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Posted

I have two issues that seem related to DF.

 

1. it conflicts with Defeat... at the point where my follower should go to her knee and prepare to be raped by Defeat, she gives me a message that she's tired and needs rest, so she is increasing my debt, but then stands straight up and is completely ignored by the enemy as she passively looks on as I am fighting. While she does walk around and talk like normal, she does not fight nor is she considered hostile to enemy. Even when my char gets defeated and raped, my follower does not.

 

2. only possible, not sure: during the scenario of being put in a straitjacket, between the putting-in and being released, my char mysteriosly gained 125 units of weight. Even after clearing out the inventory, resetting char, resurrecting her, removeallitems-ing, resetinv-ing and so on, it does not go away. Since I'm using Disparity that makes my char overencumbered when even completely empty. Again, not sure it's this mod's fault, because I don't have any other save between the jacket and some 10 minutes after being released, so it could be some other mod.

 

A comment regarding horse scenario: excellent scenario (as well as the straitjacket scenario) I hope you make more like these, I especially like the fact where the player has to actually DO something when they get to destination to be let out of the bonds. One thing I noticed was weird was that the horse tail plug that supposedly sapped strength did that by simply weighing 200 units. That doesn't really sap strenght, it basically makes the player immobile and incapable of going anywhere, much less to the closest stables. The logical way would be for it to be enchanted to drain stamina and/or slow the player down (but not too much, as it could stack with other mods to immobility).

 

A hanger-on idea to these scenarios: have the follower only fire the scenario when you're not in some dungeons or something, because it's the surest way to die if you're tied up and have hostiles around.

Second, maybe have the follower take the player's items so the player doesn't get overloaded with pony items. It's bad enough getting tied up with no chance of escape in the middle of the wilds, but also be overencumbered and thus forced to walk a long way really sucks, especially if in northern reaches and running Frostfall.

 

Otherwise I've been enjoying this mod immensely and I thank you for making it and putting so much work into it, even giving it more flavor and complex scenarios!

Posted
57 minutes ago, Lozeak said:

 

 

In enslavement? cause it's hard to build debt then or in normal mode cause they should never leave then?

Maybe an issue with sleep script I'll look into it.

I was enslaved and my follower called me a loser and left. I don't remember the specifics, I can look at the save file later if you like. 

Posted
2 hours ago, Fenroo said:

Also shouldn't slavery feature permanent chastity? Because why not! 

Hopefully just an option for people who want it, I usually don't want my character to have forced chastity on her

Posted
3 minutes ago, Anisei said:

Hopefully just an option for people who want it, I usually don't want my character to have forced chastity on her

Sure, check box on mcm "slaves in permanent chastity". With those things that stimulate for extra misery.

Posted

why am i logged in again?

AH!

 

YOU made my PC sleep in a cage... outside of a tavern...

lol awesome

its even compatible with Dangerous Nights 2 xD

(i mean with compatible: no orphs/broken scripts in save after that)

sweeeeeeet

 

the possibilities THE POSSIBILITIES

(oh btw, if wearing armbinders its not posible to activate the cage. maybe there should be an alternative sleeping variation for those poor bound slaves?^^)

Posted
11 hours ago, Fenroo said:

I was enslaved and my follower called me a loser and left. I don't remember the specifics, I can look at the save file later if you like. 

It happends to me too, you need to set your debt once enslaved to more than 4000 via MCM, i mean once youve reached 2000 your follower enslaves you then your debt suddently jumps over 4000. If you want to have fun set it around 10000 :smiley:

Posted
14 hours ago, qawsedrftg765 said:

So it seems to almost be impossible to get 'enslaved' they just sell whatever is in your inventory, given the insane amount of gold most items are worth.

 

Would it be possible to just disable this feature of them 'stealing' your stuff and instead just flat out throwing on the chains when the debt limit is reached?

 

I have tried setting the sale figure to 0% however, during 'normal' for some reason the follower would just remove some random items and move on from there.

