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Posted

Okay, I just wondered if it was intended that I loose stuff because of them. But yeah, I will totally avoid them now lol. I like the idea of these kind of surprises though. Wouldnt mind if there was more of that, as long as it doesnt remove stuff. That can be quite annoying when you are playing on a half-serious playthrough...

Posted

what can you do when after paying off debt and dismissing the follower, the follower keeps following you around?

Eventually the "I hope you wont try to cheat me..." message pops up anew

Posted
On 1/24/2019 at 3:36 AM, Kalthen said:

In the slut deal stage 3: Could it be possible to use the yoke instead? There are some good animations for yoke from Billyy.

Any animations that can actually be used for yoke are part of DD.

Some new device animations have been added in recent versions of DD, but I'm not sure if the Billyy ones were.

If they weren't, it's because they aren't actually position-compatible with DD yokes.

If they were, they come in DD now.

 

In practice, I've noticed yokes to have less animations and to have far more problems than armbinders.

 

Crawling animations + yokes is not a good mix, for example.

 

On 1/26/2019 at 9:33 AM, Mehmeme said:

Okay, I just wondered if it was intended that I loose stuff because of them.

It has been brought up before that these gloves can nuke armor sets that took days to obtain and are irreplaceable short of cheating.

Lozeak has no plans to change them, so it is intended.

 

4 hours ago, qtpie said:

what can you do when after paying off debt and dismissing the follower, the follower keeps following you around?

Eventually the "I hope you wont try to cheat me..." message pops up anew

Did you, by any chance, use an unpatched follower framework?

 

You need to dismiss DF followers via the DF dialog. You may see two copies of "It's time for us to part ways" showing up.

One is DF, the other isn't.

 

Use both.

 

If you have a framework, and the follower is still following after DF dismissal, reset the framework and wipe its followers.

The follower should stop following and walk away. If they linger, they are still a follower in the framework, or in vanilla.

 

If you keep a follower, after a partial dismiss and the framework leaves them, or puts them back in the vanilla follower slot, DF will re-deviousify them.

Sometimes it will not do this until you re-load a saved game. May have to do with how the frameworks behave.

 

There is a patch for EFF that should make it work OK without doing this, as long as you get the magic LO and overwrite order correct.

Posted
On 11/2/2018 at 2:23 AM, Lupine00 said:

 As in, does not connect to the plug at all, or it hangs lower than it should?

  

 In the first case, you've got broken scripts, and possibly a broken game with stack dumps.

  

In the latter, you probably have something funny in a physics file, look for overwrites of hdt definition files.

Or... Least likely, but... Sometimes physics goes bad. You can possibly fix it with save cleaner, which can do a physics reset. As you won't be deleting anything, should be safe, unless you have too many strings, in which case you probably won't be able to load your save into the cleaner anyway.

This is what it looks like on a new install of the game on a new computer with no mods other than the dependancies for Devious Followers and CBBE.  

 

Anyone know how to fix this?  

 

20190129000541_1.jpg.a7602ce4ed9c5358f0759529ab421c45.jpg

Posted
1 hour ago, eulexia said:

Anyone know how to fix this? 

How well is the HDT in your body working? Do butt and boobs bounce normally?

 

I've seen this, but I can't think of why it happens. I had an abortive Slaverun game with similar problems, but it was too long ago to remember what I did to fix it.

Almost certainly it's down to load or overwrite order. But you could be missing something. Are there any clues in your Papyrus log?

Posted

does anyone know if I can replace the whore shield with this bell of heretical devices, at least where the mesh came from?
I searched and tried, but found nothing.

 

 

and one more question:
where is the difference between the normal chastity belt and the deal chastity belt?

 

Posted

I've been playing with devious follower for many ingame weeks without notable issues. But ever since i allowed debt to cross the enslavement limit i have all sorts of idle animation issues when hands are bound. When i have town collar and armbinder on, the hands are outside in yoke position. And this keeps happening every time. I have never seen this bug before with other mods, and i've played with DD a lot. The current worn item is "Black Leather Armbinder" given by some rapist triggered by Cursed Loot, of which chance i have now greatly reduced.

