Jump to content

Recommended Posts

Posted

Can't get the leash game started... it never occurs by itself, and when I try to start it manually, the only thing I achieve is a DONE entry in the menu, but nothing happens in game...

Any suggestions?

Posted

Can't get the leash game started... it never occurs by itself, and when I try to start it manually, the only thing I achieve is a DONE entry in the menu, but nothing happens in game...

Any suggestions?

Hmm.  That is odd.

 

For the automatic leash game you need to make sure a slaver is nearby.  In the MCM menu "Devious Framework" => "Status" => "Show Nearby Actors" make sure there is someone registered as a slaver (0x000008xx or 0x00000Cxx or 0x00000Dxx) or an owner (0x000004xx) if "Include Owners" is configured in the DFW Support MCM menu.

 

However, this is almost certainly not your problem.  Starting it manually should work for anyone nearby.

 

1. The game will not start if the DFW framework does not already think you have a current Master.  Check the "Devious Framework" => "Status" => "Current Masters" section.  You may see something from "SD+" or "DFWS" or something else.

"DFWS" could indicate the leash game has previously been broken (I haven't seen a case of this before).

For "SD+" or something else can you get free of your enslavement from that mod?

"SD+" could indicate the bridge between SD+ and DFW is not working.  This is not unheard of.  Make sure "Catch SD+ Enslavement" is turned off in the "DFW Support" MCM menu.  I think this was made to work on the fly; however, you may need to re-install the DFW mods on a fresh game and play with this turned off.

For something else, make sure "Catch ZAZ Events" is turned off in the "DFW Support" MCM menu.  You'll likely have to load a game prior to being enslaved or re-install the DFW mods onto fresh game and not turn on "Catch ZAZ Events".

 

2. I assume the "Start Leash Game:" MCM option shows an actor's name before it changes to "Done"?

If it does not this likely indicates a problem of the Devious Framework mod not properly detecting nearby actors or the DFW Support mod not properly communicating with the Devious Framework mod.  If this is the case you'll likely have to go back to a save game prior to installing these mods and installing them again (or do a clean save/re-install).

 

3. Are you using the latest version?  I've seen the problem from issue 2 a number of times prior to version 1.06; however, I would expect it to be fixed in the latest version.

 

4. Did you have and reload the game after installing the mods?

I've not seen this prevent the leash game from starting but since I don't really understand this issue it could be a cause.

 

5. Even if you are not experiencing the above symptoms it could be the underlying framework is not working correctly.

This is best identified by looking at the script variables.  If you send them to me I can look them over:

https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#reporting-quest-variables

 

6. Lastly the save game tool might provide some information.

http://www.nexusmods.com/skyrim/mods/52363

If you are not familiar with it, it is easy to download and run.

Open your save game and type "dfw" (no quotes) in the filter box (under "Scripts").

You should see two UpdateOffsets.  The main script from each mod registers for an update every second or three.

There should be seven scripts:

dfwDeviousFramework

dfwMagicEffectDetectNearby

dfwMcm

dfwPlayerEvents

dfwsDfwSupport

dfwsMcm

dfwUtil

You should see one instance of each of these under "ScriptInstances" except dfwMagicEffectDetectNearby which has one for each nearby actor.

If you see anything different that most likely indicates a problem.  Let me know.

 

Let me know if any of these work,

legume.

 

Posted

 

Can't get the leash game started... it never occurs by itself, and when I try to start it manually, the only thing I achieve is a DONE entry in the menu, but nothing happens in game...

Any suggestions?

Hmm.  That is odd.

 

For the automatic leash game you need to make sure a slaver is nearby.  In the MCM menu "Devious Framework" => "Status" => "Show Nearby Actors" make sure there is someone registered as a slaver (0x000008xx or 0x00000Cxx or 0x00000Dxx) or an owner (0x000004xx) if "Include Owners" is configured in the DFW Support MCM menu.

 

However, this is almost certainly not your problem.  Starting it manually should work for anyone nearby.

 

1. The game will not start if the DFW framework does not already think you have a current Master.  Check the "Devious Framework" => "Status" => "Current Masters" section.  You may see something from "SD+" or "DFWS" or something else.

"DFWS" could indicate the leash game has previously been broken (I haven't seen a case of this before).

For "SD+" or something else can you get free of your enslavement from that mod?

"SD+" could indicate the bridge between SD+ and DFW is not working.  This is not unheard of.  Make sure "Catch SD+ Enslavement" is turned off in the "DFW Support" MCM menu.  I think this was made to work on the fly; however, you may need to re-install the DFW mods on a fresh game and play with this turned off.

For something else, make sure "Catch ZAZ Events" is turned off in the "DFW Support" MCM menu.  You'll likely have to load a game prior to being enslaved or re-install the DFW mods onto fresh game and not turn on "Catch ZAZ Events".

 

2. I assume the "Start Leash Game:" MCM option shows an actor's name before it changes to "Done"?

If it does not this likely indicates a problem of the Devious Framework mod not properly detecting nearby actors or the DFW Support mod not properly communicating with the Devious Framework mod.  If this is the case you'll likely have to go back to a save game prior to installing these mods and installing them again (or do a clean save/re-install).

 

3. Are you using the latest version?  I've seen the problem from issue 2 a number of times prior to version 1.06; however, I would expect it to be fixed in the latest version.

 

4. Did you have and reload the game after installing the mods?

I've not seen this prevent the leash game from starting but since I don't really understand this issue it could be a cause.

 

5. Even if you are not experiencing the above symptoms it could be the underlying framework is not working correctly.

This is best identified by looking at the script variables.  If you send them to me I can look them over:

https://github.com/DeviousFramework/SkyrimDeviousFramework/wiki/Things-I-Learned#reporting-quest-variables

 

6. Lastly the save game tool might provide some information.

http://www.nexusmods.com/skyrim/mods/52363

If you are not familiar with it, it is easy to download and run.

Open your save game and type "dfw" (no quotes) in the filter box (under "Scripts").