 

It would feel much more reasonable that if (debt limit) is reached that they just slap on the collar until you pay them.

I had a similar problem like this on an earlier run through.  It was an eternal loop. My follower would just sell some of my things, then drop my balance to 900, just below my enslavement limit at 1000.  I tried everything to get past that stage, changing settings, clicking endless mode on and off but to no avail.  Ultimately I suspected a bit of the older version was still floating around or it was some sort of mod conflict.  I should mention DF was below everything with exception to LAL.  I cut out Requiem (I know this one's begging for conflicts even with the many patches out there), updated to the latest version and started completely fresh.  All seems to work better for me.  You do get multiple selling events but at the cost of willpower than finally slavery when that zeroes out.  Maybe something like that might work for you.

 

For transparency, other than cosmetic mods, I'm running Zap8.0plus, PrisonOverhaul 351, Slavetats, TradeandBarter, SL kidnapped, SL Skooma Whore, Skooma Whore Patch 1.01, and SLSW Addicted (Skooma Whore addon), SD Plus, Sluts Redo, RDO, More nasty Critters, SLAL FunnyBizPack 1.2, SLAL Billyy anims, Estrus (esp disabled), Charus, and the Spider addons, Devious Devices - Equip, Expansion, Integration, Enslaved Continued, and even Cursed Loot.  There's requirement mods and other minor mods as well. I also try and keep each mods settings as cross-mod friendly as possible.  

Posted

"impossible to get 'enslaved' they just sell whatever is in your inventory over and over" bug if it exists is 100% my mod thing other mods would not cause this.

 

That said this bug 100% would be caused by upgrading the mod mid save because ata certain point I started injecting willpower/resistance into Update.esm so though value would glitch out. the only fix is cleaning save (unload esp > load game > Save game > load esp > Load game > Save game ). 

 

If you want to upload a save I could probably see if this is the case pretty fast.

Posted

Yea, that sounds like an issue with not doing a save clean on updating from the older versions, since if those global variables were broken you'd miss the big willpower drop on having your items/gold stolen.

Posted
6 hours ago, Lozeak said:

"impossible to get 'enslaved' they just sell whatever is in your inventory over and over" bug if it exists is 100% my mod thing other mods would not cause this.

 

That said this bug 100% would be caused by upgrading the mod mid save because ata certain point I started injecting willpower/resistance into Update.esm so though value would glitch out. the only fix is cleaning save (unload esp > load game > Save game > load esp > Load game > Save game ). 

 

If you want to upload a save I could probably see if this is the case pretty fast.

If you manually set your willpower and resist it will overcome this and your follower will enslave you but it looks as though both do not adjust but are stuck after that point. Upgrading seems to detach both _dflowresist and _dflowwill from the scripts and they are stuck at 10.

Posted
21 hours ago, user9120975435 said:

One thing I noticed was weird was that the horse tail plug that supposedly sapped strength did that by simply weighing 200 units. That doesn't really sap strenght, it basically makes the player immobile and incapable of going anywhere, much less to the closest stables. The logical way would be for it to be enchanted to drain stamina and/or slow the player down (but not too much, as it could stack with other mods to immobility).

Yes. I've ended up nailed to the spot, immobile, by a similar item before. Back in DD3, this was particularly awkward because you couldn't open the inventory to drop anything unless you could reach a container - and if you couldn't drop anything, you were stuck. If this combines with a situation where you drop your arousal and lose DCL carry weight buff at the same time, you can really get screwed.

 

If the follower took your items, then you would barely be disadvantaged, not fierce enough a penalty to make you really helpless.

 

When I read the description of an item that drains strength, I immediately thought of stamina and skill debuffs.

 

If the item debuffed all combat skills (including armor and magic), stamina and mana, it would be more fun. Then you wouldn't have to walk for miles at a snail's pace, but you really would be "weak"; much more effectively weak than if simply encumbered.