 

I can ask follower to take it off me but because it's a rule to have hands bound, it goes back on after few seconds. It's odd that she didn't do anything for a longer while when i entered the town. Wearing just the town collar made hands appear front a little bit like some pony idle anim. That counts bound? The collar wasn't removed with armbinder on so i guess it doesn't then anymore...

 

edit: I quitted game, re-run FNIS just in case and when reloaded the armbinder was looking ok again.

 

Spoiler

yoke_armbinder.jpg.d8ebcfb4487b37ead675db5facc2643a.jpg

 

Posted

Hi, I am seeing a problem with this mod and Immersive Horses.  Whenever I ride a horse for the first time, It gets treated like a follower, and I immediately get the, "Nice to meet you..." greeting message.

 

I am using:

There is a workaround:  before hiring a follower, using the Debug MCM to reset this mod seems to drop the horse.

Posted
53 minutes ago, cetuximab said:

Hi, I am seeing a problem with this mod and Immersive Horses.  Whenever I ride a horse for the first time, It gets treated like a follower, and I immediately get the, "Nice to meet you..." greeting message. 

 

I am using:

There is a workaround:  before hiring a follower, using the Debug MCM to reset this mod seems to drop the horse.

 

hmmm well then take your horse as your dominatrix?! :classic_laugh:

 

Posted
4 hours ago, Zaflis said:

I've been playing with devious follower for many ingame weeks without notable issues. But ever since i allowed debt to cross the enslavement limit i have all sorts of idle animation issues when hands are bound. When i have town collar and armbinder on, the hands are outside in yoke position. And this keeps happening every time. I have never seen this bug before with other mods, and i've played with DD a lot. The current worn item is "Black Leather Armbinder" given by some rapist triggered by Cursed Loot, of which chance i have now greatly reduced.

 

I can ask follower to take it off me but because it's a rule to have hands bound, it goes back on after few seconds. It's odd that she didn't do anything for a longer while when i entered the town. Wearing just the town collar made hands appear front a little bit like some pony idle anim. That counts bound? The collar wasn't removed with armbinder on so i guess it doesn't then anymore...

 

edit: I quitted game, re-run FNIS just in case and when reloaded the armbinder was looking ok again.

 

  Reveal hidden contents

yoke_armbinder.jpg.d8ebcfb4487b37ead675db5facc2643a.jpg

 

 

you can also try this, but since the new upgrade from dda / ddi, the armbinder graphically be no problem, with me everything is now displayed correctly.
PS: these jackets make me graphically easy problems, they are displayed correctly, but you can easily see almost transparent, the hands of the character on the back.

 

 

Posted
4 hours ago, Zaflis said:

I've been playing with devious follower for many ingame weeks without notable issues. But ever since i allowed debt to cross the enslavement limit i have all sorts of idle animation issues when hands are bound. When i have town collar and armbinder on, the hands are outside in yoke position. And this keeps happening every time. I have never seen this bug before with other mods, and i've played with DD a lot. The current worn item is "Black Leather Armbinder" given by some rapist triggered by Cursed Loot, of which chance i have now greatly reduced.

 

I can ask follower to take it off me but because it's a rule to have hands bound, it goes back on after few seconds. It's odd that she didn't do anything for a longer while when i entered the town. Wearing just the town collar made hands appear front a little bit like some pony idle anim. That counts bound? The collar wasn't removed with armbinder on so i guess it doesn't then anymore...

 

edit: I quitted game, re-run FNIS just in case and when reloaded the armbinder was looking ok again.

 

  Reveal hidden contents

yoke_armbinder.jpg.d8ebcfb4487b37ead675db5facc2643a.jpg

 

 

 

 

Posted
4 hours ago, Zaflis said:

I've been playing with devious follower for many ingame weeks without notable issues. But ever since i allowed debt to cross the enslavement limit i have all sorts of idle animation issues when hands are bound. When i have town collar and armbinder on, the hands are outside in yoke position. And this keeps happening every time. I have never seen this bug before with other mods, and i've played with DD a lot. The current worn item is "Black Leather Armbinder" given by some rapist triggered by Cursed Loot, of which chance i have now greatly reduced.