You should see two UpdateOffsets.  The main script from each mod registers for an update every second or three.

There should be seven scripts:

dfwDeviousFramework

dfwMagicEffectDetectNearby

dfwMcm

dfwPlayerEvents

dfwsDfwSupport

dfwsMcm

dfwUtil

You should see one instance of each of these under "ScriptInstances" except dfwMagicEffectDetectNearby which has one for each nearby actor.

If you see anything different that most likely indicates a problem.  Let me know.

 

Let me know if any of these work,

legume.

 

thanks for the quick reply!

 

1. None of that seems to be the problem, on Current Master there is only a bunch of grey options and none of the ones you mentioned.

 

2. Yes, the name changes to Done. and that's pretty much it.

 

3. Yep, latest version (I think)

 

4. The leash game did not work on the first savegame I tried (it was already started before installing the mod), nor in a new game, created after installing it.

 

5. Attaching logs... I hope I did it correctly

ConSkrybe.log

Papyrus.0.log

Posted

 

 

Can't get the leash game started... it never occurs by itself, and when I try to start it manually, the only thing I achieve is a DONE entry in the menu, but nothing happens in game...

Any suggestions?

Hmm.  That is odd.

[...]

Let me know if any of these work,

legume.

 

thanks for the quick reply!

 

1. None of that seems to be the problem, on Current Master there is only a bunch of grey options and none of the ones you mentioned.

 

2. Yes, the name changes to Done. and that's pretty much it.

 

3. Yep, latest version (I think)

 

4. The leash game did not work on the first savegame I tried (it was already started before installing the mod), nor in a new game, created after installing it.

 

5. Attaching logs... I hope I did it correctly

 

Hmmm.  More unexpected...

I see in your ConSkrybe log file:

  ShowQuestVars _dfwDeviousFramework
    --- Papyrus ---------------------------------
      Registered for update every 1.00 seconds

But I don't see something similar for the support quest.

This means the poll events for your DFW Support quest are not happening and certainly explains why the leash game isn't starting.

 

You should see something similar to the following in your DFW Support MCM menu:

"Warning: Poll May Have Stopped!"

"Seconds Since Update: 13"

 

Looking into your ConSkrybe file a bit further I see that the DFW Support quest's main script does not have any variables:

    dfwsDfwSupport:
      Script state = ""
      No variables

Similarly the DFW Support's MCM script shows that it can't identify the DFW Support main script:

      _qDfwSupport = None

This is definitely a problem.

 

I've seen this recently in my own games when I upgraded after converting the Devious Framework mod from a plugin (.esp) to a master file (.esm).  I thought it was something to do with my upgrading process though.

I'm guessing you haven't upgraded the mods.  You just installed them once.

 

I would suggest installing the Save Game Cleaner tool:

http://www.nexusmods...yrim/mods/52363

*Keep a backup or only work with saves you don't mind breaking.*

In that tool, type "dfw" in the filter box (under "Scripts")

Select dfwsDfwSupport under "ScriptInstances".  On the right are two white text boxes displaying information.  The bottom box shows variables in that script.  It normally has 60+ variables in it.  I expect your game will have very few.  With this script selected click on "Delete selected" under the filter box.

Next select dfwsDfwSupport under "Scripts".  If you see 60+ variables here you should be okay.  If you see very few variables here delete this script too.

Now, I don't know how, when, or if these scripts will get re-created, but I'm hoping if you save that, exit the Save Game Tool, and then try to play that save it will re-create these scripts.  I don't know for sure but I am hoping that is how it works.

 

If you look at the "dfwsDfwSupport:" section with the command, "ShowQuestVars _dfwsDfwSupport" you should see some variables.

 

If you still don't and you only deleted one of the dfwsDfwSupport scripts with the save game tool, try deleting both of them.

 

If that still doesn't work I would suggest a clean install:

Uninstall the mod(s).

Delete all dfws* (or dfw*) scripts and update offsets with the save game tool.

Start the game and create a new save.

Install the mod(s) again.

 

If this still doesn't work the only thing I can think of is that I will have to better understand what is causing the scripts to be empty.  While this is something I do have planned and possibly for the not-to-distant future, it certainly won't be quick.

 

Hope one of these works,

legume.

Posted

 

 

You should see something similar to the following in your DFW Support MCM menu:

"Warning: Poll May Have Stopped!"

"Seconds Since Update: 13"

 

Looking into your ConSkrybe file a bit further I see that the DFW Support quest's main script does not have any variables:

    dfwsDfwSupport:
      Script state = ""
      No variables

Similarly the DFW Support's MCM script shows that it can't identify the DFW Support main script:

      _qDfwSupport = None

This is definitely a problem.

 

I've seen this recently in my own games when I upgraded after converting the Devious Framework mod from a plugin (.esp) to a master file (.esm).  I thought it was something to do with my upgrading process though.

I'm guessing you haven't upgraded the mods.  You just installed them once.

 

I would suggest installing the Save Game Cleaner tool:

http://www.nexusmods...yrim/mods/52363

*Keep a backup or only work with saves you don't mind breaking.*

In that tool, type "dfw" in the filter box (under "Scripts")

Select dfwsDfwSupport under "ScriptInstances".  On the right are two white text boxes displaying information.  The bottom box shows variables in that script.  It normally has 60+ variables in it.  I expect your game will have very few.  With this script selected click on "Delete selected" under the filter box.

Next select dfwsDfwSupport under "Scripts".  If you see 60+ variables here you should be okay.  If you see very few variables here delete this script too.

Now, I don't know how, when, or if these scripts will get re-created, but I'm hoping if you save that, exit the Save Game Tool, and then try to play that save it will re-create these scripts.  I don't know for sure but I am hoping that is how it works.

 

If you look at the "dfwsDfwSupport:" section with the command, "ShowQuestVars _dfwsDfwSupport" you should see some variables.

 

If you still don't and you only deleted one of the dfwsDfwSupport scripts with the save game tool, try deleting both of them.

 

If that still doesn't work I would suggest a clean install:

Uninstall the mod(s).