 

The MME "Breasts" debuff is an example of a genuinely fearsome penalty, that can completely cripple your character, though it only steals a modest amount of carrying capacity. MME is a bit harsher on melee than mages, but mages are also hit by it. I have my reservations about that in MME, but not in a DF setting. DF ought to impact all classes equally, right?

 

If you want to block fast-travel, there are two-dozen code examples of how that's done, so encumbering the player not needed for that.

Posted

I've noticed I can give my DF follower keys to carry. This seems a bit of an exploit. Sure, there are times they won't trade, but it does work around a few things.

Posted

Great mod! I have tried it earlier and it has come a long way since.

 

I just started a new game and I can't seem to get this mod to work. I tried moving it to the top of my load order, checked the papyrus, etc.

I can only see this in the papyrus which has a relation and I think this happened when I hit the reset button in the debug options:

 

[05/01/2018 - 12:30:07PM] ERROR: Array index 8 is out of range (0-0)
stack:
	[_DflowMCM (1D00C545)]._DflowMCM.SetToggleOptionValue() - "SKI_ConfigBase.psc" Line ?
	[_DflowMCM (1D00C545)]._DflowMCM.OnOptionSelect() - "_DFlowMCM.psc" Line ?
	[_DflowMCM (1D00C545)]._DflowMCM.SelectOption() - "SKI_ConfigBase.psc" Line ?
	[SKI_ConfigManagerInstance (42000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line ?
[05/01/2018 - 12:30:07PM] [_DflowMCM <_DflowMCM (1D00C545)>] ERROR: Option type mismatch. Expected toggle option, page "Debug", index 8

 

To clarify: the MCM menu shows up and changes stick, but the events/dialogues mostly don't work. It seems that I can add my follower (Selene's Kate) using the debug option for the dialogue, but nothing else. Debt won't change even after days.

I tried searching for the faction with 'help _DMaster' and it didn't return any results.

 

I think it is safe to say that I did something wrong, but I just can't seem to find what exactly.

 

Could someone please offer me some advice?

loadorder.txt

Papyrus.1.log

Posted
38 minutes ago, Lupine00 said:

I've noticed I can give my DF follower keys to carry. This seems a bit of an exploit. Sure, there are times they won't trade, but it does work around a few things.

Yeah, second that! it's way too easy right now.

Would be kinda nice if the DF only sold keys back to you, maybe even at varying prices, through a special deal, or sometimes outright refused. It would still allow you to give the follower keys for "safekeeping", so you can't loose all of them during an unfortunate event, but it would definitely be less of an exploit. Maybe the DF could decide to sell them for profit if your debt becomes too high....

ooh, the possibilities :classic_blush:

Posted

I noticed that the armor disappearing code for the cage in DW, which is a cut+paste of the code for the cursed gauntlets, does not check for a quest flag on items before destroying them.

 

I'm not sure there are any vanilla armor items marked quest, but there are certainly mods that add them and would be broken by this.

 

In some cases, the armor items might be Devious; there are many mods that add this. Those devious armors may or may not be marked quest.

 

For example, the Rubber Doll suit is marked quest, not sure if it's marked armor clothing, probably is, as it offers a lot of protection.

With new DD4 items, they'll probably just "come back", but there's certainly explosive potential there.

 

Even if it's judged reasonable to nuke one-of-a-kind-do-a-whole-quest-chain-to-earn-it armor items out of existence, it doesn't seem very compatible to destroy quest items, and it seems against the intent of the cage to destroy devious ones.

Posted

the mod seems funny indeed..but after striking a deal that pc get naked and bound in towns ..the follower never proceed with deal after going to town..and the line where the npc taps the pc on shoulder to say that it's a slut ..these things never get happen ...when does this deals start...

 

the slut deal part is not igniting ...and is there a forced sexlab in this mod ???