 

I can ask follower to take it off me but because it's a rule to have hands bound, it goes back on after few seconds. It's odd that she didn't do anything for a longer while when i entered the town. Wearing just the town collar made hands appear front a little bit like some pony idle anim. That counts bound? The collar wasn't removed with armbinder on so i guess it doesn't then anymore...

 

edit: I quitted game, re-run FNIS just in case and when reloaded the armbinder was looking ok again.

 

  Reveal hidden contents

yoke_armbinder.jpg.d8ebcfb4487b37ead675db5facc2643a.jpg

 

 

but I think it is not up to you, just dda, ddi and ddx to bring up to date, run fnis as admin and the problem should be resolved! :classic_wink:

 

 

 

Posted
On 1/29/2019 at 8:07 AM, eulexia said:

This is what it looks like on a new install of the game on a new computer with no mods other than the dependancies for Devious Followers and CBBE.  

 

Anyone know how to fix this?  

 

20190129000541_1.jpg.a7602ce4ed9c5358f0759529ab421c45.jpg

 

 

I do not understand at the moment what you want to change now?
does everything look good?!

 

 

Posted

Lozeak, I remember you said back in December that you were reworking the Will system (one of the new features would be full will recovery after sleeping).  An idea, if you're still refining this, is for MCM options to tailor the player character personality:  add settings for player max will, will recovery on sleep, and possibly resistance (how much it goes down on a unfavorable event).

 

People might respond to adversity in different ways based on background.  A pampered aristocrat recently abducted, a person who's lived most of her life as a slave, and a successful adventurer used to giving orders to followers -- these are likely to have different max will and resilience (rate of will recovery and resistance loss).  A player could customize how well the character handles the challenges of a devious follower. 

 

Also, is there an installer version of the latest release?  CGi used to make those, but I don't see one for 1.72.

Posted
1 hour ago, HexBolt8 said:

Lozeak, I remember you said back in December that you were reworking the Will system (one of the new features would be full will recovery after sleeping).  An idea, if you're still refining this, is for MCM options to tailor the player character personality:  add settings for player max will, will recovery on sleep, and possibly resistance (how much it goes down on a unfavorable event).

 

People might respond to adversity in different ways based on background.  A pampered aristocrat recently abducted, a person who's lived most of her life as a slave, and a successful adventurer used to giving orders to followers -- these are likely to have different max will and resilience (rate of will recovery and resistance loss).  A player could customize how well the character handles the challenges of a devious follower. 

 

Also, is there an installer version of the latest release?  CGi used to make those, but I don't see one for 1.72. 

 

unfortunately not, CGI should be busy! :classic_sad:

much more important than the willpower or the gold would be a new update which fixes or replaces this potion!
I have drunk it, after barely a minute playing time, I become weak and I have the companion to more,..

It can not be!!!


You get this message every minute!
Basically, I see absolutely no sense in it!? :classic_blink::classic_huh:

a new rule for chastity bra, which is still missing, or plugs, which turns the master on and off as an example would be even more exciting for this mod!

 

 

Posted
On 1/30/2019 at 10:10 AM, Krynn said:

I do not understand at the moment what you want to change now?
does everything look good?!

 

 

The sign is on the floor, rather than properly hanging from the character's ass.  

Posted
42 minutes ago, eulexia said:

The sign is on the floor, rather than properly hanging from the character's ass.   

 

Oh, now I see that!
Unfortunately, I can not find the thread any more, but did not the problem have something to do with hdt?
I think there was a patch for the chains.

 

Posted

 

So I'll Update you guys.... so yea I've been working on the mod slowly really there is a lot I need to do and learn before I can release which I guess makes sense for a 2.0 version of the mod. No idea when it will be released and when it does it will certainly be broken and need bug fixes.

