of the Dominion. If I am known... in my environment must be protected.

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Anybody know what causes the 30 vulnerability on "other devices" bug? I would think its some sort of hidden item it detects as a device, but unequipall doesn't seem to do much.

Quite problematic when dfw decides to randomly say your save is invalid on game load for no apparent reason.

 

E: Well apparently after a reinstall mid playthrough it now detects devices properly but no matter what you set the vuln options to all settings will always be locked.

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On 3/14/2020 at 5:51 AM, PolskiHusarz20 said:

How can I trigger slavers to capture my character?

 

I've never found any problem with having my pc captured, simply increase your vulnerability through mcm menu. An easy choice is to increase the vulnerability at night, provided you happen to find a slaver at nightime. DFW Support has an option to increase it even more if I recall right.

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Question, any way to force iLongTermAgenda to 4 so a slaver will always take the PC to SS auction?? Getting tired of having the slaver wandering around until he gets raped by forsworn or giants and having my PC released at the worst possible moment. The option to cycle slaver packages in DFW Support only seems to make things worse and very rarely triggers the SS auction event.

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