Posted
5 hours ago, Lupine00 said:

Yes. I've ended up nailed to the spot, immobile, by a similar item before. Back in DD3, this was particularly awkward because you couldn't open the inventory to drop anything unless you could reach a container - and if you couldn't drop anything, you were stuck. If this combines with a situation where you drop your arousal and lose DCL carry weight buff at the same time, you can really get screwed.

 

I use Disparity where my char started out with only 70 units of carryweight. With the use of a backpack and investment into stamina she was managing around 116 units of carryweight (limit was around 140) when she got hit by that plug, so she was still almost 180 units overburdened. That was just ridiculous. I was about to simply coc to nearest stables and tgm so she could walk those few yards when my game ctd-ed. At the moment of being plugged she was deep inside Volskygge, with enemy bandits patrolling outside, trying to find her (she sneaked inside instead of getting into a fight with them). If it's possible and the mod author is willing I think it would be great if the follower wouldn't do any of these debilitating decisions while in dangerous areas because they will get the player char killed.

Posted
2 hours ago, aspirine2 said:

the mod seems funny indeed..but after striking a deal that pc get naked and bound in towns ..the follower never proceed with deal after going to town..and the line where the npc taps the pc on shoulder to say that it's a slut ..these things never get happen ...when does this deals start...

 

the slut deal part is not igniting ...and is there a forced sexlab in this mod ???

The slut comment happens when you're actually in a conversation with someone I think. That's when I noticed it. When the dialogue menu was open with an npc the message could appear on screen that my character had been tapped on the shoulder and the slut dialogue popped up to select. When chosen the npc may only make a comment in return, or may take your words as an invitation to sex - which you can't refuse.

Posted
12 hours ago, aspirine2 said:

the mod seems funny indeed..but after striking a deal that pc get naked and bound in towns ..the follower never proceed with deal after going to town..and the line where the npc taps the pc on shoulder to say that it's a slut ..these things never get happen ...when does this deals start...

 

the slut deal part is not igniting ...and is there a forced sexlab in this mod ???

as noted by SleepyJim your pc must be in conversation with another NPC for the "hand on shoulder" part of the slut deal to trigger.  for the "strip the pc in town" part to fire

you must walk into town wearing something (clothing or armor) that you are not supposed to as part of the deal.  if you do walk into town wearing clothes with the 

"I am a Slut" deal at level 2 you follower will strip you, and if you have the deal at level 3 your follower will also stick you in an armbinder.

 

Posted

@Lozeak

 

Potential Bug: Slavery failure might not end the quest.

 

I was racing through the slavery aspect of the mod to test it. Upon release, my follower "left", bounties were added, devices were added, and everything seemed fine. Except... my follower never actually left...

I use EFF, and I think that might be the culprit. At least I couldn't pin it on anything else, so... yeah. Dismissing the follower through EFF, resetting the mod, sleeping, and re-hiring allowed testing to continue without interruption. I realllly  want to say it's EFF, but I have no proof and wont have any because I'm not exactly sober enough just now to produce it.

 

If someone else finds their way into the same issue with the same mods, then perhaps you know where to look. ;)

Posted
On 5/1/2018 at 12:14 PM, Lozeak said:

"impossible to get 'enslaved' they just sell whatever is in your inventory over and over" bug if it exists is 100% my mod thing other mods would not cause this.

 

That said this bug 100% would be caused by upgrading the mod mid save because ata certain point I started injecting willpower/resistance into Update.esm so though value would glitch out. the only fix is cleaning save (unload esp > load game > Save game > load esp > Load game > Save game ). 

 

If you want to upload a save I could probably see if this is the case pretty fast.

 

 

I tried updating to 1.16 on a clean save and even if I have literally nothing in my inventory my follower will attempt to steal my items and then set my debt to 1900.

Posted
On 2018. 05. 01. at 4:14 AM, Lozeak said:

the only fix is cleaning save (unload esp > load game > Save game > load esp > Load game > Save game ).

Shouldn't there be a step of using a save cleaner to delete the scripts of the mod after the unloaded save?

I believe that is generally a better practice when trying to create a "clean save" than not doing it.