 

Content-wise in some ways I guess it's not much but also a lot at the same time....

 

Modular Deal system... 10-30% complete.

 

New modular deals that the player can customize things they like and dislike to create kind of custom deals, for example, the stage 1/2 levels will pick rules from a list and the stage 3 deals will pick from a different list.

 

Challenges with this are displaying it to the user in a way they can understand that can be translated but if these things can be overcome I can add more suggestions from people as time goes on.

 

A lot of the content here is ripped from old deals and there will be a small amount of content that is new.

 

Follower compatibility tweaks done.

 

The next mod should be more compatible with ATF EFF or w/e they are called so the content that adds and removes follower will hopefully not break your game.

 

Willpower rework 50-70% complete.

 

Basically, your willpower will reset to 10 when you sleep as long as it's for six hours

You can configure resistance and how much deals/devices will affect it so you get the feeling of your willpower being weaker the deeper you are in.

I also added it so deals can effect the willpower cap when resting (off by default) so that if people like the old system they can use that to make it feel more like the old way.

There is a system if you don't have a follower and 0 willpower the game might force you to get one.

 

Inventory control planned

 

Basically, being forced to carry stuff for your follower making the game harder because of the lack of space. I know the system I want to use BUT i need to work it in a fun way but think it of a gold mode system.

 

Building a Device controller tool.

 

Basically, I need to build a script that makes adding devices to a user easy and random ... I'd like to make it customizable but erg it hard.

It's hard to explain but I want to build a script that can be used on anymore and will add random devices as a function to players inventory or equip them which means building a lot of arrays and keeping it updated with DD/DDx

That said I want to build an esp that makes it so the user can choose which device they want when the script is used and once it's saved it will remember this preference cross saves/with or without esp.

Then add some other things.... honestly the concept of this is large and will take time and whether I do it or not.

Posted
1 hour ago, Lozeak said:

Challenges with this are displaying it to the user in a way they can understand that can be translated but if these things can be overcome I can add more suggestions from people as time goes on.

Don't know if this is already resolved, but how about:

 

There are fixed number of Deals.

You can configure the stages on each deal with three drop-down menus, where you pick a stage, but one of the choices is "RANDOM".

 

So, if you allow, say, eight different deals, a player might set up like this:

 

 

DEAL      Level 1            Level 2            Level 3 

Deal-1    Arm-cuffs          Leg-cuffs          Collar-in-town

Deal-2    Nipple-piercing    Clit-piercing      Show-piercings

Deal-3    RANDOM             Corset/Harness     Show-corset

Deal-4    Slut-game-L1       Topless            Whore-game

Deal-5    Chastity-belt      RANDOM             Chastity-game

Deal-6    RANDOM             RANDOM             Bound-in-town

Deal-7    RANDOM             Slave-boots        Crawl-in-town

Deal-8    Gloves             Slut-game-L2       RANDOM

 

The deals in each column might have the same names, 

e.g.

Deal-8    Slut-game-L1       Slut-game-L2       Slut-game-L3

 

But a level 1 deal is still a level 1 deal, and a level 2 deal a level 2 deal, so the Slut-game in column-1 is a different game/deal and level of risk to the one in column-3.

If there isn't a level-3 slut-game, then it wouldn't be in the column 3 drop-down.

 

The only downer I can see here is that MCM only has two columns, but you can lay it out thus:

 

Col 1            Col 2

DEAL-1           Level-1-Deal

Level-2-Deal     Level-3-Deal

 

So each deal configuration takes two lines, or three if you put a header between them.

Posted
2 hours ago, Lozeak said:

Basically, I need to build a script that makes adding devices to a user easy and random ... I'd like to make it customizable but erg it hard.

It's hard to explain but I want to build a script that can be used on anymore and will add random devices as a function to players inventory or equip them which means building a lot of arrays and keeping it updated with DD/DDx

DCL and DDe  both have a lot of code for this.

 

I remember the function in the existing DF, that randomly adds devices. I changed that a bit, but mostly I changed how it handled the input values to weight the choices.

