galgat Posted July 11, 2019 Posted July 11, 2019 18 hours ago, Mailman1234556 said: How is resistance supposed to lower? With time? Mine is always at 20 no matter what.... Is this a bug? Even if my willpower drops from stuff like Sexlab Survival resistance doesnt change......? Yeppers! like Reesewow said resistance really does not do anything willpower on the other hand can have you if really low or zero accepting things with no chance to resist.
galgat Posted July 11, 2019 Posted July 11, 2019 On 7/9/2019 at 7:51 PM, Black Justicar said: I'm reinstalling this mod for the 4th time and still can't understand how to make Device Controller work properly. It just refuses to manage gear like I tell it in .json file. I edited it, reinitialized it, made it ReadOnly, reloaded Savegames for SKSE reinitialization, e.t.c. Done it lots of times, but still can't make follower give me only dat gear that I want. Can plz anyone help me and explain how to make it right if it is possible? Cause I'm really tired of "Orange Cat Suit"s and "Light Gray Ballet Boots", but dont want to uninstall this grate mod again cause of this issue. I tend to only use the MCM and set the deals all to zero except the last one where the butt plug can finally up grade to where you get Prostituted out. Then in modular deals I disable all but the merchant, and innkeeper. and then pick 3 others that I like on the left side i forget which one's. this way I insure that the Innkeeper, Merchant, and prostitution events will always be in my deals. You have to make all these changes when you have no deals of any kind with the Follower or you will not be allowed to change them. Is best to set every thing up before even finding a follower. I find it is best to use very Vanilla followers or ones with no real extra's Basic stuff, I have found these followers on Nexus that function very well [Ellindia Forest 0.3b] and [ Freya ] also the dawnguard followers do very well for me. The mage's Guild followers do well also, I never could get the Dark brotherhood ones to work right. [Ellindia Forest 0.3b] is sort of testy with SOS UNP add on, though they say she is and imperial they are using a custom body, but she still works fine or does for me. EDIT >> basically as I understand it you are trying to come up with nine deals that you like, 3 with the prostitution Butt plug deal, and 5 in the modular, I know that is only 8, but it somehow works out for me, and I get nine deals. My 2 modular deals wind up being the bear deals, and the wolf deals with three deals in each, and the plug deal makes up the other 3
Lupine00 Posted July 11, 2019 Posted July 11, 2019 8 hours ago, Reesewow said: I'm pretty sure resistance doesn't do anything anymore - it used to be part of how willpower was calculated when it did not reset to full on sleep. I think it still showing in the MCM menu may just be leftovers from the old version, and you can probably ignore it completely. I believe it does do things, and can be reduced. Mine has been reduced. You may need to tick the option for it though.
Black Justicar Posted July 11, 2019 Posted July 11, 2019 8 hours ago, galgat said: You have to I'm telling not about mechanics of base mod. Thy are fine. Only about "Lozeak Device Controller" plugin, which is selecting what restraints your follower will give you on a deal. I'm trying to get rid of all shiny clown devices except of "Black Leather", "Black Ebonite", "Iron", "Steel" and "Rope" sets. But it keeps giving me ORANGE CATSUITS, PINK BALLET BOOTS e.t.c., no matter what and when I'm trying. There were lots of clean saves, reinstalls, edits of .json, e.t.c. Nothing helps
Andy14 Posted July 11, 2019 Posted July 11, 2019 34 minutes ago, Black Justicar said: I'm telling not about mechanics of base mod. Thy are fine. Only about "Lozeak Device Controller" plugin, which is selecting what restraints your follower will give you on a deal. I'm trying to get rid of all shiny clown devices except of "Black Leather", "Black Ebonite", "Iron", "Steel" and "Rope" sets. But it keeps giving me ORANGE CATSUITS, PINK BALLET BOOTS e.t.c., no matter what and when I'm trying. There were lots of clean saves, reinstalls, edits of .json, e.t.c. Nothing helps Only edit the json file. Do NOT reinitialize it in MCM. Just reset the Mod in MCM. 1
Arkinnian Posted July 11, 2019 Posted July 11, 2019 My Google-Fu has revealed nothing, so I'm asking here. My apologies if this has been asked before. I'm altering some Devious Devices with the intent of creating an OP mage set of bondage gear. So far I've made a test device, a magical butt plug. Unfortunately, my follower doesn't recognize it as a plug when she makes the plug deal. Is there a way I can make it so that my follower recognizes the custom devices?