A step of loading a cleaned save and saving again before loading the esp might be useful as well.

And possibly waiting 1-2 min between the loads and saves to let all scripts initialize in a mod-heavy environment.

 

Posted
On 01/05/2018 at 12:28 PM, mufcfan said:

Great mod! I have tried it earlier and it has come a long way since.

 

I just started a new game and I can't seem to get this mod to work. I tried moving it to the top of my load order, checked the papyrus, etc.

I can only see this in the papyrus which has a relation and I think this happened when I hit the reset button in the debug options:

 


[05/01/2018 - 12:30:07PM] ERROR: Array index 8 is out of range (0-0)
stack:
	[_DflowMCM (1D00C545)]._DflowMCM.SetToggleOptionValue() - "SKI_ConfigBase.psc" Line ?
	[_DflowMCM (1D00C545)]._DflowMCM.OnOptionSelect() - "_DFlowMCM.psc" Line ?
	[_DflowMCM (1D00C545)]._DflowMCM.SelectOption() - "SKI_ConfigBase.psc" Line ?
	[SKI_ConfigManagerInstance (42000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line ?
[05/01/2018 - 12:30:07PM] [_DflowMCM <_DflowMCM (1D00C545)>] ERROR: Option type mismatch. Expected toggle option, page "Debug", index 8

 

To clarify: the MCM menu shows up and changes stick, but the events/dialogues mostly don't work. It seems that I can add my follower (Selene's Kate) using the debug option for the dialogue, but nothing else. Debt won't change even after days.

I tried searching for the faction with 'help _DMaster' and it didn't return any results.

 

I think it is safe to say that I did something wrong, but I just can't seem to find what exactly.

 

Could someone please offer me some advice?

loadorder.txt

Papyrus.1.log

Only thing I can think this is that when I updated the MCM the array for pages changed meaning upgrading from an old save "might" cause this.

On 01/05/2018 at 12:40 PM, LolaPheron said:

Yeah, second that! it's way too easy right now.

Would be kinda nice if the DF only sold keys back to you, maybe even at varying prices, through a special deal, or sometimes outright refused. It would still allow you to give the follower keys for "safekeeping", so you can't loose all of them during an unfortunate event, but it would definitely be less of an exploit. Maybe the DF could decide to sell them for profit if your debt becomes too high....

ooh, the possibilities :classic_blush:

Key control isn't really in the remit of this mod, like if you want to get down to it, you could put keys/gold into a containers to cheat stuff. I think DCL has options to stop you moving keys around (shaky hands)

On 01/05/2018 at 1:54 PM, Lupine00 said:

I noticed that the armor disappearing code for the cage in DW, which is a cut+paste of the code for the cursed gauntlets, does not check for a quest flag on items before destroying them.

 

I'm not sure there are any vanilla armor items marked quest, but there are certainly mods that add them and would be broken by this.

 

In some cases, the armor items might be Devious; there are many mods that add this. Those devious armors may or may not be marked quest.

 

For example, the Rubber Doll suit is marked quest, not sure if it's marked armor clothing, probably is, as it offers a lot of protection.

With new DD4 items, they'll probably just "come back", but there's certainly explosive potential there.

 

Even if it's judged reasonable to nuke one-of-a-kind-do-a-whole-quest-chain-to-earn-it armor items out of existence, it doesn't seem very compatible to destroy quest items, and it seems against the intent of the cage to destroy devious ones.

Quest items being stolen/deleted is an issue i need to fix 100% it's just lack of experience with CK/Scripting. I'll work it out eventually.

22 hours ago, user9120975435 said:

 

I use Disparity where my char started out with only 70 units of carryweight. With the use of a backpack and investment into stamina she was managing around 116 units of carryweight (limit was around 140) when she got hit by that plug, so she was still almost 180 units overburdened. That was just ridiculous. I was about to simply coc to nearest stables and tgm so she could walk those few yards when my game ctd-ed. At the moment of being plugged she was deep inside Volskygge, with enemy bandits patrolling outside, trying to find her (she sneaked inside instead of getting into a fight with them). If it's possible and the mod author is willing I think it would be great if the follower wouldn't do any of these debilitating decisions while in dangerous areas because they will get the player char killed.