 

 

To keep this clean, make sure you split it up.

CHECK OPEN SLOT/KEYWORD - SELECT ITEM - GIVE and possibly EQUIP ITEM (depends on which you are trying to do).

 

Instead of trying to do it all in one place, split the give/equip/remove functionality from the selection process.

 

Make the give/equip/remove robust.

 

e.g.

Before giving a device, check to see if the player already has one. Double copies of DD devices cause problems.

Before trying to equip a device, check up-front for conflicts, do not even TRY to equip if there is a slot or keyword conflict.

Consider BOTH slot and keyword conflicts as blockers.

Before trying to remove, check block-generic, quest, and whatever crazy keyword is on high-security and "slave" set items.

 

Then you can consider item choices in stages:

 

1) Select what slots/keywords are you aiming to provide.

2) Find a device that fits that requirement - perhaps they can be organized by strictness.

 

So, for selection by keyword, you have an array or FormList with your collar options in it.

Perhaps there is a matching array that has the weighted chance to get that item.

And perhaps there is another matching array that has a 'difficulty level' for the item.

 

A request to select provides a difficulty window (min-max) - scale them from 1 to 10, or 1 to 100, so you know what range you're working with.

When you come to choose an item, walk the array triplet, and pick out only the items that are within the difficulty window passed into the request, into an array pair.

Total the summed weight for the items as you walk.

Now roll a random number based on the summed weight, and walk the array until you find the matching selection.

 

There you go, a collar, randomly chosen within the difficulty window.

 

Collar is a selection by keyword.

 

Slots are relevant because you may know that a slot is filled.

Maybe you want a HeavyBondage item, some of those might fill multiple slots.

If every item has its slot mask pre-stored in an array that matches the others, you can easily skip invalid items in the array walk.

If you end up with an empty array at the end, you know you can't pick that keyword.

 

 

For player device selection - I imagine a big menu with a drop-down at the top.

You pick the item type in the drop down, you have a big list of items with tick boxes. Tick the box to enable/disable the item.

This includes everything in your arrays from above.

Results saved into a JSON.

All data driven. Easy.

Posted
2 hours ago, Lozeak said:

Basically, being forced to carry stuff for your follower making the game harder because of the lack of space. I know the system I want to use BUT i need to work it in a fun way but think it of a gold mode system.

Will we get something like the "hired by follower" twist on the gold mechanic?

 

If you remember that post, it consists of:

(a) some dialog variations.

(b) gold control from the start, where the follower gives you a daily allowance instead of topping off your held gold total

(c) you have to loot and sell items but the follower tracks your gold levels entering and leaving trade menu and adds all profit to your debt - that you can then hand over and pay off

(d) inn keeper dialogs are cheaper because you don't pay for the follower

(e) in various cases, follower dialog replaces regular vendor/inn-keeper interactions - so you can only rent a room if the follower feels like staying in a place

 

There was more detail in the original post.

Posted
1 hour ago, Lozeak said:

Inventory control planned

 

Basically, being forced to carry stuff for your follower making the game harder because of the lack of space. I know the system I want to use BUT i need to work it in a fun way but think it of a gold mode system.

 

Making it fun is a tough thing to do, it is essentially a drawback and drawbacks by their nature are not fun.  I definitely think you should go for it though as it inventory control is so thematic.  It might be easier to make it sexy then fun.

 

I think an obvious solution is to make the PC carry devious devices, or other sexual items.  Dildo's, slutty clothing ect.

 

One of the themes in DF that I love is the sense of foreboding.  The feeling that the PC is about to be taken advantage of.  The hinting can often be hotter than the actual payoff.  Making the PC carry a pair of Devious heels for example would be great because it could be done long before the followers demands become overtly sexual, but implies something sexual.  You could then follow it up with more overly sexual items as things ramp up. 

 

Another option would be to use carrying items as a segue into having the PC try items on when the deal progresses to the next stage. "oh hey, before we sell those boots you should try them on, I bet they would look great!"  This fits the progression of domination in your mod pretty well.  Follower>Leader>non-sexual domination>sexual domination.