Delete all dfws* (or dfw*) scripts and update offsets with the save game tool.

Start the game and create a new save.

Install the mod(s) again.

 

If this still doesn't work the only thing I can think of is that I will have to better understand what is causing the scripts to be empty.  While this is something I do have planned and possibly for the not-to-distant future, it certainly won't be quick.

 

Hope one of these works,

legume.

 

 

I do see the message about the poll being stopped.

 

I tried to use the savetool, the scriptistance only had 5 variables, while the script had zero. Deleted both of them, saved and reloaded. Nothing changed. Using showquestvars tells me there are no variables, but the quest is active.

 

Tried to reinstall the mod (it was indeed the 1.08, but downloaded it again just to be sure), problem is still there :/ So I have no clue

 

Thanks for the technical support btw, let me know if you figure anything out.

Posted

I, ironically, had the exact opposite where I couldn't get anything done because the mod was both causing me to be labeled as vulnerable (I'm bored and she's naked because it's more fun to look at) causing people to approach me as a slave despite having zero bondage devices, and then during one of those sex scenes one of the random people created by the slave girl mod in DragonsReach just spontaneously created a leash on my character, when they were on the other side of the building... which caused me to glitch wildly through the world in... honestly entertaining ways if it hadn't basically made it so I had to close the game to get out of it.

Posted

I, ironically, had the exact opposite where I couldn't get anything done because the mod was both causing me to be labeled as vulnerable (I'm bored and she's naked because it's more fun to look at) causing people to approach me as a slave despite having zero bondage devices, and then during one of those sex scenes one of the random people created by the slave girl mod in DragonsReach just spontaneously created a leash on my character, when they were on the other side of the building... which caused me to glitch wildly through the world in... honestly entertaining ways if it hadn't basically made it so I had to close the game to get out of it.

Hi.

I wasn't sure if this was a support request or just relaying your experiences but I thought I would comment regardless.

You can change the vulnerability options so that being naked doesn't consider you vulnerable at all.  Just set "Nude" to 0.

I've tried to make as much as I could user configurable.

 

The leash game by default doesn't require you to be vulnerable.  After all, if a slaver feels they can get the upper hand they might want to risk it anyway.  I do want to make it so they only try if you aren't looking and have them evaluate whether your equipment is far superior to theirs or not; however, that is not in the first release.

 

As for helping with your situation, you can configure the leash game probability ("Leash Game Chance") to be 0 and use the "Increase When Vulnerable" option to make the chances entirely dependent on how vulnerable you are.

 

Regarding the yanking and tumbling.  That is a problem with the drag leash =(  Each type of leash has drawbacks.  Teleport can cause you to be stuck in a wall.  Those of other mods often rely on your following voluntarily or take away your mechanism for you to resist.  No one leash suits everyone or every situation.  I would like to add options from other mods but that is a ways off yet.

I've rarely seen it cause such a problem that the game must be exited.  I am adding an MCM feature that lets you yank the leash intentionally, which may help in such situations.

 

The leash game doesn't have a distance between the player and the slaver that is required for the leash game to start, although I am planning something like that.  The slaver must be in the Devious Framework nearby actor list, though.  The distance of nearby actor detection is configurable in the MCM "Nearby Poll Distance".  I use 85 for this value but decreasing it will require slavers to be closer before the leash game would start.  Also, increasing the leash length of the leash game will reduce the chance of being yanked and tumbling at the start of the game with the possible drawback of having a longer leash for the duration of the game.

 

If you are finding some problems that are preventing you from using the parts of the mod you want to use let me know and I'll see if I can do something about them.

 

Happy adventuring,

legume.

Posted

 

I, ironically, had the exact opposite where I couldn't get anything done because the mod was both causing me to be labeled as vulnerable (I'm bored and she's naked because it's more fun to look at) causing people to approach me as a slave despite having zero bondage devices, and then during one of those sex scenes one of the random people created by the slave girl mod in DragonsReach just spontaneously created a leash on my character, when they were on the other side of the building... which caused me to glitch wildly through the world in... honestly entertaining ways if it hadn't basically made it so I had to close the game to get out of it.

Hi.

I wasn't sure if this was a support request or just relaying your experiences but I thought I would comment regardless.

You can change the vulnerability options so that being naked doesn't consider you vulnerable at all.  Just set "Nude" to 0.

I've tried to make as much as I could user configurable.

 

The leash game by default doesn't require you to be vulnerable.  After all, if a slaver feels they can get the upper hand they might want to risk it anyway.  I do want to make it so they only try if you aren't looking and have them evaluate whether your equipment is far superior to theirs or not; however, that is not in the first release.

 

As for helping with your situation, you can configure the leash game probability ("Leash Game Chance") to be 0 and use the "Increase When Vulnerable" option to make the chances entirely dependent on how vulnerable you are.

 

Regarding the yanking and tumbling.  That is a problem with the drag leash =(  Each type of leash has drawbacks.  Teleport can cause you to be stuck in a wall.  Those of other mods often rely on your following voluntarily or take away your mechanism for you to resist.  No one leash suits everyone or every situation.  I would like to add options from other mods but that is a ways off yet.

I've rarely seen it cause such a problem that the game must be exited.  I am adding an MCM feature that lets you yank the leash intentionally, which may help in such situations.

 

The leash game doesn't have a distance between the player and the slaver that is required for the leash game to start, although I am planning something like that.  The slaver must be in the Devious Framework nearby actor list, though.  The distance of nearby actor detection is configurable in the MCM "Nearby Poll Distance".  I use 85 for this value but decreasing it will require slavers to be closer before the leash game would start.  Also, increasing the leash length of the leash game will reduce the chance of being yanked and tumbling at the start of the game with the possible drawback of having a longer leash for the duration of the game.

 

If you are finding some problems that are preventing you from using the parts of the mod you want to use let me know and I'll see if I can do something about them.

 

Happy adventuring,

legume.