Reesewow Posted July 11, 2019 Posted July 11, 2019 1 hour ago, Arkinnian said: My Google-Fu has revealed nothing, so I'm asking here. My apologies if this has been asked before. I'm altering some Devious Devices with the intent of creating an OP mage set of bondage gear. So far I've made a test device, a magical butt plug. Unfortunately, my follower doesn't recognize it as a plug when she makes the plug deal. Is there a way I can make it so that my follower recognizes the custom devices? You probably just need to make sure your custom devices have the proper DD keywords - compare your custom devices to a regular DD version of the item and make sure you haven't accidentally removed the keywords that identify what the item is.
galgat Posted July 11, 2019 Posted July 11, 2019 3 hours ago, Black Justicar said: I'm telling not about mechanics of base mod. Thy are fine. Only about "Lozeak Device Controller" plugin, which is selecting what restraints your follower will give you on a deal. I'm trying to get rid of all shiny clown devices except of "Black Leather", "Black Ebonite", "Iron", "Steel" and "Rope" sets. But it keeps giving me ORANGE CATSUITS, PINK BALLET BOOTS e.t.c., no matter what and when I'm trying. There were lots of clean saves, reinstalls, edits of .json, e.t.c. Nothing helps Yes I misunderstood you, the json is where you will have to edit that, I have not messed with it in this mod yet, as i have not needed to for my needs. Wish you luck..
Black Justicar Posted July 11, 2019 Posted July 11, 2019 5 hours ago, Andy14 said: Only edit the json file. Do NOT reinitialize it in MCM. Just reset the Mod in MCM. Done. She is simply not giving me anything now, neither by deals or by straight device request. And game crashed once. And yes, i've tried to reload whole game after reset. Device Settings.json
Arkinnian Posted July 12, 2019 Posted July 12, 2019 4 hours ago, Reesewow said: You probably just need to make sure your custom devices have the proper DD keywords - compare your custom devices to a regular DD version of the item and make sure you haven't accidentally removed the keywords that identify what the item is. That worked! It took a minute of fiddling with the Construction Kit, but I managed to suss it out. Thank you!
Andy14 Posted July 12, 2019 Posted July 12, 2019 3 hours ago, Black Justicar said: Done. She is simply not giving me anything now, neither by deals or by straight device request. And game crashed once. And yes, i've tried to reload whole game after reset. Device Settings.json 7.57 kB · 0 downloads "zad_deviouslegcuffs" : [ "Steel Cuffs (Padded) (Legs)", "Black Leather Cuffs (Legs)", "Black Ebonite Cuffs (Legs)", ], The last comma must be deleted. 1
Lupine00 Posted July 12, 2019 Posted July 12, 2019 9 hours ago, Arkinnian said: That worked! It took a minute of fiddling with the Construction Kit, but I managed to suss it out. Thank you! When making a new DD - always clone an existing one - always. That is how Kimy expects you to do it. Trying to make one from scratch is highly likely to miss a property or keyword.
Black Justicar Posted July 12, 2019 Posted July 12, 2019 16 hours ago, Andy14 said: "zad_deviouslegcuffs" : [ "Steel Cuffs (Padded) (Legs)", "Black Leather Cuffs (Legs)", "Black Ebonite Cuffs (Legs)", ], The last comma must be deleted. It finaly works! Thank you and Andy14
Lupine00 Posted July 13, 2019 Posted July 13, 2019 5 hours ago, Black Justicar said: It finaly works! Thank you and Andy14 Use a JSON syntax checker... Such at this: https://jsonlint.com/ 1
Arkinnian Posted July 13, 2019 Posted July 13, 2019 On 7/12/2019 at 6:06 AM, Lupine00 said: When making a new DD - always clone an existing one - always. That is how Kimy expects you to do it. Trying to make one from scratch is highly likely to miss a property or keyword. I'm new to the CK, so I might not be cloning things properly. I double click on the item and bring up a window, modify the existing item, then click save. It then asks if I would like to make a new form, and I select yes. Is that the proper process, or should I look up a tutorial? Another problem I had was that all the new items I made seem to vanish at random as soon as I equip them, or disappear later. Also the chastity belt isn't showing up on my character at all. I finally gave up and just put all the enchantments on a butt plug, and it seems to be working fine now.