Yea, added it in a basic way meaning mods that alter your carry weight will have problems with this a few things in this mod.

I do want to fix it though because a lot of those mod work well with this mod. Stay tuned.

5 hours ago, SkyAddiction said:

@Lozeak

 

Potential Bug: Slavery failure might not end the quest.

 

I was racing through the slavery aspect of the mod to test it. Upon release, my follower "left", bounties were added, devices were added, and everything seemed fine. Except... my follower never actually left...

I use EFF, and I think that might be the culprit. At least I couldn't pin it on anything else, so... yeah. Dismissing the follower through EFF, resetting the mod, sleeping, and re-hiring allowed testing to continue without interruption. I realllly  want to say it's EFF, but I have no proof and wont have any because I'm not exactly sober enough just now to produce it.

 

If someone else finds their way into the same issue with the same mods, then perhaps you know where to look. ;)

It's EFF, EFF handles adding and removing follower, if DF trys to remove/add a follower it will glitch out, not much I can do about it. It's a minor issue though.

2 hours ago, qawsedrftg765 said:

 

 

I tried updating to 1.16 on a clean save and even if I have literally nothing in my inventory my follower will attempt to steal my items and then set my debt to 1900.

Did your willpower drop though ? 

What should happen .... steal event should happen 3 or more Willpower but you'll lose willpower.

If is happens at less that 3 willpower something is wrong 

If you don't lose willpower on a clean save something is wrong maybe a side effect of injecting a global?

I had a look at the code and I can't see the problem (not to say it isn't there)

Unloading a save with issue might help me find the problem (or eliminate some)

16 minutes ago, Wyrade said:

Shouldn't there be a step of using a save cleaner to delete the scripts of the mod after the unloaded save?

I believe that is generally a better practice when trying to create a "clean save" than not doing it.

A step of loading a cleaned save and saving again before loading the esp might be useful as well.

And possibly waiting 1-2 min between the loads and saves to let all scripts initialize in a mod-heavy environment.

 

To be honest, I'd just recommend a new game with 1.16 cause of the issues it's causing but I think the above would clean DF enough but yea doing above is better.

 

===========================

Other questions....

 

Disable Fast travel - Never (other mods can disable if you want or you can chose not to use it). My mod deals with fast travel well because if you fast travel time passes a lot more if you just do it manually meaning sometime you may want to fast travel but can't afford it which I enjoy more !

 

Heavy bondage stopping you getting in cage (DW) - I need to fix this.

 

 

Posted
3 hours ago, qawsedrftg765 said:

 

 

I tried updating to 1.16 on a clean save and even if I have literally nothing in my inventory my follower will attempt to steal my items and then set my debt to 1900.

That doesn't sound bugged, if you go over your maximum debt and don't pay your follower in time (you have a few seconds to pay them after "Your follower is angry" pops up in the top left) the following should happen:

 

  1. Your follower sets your debt to just under your "maximum" debt
  2. Your character takes a big hit to Willpower (3/4 Willpower lost I think)
  3. Your follower takes some/all of your gold (this is not affected by the theft slider - gold is always stealable since you should have been using it to pay the follower!)
  4. Your follower steals a random # of items equal to your theft slider - question is if there is any bugs where the follower still steals items if the slider is set to 0

I think the main issue with the theft as far as I've seen is that anything you have that is marked *stolen* that is taken by the follower is not sold by Belethor, because he won't sell stolen-marked items.  The other issue is that the follower can currently take quest items and since quest items have a tendency to be marked stolen (dragon claws, barenziah gems, various letters ect) to retrieve them from Belethor's shop you need to clip through the floor and access his vendor chest directly.

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