 

Seemed to be more that your definition of vulnerable is directly conflicting with Devious Enslavement Continued (which only has 4 levels of vulnerability) so any amount of vulnerability granted by the DF is instantly causing the character to be treated as a slave.

 

And yea, the leashing was... honestly the more annoying part. Just the slave thing would've been confusing but I can go through the menu to figure out why I'm being regarded as a slave in spite of Devious Enslaved's vulnerability having nudity turned off and my tats not impacting it but the leashing without any real notification was... tedious.

 

Possibly have it trigger off of a dialogue he runs up to your character and says rather than just "oh and now I'm on a leash... for fucks sake."

 

And for the record, just so you know, it was experience noting. Though the vulnerability conflicts with Devious Enslavement probably could use some fixing... though which mod would need to change i dunno.

Posted

 

Seemed to be more that your definition of vulnerable is directly conflicting with Devious Enslavement Continued (which only has 4 levels of vulnerability) so any amount of vulnerability granted by the DF is instantly causing the character to be treated as a slave.

 

And yea, the leashing was... honestly the more annoying part. Just the slave thing would've been confusing but I can go through the menu to figure out why I'm being regarded as a slave in spite of Devious Enslaved's vulnerability having nudity turned off and my tats not impacting it but the leashing without any real notification was... tedious.

 

Possibly have it trigger off of a dialogue he runs up to your character and says rather than just "oh and now I'm on a leash... for fucks sake."

 

And for the record, just so you know, it was experience noting. Though the vulnerability conflicts with Devious Enslavement probably could use some fixing... though which mod would need to change i dunno.

Thanks for the feedback.  It is appreciated.

 

The Deviously Enslaved Continued (DEC) vulnerability and the Devious Framework (DFW) vulnerability are separate.  DEC works with an makes it's own decisions about it's vulnerability.  The DFW Support leash game uses the DFW vulnerability for it's decisions.  Your DEC choices and behaviour should not change with DFW being installed.

I do have a vision that the DFW vulnerability will be adopted by more mods and the API has been designed to allow for it; however, there is a lot more needed than just having an API.  For now they should continue to behave completely independently.

 

For my personal preference I certainly like the player just being leashed.  My final plan is to have a notice in the top right of the screen saying something like, "<Slaver> takes our a rope and begins uncoiling it."  (This will only happen if the slaver is behind the player).  Then the slaver will move quickly toward the player until he is fairly close.  If the player has not turned to face the slaver and has not drawn her weapons then the leash game will begin as it does.

I expect I will be able to add an option that engages a dialogue before that.  It shouldn't be too difficult and sounds like a reasonable request.  However, the "runs up to your character" is still something I don't know how to do.  So it might be dependent on my learning that.

 

In the mean time if it is particularly bothersome, I would recommend disabling the leash features:

Leash Game Chance: 0

Increase When Vulnerable: 1 (the next release will allow this to be set to 0)

Include Owners: Off

Start SD+ Leash: Off

 

I would also recommend the following settings to reduce potential frustrations with the mod.  Turn these on as you find you want to experiment with them:

Security Level: Leave at 100

Secure SD+ Leash: Off

Post Rape Redress Timeout: 0

Naked Redress Timeout: 0

Blocking Nipple Piercing: Off

Blocking Vagina Piercing: Off

Blocking Hobble/Boots: Off

Blocking Locked Arms: Off

 

Unless you have a mod that needs to co-ordinate with enslavement from other mods (i.e. the leash game) these two are not really needed.

Catch ZAZ Events: Off

Catch SD+ Enslavement: Off

 

BDSM Furniture features have a chance of disrupting scenes from other mods.  The Captured Dreams Shop at the Thalmor Embassy in particular.

Initial Lock Time: 0

Chance of Locking: 0

If you still think the DEC mod is using the DFW vulnerability you can provide me with more details and a log file of it actually happening and I can look into it.  I am somewhat familiar with the DEC mod.

 

Hope this helps,

legume.

Posted

 

 

Seemed to be more that your definition of vulnerable is directly conflicting with Devious Enslavement Continued (which only has 4 levels of vulnerability) so any amount of vulnerability granted by the DF is instantly causing the character to be treated as a slave.

 

And yea, the leashing was... honestly the more annoying part. Just the slave thing would've been confusing but I can go through the menu to figure out why I'm being regarded as a slave in spite of Devious Enslaved's vulnerability having nudity turned off and my tats not impacting it but the leashing without any real notification was... tedious.

 

Possibly have it trigger off of a dialogue he runs up to your character and says rather than just "oh and now I'm on a leash... for fucks sake."

 

And for the record, just so you know, it was experience noting. Though the vulnerability conflicts with Devious Enslavement probably could use some fixing... though which mod would need to change i dunno.

Thanks for the feedback.  It is appreciated.

 

The Deviously Enslaved Continued (DEC) vulnerability and the Devious Framework (DFW) vulnerability are separate.  DEC works with an makes it's own decisions about it's vulnerability.  The DFW Support leash game uses the DFW vulnerability for it's decisions.  Your DEC choices and behaviour should not change with DFW being installed.

I do have a vision that the DFW vulnerability will be adopted by more mods and the API has been designed to allow for it; however, there is a lot more needed than just having an API.  For now they should continue to behave completely independently.

 

For my personal preference I certainly like the player just being leashed.  My final plan is to have a notice in the top right of the screen saying something like, "<Slaver> takes our a rope and begins uncoiling it."  (This will only happen if the slaver is behind the player).  Then the slaver will move quickly toward the player until he is fairly close.  If the player has not turned to face the slaver and has not drawn her weapons then the leash game will begin as it does.

I expect I will be able to add an option that engages a dialogue before that.  It shouldn't be too difficult and sounds like a reasonable request.  However, the "runs up to your character" is still something I don't know how to do.  So it might be dependent on my learning that.