 

2 hours ago, Lozeak said:

New modular deals that the player can customize things they like and dislike to create kind of custom deals, for example, the stage 1/2 levels will pick rules from a list and the stage 3 deals will pick from a different list.

I have mixed feeling about this one.  After playing many mods I am beginning to have a preference for well crafted linear stories.  I would point to Amorous Adventures and (parts of) Captured Dreams as mods that do this well.  I believe there is an over reliance on randomization to create "infinite replayability."  A moderately sized collection of linear stories, like your current deal system allow for a pretty high amount of replay already when you factor in all the other changing circumstances in Skyrim.  Things like set-up, pacing and tone are REALLY important for things to seem sexy.  There are enough mechanical feeling sexlab scene spawner mods.

 

That being said there are a lot of things about a modular system that seem great.  Being able to tailor the mod to suit each users personal kinks is pretty dang powerful.

2 hours ago, Lozeak said:

the next mod should be more compatible with ATF EFF

I cannot say enough how much you dedication to making things run smoothly is appreciated.  It's weird how in regular gaming I skip past the bug fix part of patch notes but in modding they are often the most exciting part!

 

Posted
3 hours ago, Lozeak said:

Follower compatibility tweaks done.

 

The next mod should be more compatible with ATF EFF or w/e they are called so the content that adds and removes follower will hopefully not break your game.

atm I am amazed how compatible this new follower framework works with all those devious LL mods:
Nether's Follower framework

I never had any issues with DF followers not being able to dismiss

works so far flawless with:

> PAHE

> DCL followers

> DCL new dom system

> DEC

> DF

> SD+

> DH

 

and works great together with:

>RDO

especially in combination with

> Simple NPC Outfit manager

Posted

Small Clarifications,

 

The existing deals are not being put into the modular system.

The Modular system will run as it's own deals.

The reason behind this is it will make adding more options easier without having to create 3 stages and an entire quest for 1 thing.

I'm pretty sure the build your own deal thing won't exist more you can set a random set of rules for the deals to pick from.

 

Basically once done I could add a stage 3 into it.

 

Comments on story/linear content.... this mod is meant to be random really and run alongside other content ... I'd like to add more linear content one day but meh I keep working on this.

 

Device adding randomly...

 

Ok yes, there are easy ways of doing this... but I dunno I want to build a script that could be used on anymod once initialized.

 

DCL system uses formlists in the esp

DDe not looked at it but I'm pretty sure it's not going to be a way I want to make it.

 

Once I have it working... I'll create an esp and mod for it so you can customize it a little bit but the script will always work without an esp...

Basically, if I make mods in the future I don't want to do this again and if people want a way to add random stuff to a player they can.

 

Other follower mod should work fine basically my mod will detect and use the frameworks system to add and remove follower (ATF/EFF) some mods use the game so I don't need to worry about em.

DD it's self, had a system but it hasn't been kept up to date (I think) and the way it used keywords changed (DD3->DD4) a little so it's hard to ask for the right item without jumping through hoops.

 

It is kind of easy but time-consuming cause it's a lot of data entry... I did automate but it took like 5-6 minutes to initialize and I don't like that so I have to manually put stuff in.

Posted
7 hours ago, Darkwing241 said:

I think an obvious solution is to make the PC carry devious devices, or other sexual items.  Dildo's, slutty clothing ect.

 

One of the themes in DF that I love is the sense of foreboding.  The feeling that the PC is about to be taken advantage of.  The hinting can often be hotter than the actual payoff.  Making the PC carry a pair of Devious heels for example would be great because it could be done long before the followers demands become overtly sexual, but implies something sexual.  You could then follow it up with more overly sexual items as things ramp up. 

 

Another option would be to use carrying items as a segue into having the PC try items on when the deal progresses to the next stage. "oh hey, before we sell those boots you should try them on, I bet they would look great!"  This fits the progression of domination in your mod pretty well.  Follower>Leader>non-sexual domination>sexual domination.

That really has the Devious Followers flavor.

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