 

In the mean time if it is particularly bothersome, I would recommend disabling the leash features:

Leash Game Chance: 0

Increase When Vulnerable: 1 (the next release will allow this to be set to 0)

Include Owners: Off

Start SD+ Leash: Off

 

I would also recommend the following settings to reduce potential frustrations with the mod.  Turn these on as you find you want to experiment with them:

Security Level: Leave at 100

Secure SD+ Leash: Off

Post Rape Redress Timeout: 0

Naked Redress Timeout: 0

Blocking Nipple Piercing: Off

Blocking Vagina Piercing: Off

Blocking Hobble/Boots: Off

Blocking Locked Arms: Off

 

Unless you have a mod that needs to co-ordinate with enslavement from other mods (i.e. the leash game) these two are not really needed.

Catch ZAZ Events: Off

Catch SD+ Enslavement: Off

 

BDSM Furniture features have a chance of disrupting scenes from other mods.  The Captured Dreams Shop at the Thalmor Embassy in particular.

Initial Lock Time: 0

Chance of Locking: 0

If you still think the DEC mod is using the DFW vulnerability you can provide me with more details and a log file of it actually happening and I can look into it.  I am somewhat familiar with the DEC mod.

 

Hope this helps,

legume.

 

 

I'm sure they're supposed to be separate. But it was the only possible source of vulnerability and it was provoking the "Hey a free fuck. Slave, service me." force-greets despite having no DD items, having nudity turned off as causing vulnerability, and tattoos as well. Additionally, the moment I disabled the DF mod, I stopped getting those force-greets.

 

May not supposed to be, but it *is* triggering it.

Posted

I'm sure they're supposed to be separate. But it was the only possible source of vulnerability and it was provoking the "Hey a free fuck. Slave, service me." force-greets despite having no DD items, having nudity turned off as causing vulnerability, and tattoos as well. Additionally, the moment I disabled the DF mod, I stopped getting those force-greets.

 

May not supposed to be, but it *is* triggering it.

 

You saw DEC active when nude but nude was off, tattoos ignored, and no other source of vulnerability noticeable?

 

Can you get me a Papyrus log? DEC makes lots of debug output if you didn't turn it off, and should help tell me what's going on.

 

Posted

 

I'm sure they're supposed to be separate. But it was the only possible source of vulnerability and it was provoking the "Hey a free fuck. Slave, service me." force-greets despite having no DD items, having nudity turned off as causing vulnerability, and tattoos as well. Additionally, the moment I disabled the DF mod, I stopped getting those force-greets.

 

May not supposed to be, but it *is* triggering it.

 

You saw DEC active when nude but nude was off, tattoos ignored, and no other source of vulnerability noticeable?

 

Can you get me a Papyrus log? DEC makes lots of debug output if you didn't turn it off, and should help tell me what's going on.

 

 

If "DEC active when nude" you mean prompting for the 'free slave fuck' things, yes that's exactly what I mean. And... I'll see what I can do with the papyrus log, I'll have to finish what I'm doing to load it back in.

 

Later: ... Ok, so now weirder things than it just causing DEC to have people walk up is occurring. I loaded the game after re-enabling the mod, about 10 seconds into the game something auto-equips a wooden bit gag in, ebonite blindfold and armbinder, one of those super loopy belts, and ponyboots.

 

Here's the papyrus log... good luck with that, I checked it and it's just a mess of shit.

Papyrus.0.log

Posted

 

 

I'm sure they're supposed to be separate. But it was the only possible source of vulnerability and it was provoking the "Hey a free fuck. Slave, service me." force-greets despite having no DD items, having nudity turned off as causing vulnerability, and tattoos as well. Additionally, the moment I disabled the DF mod, I stopped getting those force-greets.

 

May not supposed to be, but it *is* triggering it.

 

You saw DEC active when nude but nude was off, tattoos ignored, and no other source of vulnerability noticeable?

 

Can you get me a Papyrus log? DEC makes lots of debug output if you didn't turn it off, and should help tell me what's going on.

 

 

If "DEC active when nude" you mean prompting for the 'free slave fuck' things, yes that's exactly what I mean. And... I'll see what I can do with the papyrus log, I'll have to finish what I'm doing to load it back in.

 

Later: ... Ok, so now weirder things than it just causing DEC to have people walk up is occurring. I loaded the game after re-enabling the mod, about 10 seconds into the game something auto-equips a wooden bit gag in, ebonite blindfold and armbinder, one of those super loopy belts, and ponyboots.

 

Here's the papyrus log... good luck with that, I checked it and it's just a mess of shit.

 

The Devious Framework (DFW) mod shows the player has a vulnerability of 20:

[DFW] Vulnerability: 20

Depending on what your DFW vulnerability settings are set to, this could be an indication of what is going on.

If you check the vulnerability settings it might give a clue, but based on default values (assuming you still have them at default) it looks like this is 15 for being naked + 5 for night time.

 

I would ask if this might be related to it being night time; however, I expect that is not the case.  It looks like you have Deviously Enslaved Continued (DEC) vulnerability configured to not increase at night since DEC reports a vulnerability level of 0:

[CRDE] slave lvl: 0 vuln lvl: 0

The log file shows four minutes of a game.  In those four minutes, I don't see any indication of an NPC attempting a sex conversation with the player.  During the game this log file was from, did a sex conversation happen?  In order to track down the issue we really need a log file of the sex conversation actually happening.

 

Regarding the other issue... of things being equipped automatically, it is most likely an issue we know nothing about but I see the following at 03:01:30:

[Zad]: OnEquipped(Slutlona: Ebonite Armbinder)
[Zad]: OnEquipped(Slutlona: Ebonite Pony Boots)
[Zad]: OnEquipped(Slutlona: Ebonite Cuffs (Legs))
[Zad]: OnEquipped(Slutlona: Custom Ebonite Slave Harness)
[Zad]: OnEquipped(Slutlona: Ebonite Collar (Harness))
[Zad]: OnEquipped(Slutlona: Ebonite Cuffs (Arms))
[Zad]: No menus are open. Equipping silently.
...
[Zad]: SyncInventory(): Equipping Pony Boots.

This doesn't seem to be what is causing it.  I would expect this is something happening with your follower but without knowing anything about the mod(s), I don't know.  Do you have a Slutlona mod that is not a follower?  Do you have a mod that syncs your restraints with your follower?

Other than these messages I didn't find anything that looked like it was restraining you.

 

legume.

Posted

 

...

If that still doesn't work I would suggest a clean install:

Uninstall the mod(s).

Delete all dfws* (or dfw*) scripts and update offsets with the save game tool.

Start the game and create a new save.

Install the mod(s) again.

 

If this still doesn't work the only thing I can think of is that I will have to better understand what is causing the scripts to be empty.  While this is something I do have planned and possibly for the not-to-distant future, it certainly won't be quick.

 

Hope one of these works,

legume.

 

 

I do see the message about the poll being stopped.

 

I tried to use the savetool, the scriptistance only had 5 variables, while the script had zero. Deleted both of them, saved and reloaded. Nothing changed. Using showquestvars tells me there are no variables, but the quest is active.

 

Tried to reinstall the mod (it was indeed the 1.08, but downloaded it again just to be sure), problem is still there :/ So I have no clue

 

Thanks for the technical support btw, let me know if you figure anything out.

 

Hi again,

Sorry I missed this reply at the time.

It seems there is a problem with the scripts being installed.  I did know there were some problems in this area but I wasn't expecting something this bad.

Once I wrap up what I am working on now, I will have to understand it better and look into it further.  Quite possibly before the next release, but it is likely to still be a week or two.

If you're up for it, I might ask you to do some early release testing of it since the problem seems quite consistent in your environment.

 

Thanks for the testing,

legume.

Posted

 

 

 

I'm sure they're supposed to be separate. But it was the only possible source of vulnerability and it was provoking the "Hey a free fuck. Slave, service me." force-greets despite having no DD items, having nudity turned off as causing vulnerability, and tattoos as well. Additionally, the moment I disabled the DF mod, I stopped getting those force-greets.

 

May not supposed to be, but it *is* triggering it.

 

You saw DEC active when nude but nude was off, tattoos ignored, and no other source of vulnerability noticeable?

 

Can you get me a Papyrus log? DEC makes lots of debug output if you didn't turn it off, and should help tell me what's going on.

 

 

If "DEC active when nude" you mean prompting for the 'free slave fuck' things, yes that's exactly what I mean. And... I'll see what I can do with the papyrus log, I'll have to finish what I'm doing to load it back in.

 

Later: ... Ok, so now weirder things than it just causing DEC to have people walk up is occurring. I loaded the game after re-enabling the mod, about 10 seconds into the game something auto-equips a wooden bit gag in, ebonite blindfold and armbinder, one of those super loopy belts, and ponyboots.

 

Here's the papyrus log... good luck with that, I checked it and it's just a mess of shit.

 

The Devious Framework (DFW) mod shows the player has a vulnerability of 20:

[DFW] Vulnerability: 20

Depending on what your DFW vulnerability settings are set to, this could be an indication of what is going on.

If you check the vulnerability settings it might give a clue, but based on default values (assuming you still have them at default) it looks like this is 15 for being naked + 5 for night time.

 

I would ask if this might be related to it being night time; however, I expect that is not the case.  It looks like you have Deviously Enslaved Continued (DEC) vulnerability configured to not increase at night since DEC reports a vulnerability level of 0:

[CRDE] slave lvl: 0 vuln lvl: 0

The log file shows four minutes of a game.  In those four minutes, I don't see any indication of an NPC attempting a sex conversation with the player.  During the game this log file was from, did a sex conversation happen?  In order to track down the issue we really need a log file of the sex conversation actually happening.

 

Regarding the other issue... of things being equipped automatically, it is most likely an issue we know nothing about but I see the following at 03:01:30:

[Zad]: OnEquipped(Slutlona: Ebonite Armbinder)
[Zad]: OnEquipped(Slutlona: Ebonite Pony Boots)
[Zad]: OnEquipped(Slutlona: Ebonite Cuffs (Legs))
[Zad]: OnEquipped(Slutlona: Custom Ebonite Slave Harness)
[Zad]: OnEquipped(Slutlona: Ebonite Collar (Harness))
[Zad]: OnEquipped(Slutlona: Ebonite Cuffs (Arms))
[Zad]: No menus are open. Equipping silently.
...
[Zad]: SyncInventory(): Equipping Pony Boots.

This doesn't seem to be what is causing it.  I would expect this is something happening with your follower but without knowing anything about the mod(s), I don't know.  Do you have a Slutlona mod that is not a follower?  Do you have a mod that syncs your restraints with your follower?

Other than these messages I didn't find anything that looked like it was restraining you.

 

legume.

 

Slutlona is the name of my character lawl. Normally any female character is named Selona (male Selonianth), but there's already a Selona playthrough, and this is my NSFS playthrough (not safe for stream)

 

It was daytime as well when it was occurring before, so though I do think I have nighttime vulnerability enabled it wasn't doing anything when this was happening.

 

And I didn't wait till it did the slave convos because of the spontaneously generating restraints, which would've generated slave convos anyway.

 

Lydia was my follower, and she'd had restraints for a while though... not the ones listed.

 

And no, no mods that sync restraints.

Posted

 

...

Regarding the other issue... of things being equipped automatically, it is most likely an issue we know nothing about but I see the following at 03:01:30:

[Zad]: OnEquipped(Slutlona: Ebonite Armbinder)
[Zad]: OnEquipped(Slutlona: Ebonite Pony Boots)
[Zad]: OnEquipped(Slutlona: Ebonite Cuffs (Legs))
[Zad]: OnEquipped(Slutlona: Custom Ebonite Slave Harness)
[Zad]: OnEquipped(Slutlona: Ebonite Collar (Harness))
[Zad]: OnEquipped(Slutlona: Ebonite Cuffs (Arms))
[Zad]: No menus are open. Equipping silently.
...
[Zad]: SyncInventory(): Equipping Pony Boots.

This doesn't seem to be what is causing it.  I would expect this is something happening with your follower but without knowing anything about the mod(s), I don't know.  Do you have a Slutlona mod that is not a follower?  Do you have a mod that syncs your restraints with your follower?

Other than these messages I didn't find anything that looked like it was restraining you.

 

legume.

 

Slutlona is the name of my character lawl. Normally any female character is named Selona (male Selonianth), but there's already a Selona playthrough, and this is my NSFS playthrough (not safe for stream)

 

It was daytime as well when it was occurring before, so though I do think I have nighttime vulnerability enabled it wasn't doing anything when this was happening.

Well, if that is your character it certainly looks like a mod is adding a number of restraints.  Looking through the log file again I really can't see anything that looks like the culprit.

And as far as options go, I can't think of any good ones :-/ .

 

Once the restraints are on, you could try to identify which mod they came from using the form ID.  The Devious Framework (DFW) status page can show you the form ID for worn restraints and Wyre bash can be used to get the mod from the first three numbers of the Form ID (although I'm not sure how).  However, these all appear to be generic restraints so you'll most likely find they all come from Devious Devices Assets or Devious Devices Expansion.  And that doesn't help at all.

 

If you have Devious Cursed Loot installed it has some debug features that you could play around with to get these items unequipped (or otherwise finding the appropriate keys).

 

Your log file is also filled with a large number of broken variables in a large number of scripts.  The first 1,500 lines of the log file is filled with errors and warnings (my game has about 120 as a reference).  These aren't terrible, per se.  But if I am not mistaken they are an indication of a lot of uninstalling and installing various mods (and maybe various versions of the same mods) into the same save game file, which certainly has the potential to cause the restraints we are seeing here.

Thinking along these lines there is a chance cleaning your save game using a save game cleaner will help:

http://www.nexusmods.com/skyrim/mods/52363 for example.

I noticed this before but hesitated to mention it.  Supposedly the "Delete all #" feature can accidentally delete scripts that are still in use.  Although, if you read and follow the instructions supposedly you can detect this situation and avoid deleting those scripts.

If you don't have another solution this certainly may be something to consider.

 

Even if you do have another solution, it might be worthwhile to learn how to clean your saves every once in a while.  A lot of mods say it is necessary when upgrading and there are some good reasons for it.

 

The DFW mod does have one feature that can equip items on the player; however, I'm sure that's not the case here.  The log message that you should see is not showing up.  Just to be safe you can disable "Detect Devious Device Unequips" on the MCM "Framework Settings" page.

 

Looking briefly at the Deviously Enslaved Continued code as well, it doesn't look like that could be the culprit either.

 

...
And I didn't wait till it did the slave convos because of the spontaneously generating restraints, which would've generated slave convos anyway.

Yeah, I thought that might have been the case.  But I don't expect there is much chance we'll be able to figure out what is going on if we don't have a log of the problem actually happening.

Good luck,

legume.

Posted

 

Hi again,

 

Sorry I missed this reply at the time.

It seems there is a problem with the scripts being installed.  I did know there were some problems in this area but I wasn't expecting something this bad.

Once I wrap up what I am working on now, I will have to understand it better and look into it further.  Quite possibly before the next release, but it is likely to still be a week or two.

If you're up for it, I might ask you to do some early release testing of it since the problem seems quite consistent in your environment.

 

Thanks for the testing,

legume.

 

 

I'll try to do what I can, but I don't have much spare time ^^". Will definitely do some testing if needed.

Posted

 

Once the restraints are on, you could try to identify which mod they came from using the form ID.  The Devious Framework (DFW) status page can show you the form ID for worn restraints and Wyre bash can be used to get the mod from the first three numbers of the Form ID (although I'm not sure how).

 

It's just the first 2 hex numbers that's used to find the mod by looking at the load-order.

Posted

One question. Are the people supposed to let you go after a while? I will be following the NPCs and then it it randomly says "you have been released." I have not seen a timer in the options or anything for this. I'm just bringing it up incase it is a bug with my settings or something like that.

Posted

One question. Are the people supposed to let you go after a while? I will be following the NPCs and then it it randomly says "you have been released." I have not seen a timer in the options or anything for this. I'm just bringing it up incase it is a bug with my settings or something like that.

Yes, regarding the leash game, the slavers are expected to let you go after a while (conditionally).

 

The spoiler below shows the details of what is required to get released from the leash game.

 

 

There is a "Maximum Anger for Release".  If the slaver's anger toward the player is above this value, he will not release the player.

You can see the slaver's current anger in the Devious Framework => Status => Show Known Actors MCM option.

It should decrease over time.  It will increase if the player is not behaving and following orders.

 

The player may also not be released if the slaver's dominance is too high (also in Show Known Actors) and the settings have been setup in such a way.

At a random time between Minimum Duration and Maximum Duration the mod will check if the player should be released.

The chance of the player is released is: "Chance of Release" - ((Slaver Dominance - 50) / 50 * "Dominance Affects Release"

So for example if the Slaver's current dominance is 100 (maximum), the "Chance of Release" is set to 50, and the "Dominance Affects Release" is also set to 50 it would be:

50 - ((100 - 50) / 50) * 50 = 0

50 - (50 / 50) * 50 = 0

50 - 1 * 50 = 0

This is an unlikely scenario, though, as the slaver's dominance rarely gets above 70 something.

To guarantee release, make sure the "Dominance Affects Release" is lower than the "Chance of Release".

The idea here is that the slaver can be less likely to free the player the longer he keeps her.  I also wanted to allow for people to be able to configure it so eventually the slaver would just keep the player.  The slaver's dominance value increase over time as he keeps the player as a slave.

 

If the player is not freed after the random interval the a new random interval is started for another check to occur, and so on, and so on.

 

Assuming you haven't changed the default values, however, only a handful of intervals should pass before the player is released.

If the DFW Support mod is releasing you as expected you should see the message:

"[DFWS] <Slaver Name> unties your leash and lets you go."

If you are seeing a message that says "you have been released" or something similar, there is a good chance that is from another mod.

 

 

 

Yes, regarding the BDSM furniture, people are expected to let you go after a while.

 

The spoiler below shows the details of what is required to get released from BDSM furniture.

 

 

The DFW Support mod has a "polling event" every X seconds.  This defaults to every 3 seconds.  Decreasing this (a lower number) increases the strain on the Papyrus engine and can be increased for slower computers.

Every poll (every 3 seconds) while the player has been locked in furniture, there is a "Chance of Release" chance the player will be released.

If the actor who locked up the player is nearby no other actor will unlock the player and this chance is used.

If the actor who locked up the player is not nearby, there is a different chance (by default much lower) that someone else will release the player.

 

For the actor who locked up the player just the "Chance of Release" is used.

By default this 1% which should average to about 300 seconds or 5 minutes real time.

 

For other actors the default "Alternate Release" is 20 (which means 20% of the 1% above) or 0.2% or once every 1,500 seconds or 25 minutes real time.

 

Given that this check passes and the actor "releases" the player, there is then a chance that the actor is just teasing the player ("Teasing Chance").  When this happens the player isn't actually released and is kept locked up in the furniture.  The player will be released briefly and then re-secured in the furniture.

 

When the actor starts unlocking the player from the furniture you will see the message:

"[DFWS] <Actor Name> starts unlocking you from your device."

 

If the actor was just teasing you will then see the message:

"[DFWS] <Actor Name> was teasing you and keeps you locked up."

 

 

 

Let me know if you still can't get it worked out or if you can't get the settings to how you want them.

 

Hope this helps,

legume.

Posted

IDEA... Rape and Naked redress exhaustion sounds...

 

- When you get raped or go naked, there is an unseen timer for when you can redress. This can be frustrating, as you have to just keep trying to wear clothes until you find out when the timer expires...

 

I have some possible solutions, along with mods that use similar effects.

 

 

- Visible icon to show clothing ban...

 

Beeing female has an underwear icon that pops up on the screen when your female character is menstruating, to tell you to wear a tampon.

 

You could have it to show clothing ban for post rape and nudity...

 

Beeing female mod... http://www.loverslab.com/files/file/1284-beeingfemale/

 

 

- Exhaustion sound, when too exhausted to redress...

 

When you are too exhausted to redress, you could have a panting sound. Or crying sound, the crying sound is pretty harrowing, as I've used mods with crying in them.

 

Exhaustion mod... http://www.nexusmods.com/skyrim/mods/48172/?  ( I love this mod, it adds immersion )

 

 

I had a mod where the player used to cry, but that was a long time ago, and I can't remember what it was...

 

 

Just a couple of ideas for tweaks to make redressing after rape and nudity events, more immersive... :)

 

 

 

 

 

 

 

 

Posted

I have suggestion to add my mods into yours like banded, Prostitution collar, or punishment boots. 

http://www.loverslab.com/topic/55345-devious-punishment-equipment/?do=findComment&comment=1391202

I don't mind if you want to edit or add it into your mods, because it's just ESP only.... 

Thanks to make a Devious Mods better :)

I'll see about adding some of these items to the support mod.

I don't want to make your mod a hard requirement so I will be getting the items based on the form IDs.  I hope they don't change often.

I don't see the Naked/Prostituted Collar being too much of a benefit as this mod already makes sure the player is naked or properly dressed but I don't see any harm in adding it if the user has it installed.

As well, I'm not sure a chastity belt is really a good idea while the player is locked up and under control.  Were you thinking the chastity belt be locked on just like the arm binder while the player is leashed?

Some ideas for when the items would be locked on would be good if you have ideas.

 

 

Was wondering if overtime this framework might look into enslavement for followers as well as them being used by their captors as well?

Something needs to be done for followers.  I must apologize a little for passing them over so far.

I don't play with a follower so it's not something I think about enough but really, they shouldn't be ignored as they are.

Unfortunately I don't know when I will get a chance to handle them and I don't have the best idea regarding them.

 

 

IDEA... Rape and Naked redress exhaustion sounds...

 

- When you get raped or go naked, there is an unseen timer for when you can redress. This can be frustrating, as you have to just keep trying to wear clothes until you find out when the timer expires...

 

I have some possible solutions, along with mods that use similar effects.

 

 

- Visible icon to show clothing ban...

 

Beeing female has an underwear icon that pops up on the screen when your female character is menstruating, to tell you to wear a tampon.

 

You could have it to show clothing ban for post rape and nudity...

 

Beeing female mod... http://www.loverslab.com/files/file/1284-beeingfemale/

 

 

- Exhaustion sound, when too exhausted to redress...

 

When you are too exhausted to redress, you could have a panting sound. Or crying sound, the crying sound is pretty harrowing, as I've used mods with crying in them.

 

Exhaustion mod... http://www.nexusmods.com/skyrim/mods/48172/?  ( I love this mod, it adds immersion )

 

 

I had a mod where the player used to cry, but that was a long time ago, and I can't remember what it was...

 

 

Just a couple of ideas for tweaks to make redressing after rape and nudity events, more immersive... :)

Personally I added this as a feature.  You have to wait extra time just to be sure that you fully recovered.

But adding it as an option doesn't wouldn't cause any problems.

Adding it as a notification message would be easy.  Adding sounds and icons would be more difficult as I would have to figure out how to do it, and acquire the sounds/icons and possibly permission to use them.  Even still I don't think it would be too difficult but it is not the top priority on a list of things to do.

 

Thanks for the comment,

legume.

Posted

 

Was wondering if overtime this framework might look into enslavement for followers as well as them being used by their captors as well?

Something needs to be done for followers.  I must apologize a little for passing them over so far.

I don't play with a follower so it's not something I think about enough but really, they shouldn't be ignored as they are.

Unfortunately I don't know when I will get a chance to handle them and I don't have the best idea regarding them.

 

Doesn't have to be something elaborate,  just something simple for the time being like having the follower be enslaved with the player whenever they are and have sex acts run on them after or before the player.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...