Lupine00 Posted July 13, 2019 Posted July 13, 2019 7 hours ago, Arkinnian said: I'm new to the CK, so I might not be cloning things properly. I double click on the item and bring up a window, modify the existing item, then click save. It then asks if I would like to make a new form, and I select yes. Is that the proper process, or should I look up a tutorial? That should be fine. Or you can pick an item in the main view, select its name and change it. You're then asked if you want to rename or make a new one. (It also reminds you how many things refer to the object). Select the default (duplicate) and it's done. I don't believe the above method differs in result from the one you describe, but it may be a little safer, in that if you pick the wrong option, you don't change your original object with overwritten values - and can just rename it back.
krushavodach Posted July 14, 2019 Posted July 14, 2019 When enslaved and wearing the mittens/boots/collar my character is crawling. No issues with the animation or anything but the follower keeps telling me "You need to be crawling when others are present" and keeps adding debt despite the fact I'm already crawling.
Lupine00 Posted July 14, 2019 Posted July 14, 2019 1 hour ago, krushavodach said: When enslaved and wearing the mittens/boots/collar my character is crawling. No issues with the animation or anything but the follower keeps telling me "You need to be crawling when others are present" and keeps adding debt despite the fact I'm already crawling. I've seen this happen myself. I haven't been enslaved in the latest version, but I don't think there have been any changes around this. It seems that you can reload an old save, re-enslave, and it might not happen. Thought I'd have a look at the code to see if anything jumps out ... Turns out the issue isn't random, it's related to what you're wearing (read on). Plus, the crawling has changed since 1.X in that it's now in the modular deal controller... I believe the dialog will be blocked (won't trigger) if you are wearing heavy bondage, if you are anal-plugged, or if you have a belt. It will only fire when the CrawlInTownRule variable is set to 2. If that gets set, you should be given a pony tail item - and that's really what this dialog is enforcing. However, as far as I can see, it doesn't check whether you are actually crawling at all. My suspicion is that message for this is awry (not the conditions). Can't recall if I already PM'd Lozeak about this one. In any case, wearing a plug or belt should stop the message and bogus punishments. I think the message for this should be more like: "Excuse me... Where's your pretty tail? I want to see it waggling behind you. Naughty girl. More debt for you..." Though the conditions are vague, it only requires a plug, not the tail, but that's a good thing in itself. However, producing an accurate message would require two (one when you have no plug at all (mentioning the tail), and one when you have a generic plug, which shouldn't be punished, merely remarked on (and should have a timer to stop it firing too often). (Rarely) "That plug's stopping you wearing the pretty tail I gave you. But it looks like you're still enjoying yourself, so I suppose I can let it slide." (Scheduled) "Excuse me... Where's your pretty tail? I want to see it waggling behind you. Naughty girl. More debt for you..." Looking further... As it turns out, Lozeak already has a fix for this. There is a dialog that detects the regular plug and tries to replace it with the tail: "Aww, you can't get that tail in with those things in the way. Let me help you!" Which fires if you aren't wearing an item with the _DFDealTail keyword and force equips the tail - and yes, requires the CrawlInTownRule == 2 So already does what I suggest, and with the correct dialog.
Lupine00 Posted July 14, 2019 Posted July 14, 2019 Something that's bothering me at the moment is blindfolds in modular deals. A blindfold can be set as a required item, as a level one modular deal. I thought this would be OK and didn't disable blindfolds for modular deals, because I thought it would only apply in town. I was wrong about that last part. You have to wear the blindfold at all times. I didn't think they would be level one deals either. For a level one deal, this is out of balance. Blindfold in town only would make a nice level two deal. Blindfold at all times? ... Feel to me like that should only be for slaves - there needs to be somewhere nasty left to go for slaves. As modular deals appear to share a single pool for level 1 and level 2, it's not easy to make them level 2 only. It's not as simple as moving blindfolds from pool 1 to pool 2. You could move them to level 3 though. While you can reduce the visual impact of the blindfold in DD (and you sort of have to), it's still feels off that you can fight wearing one. I dislike a situation where I have to nerf blindfolds because I got a deal. Personally, I have serious debuffs from blindfolds, fighting in one isn't workable. In my game, they also add a severe rape vulnerability, surpassing things like slut deal, so getting one for level one isn't "fair". If you have a similar set up, the simple fix is disable the blindfold deal for modular deals. The alternative fix, edit your modular deal controller blindfold dialog so it requires location keywords LocTypeDwelling OR LocTypeTown OR LocTypeCity OR LocTypeInn - nerfing enforcement to only within towns/inns. You still need to be able to remove the blindfold yourself though.
Rob_J Posted July 14, 2019 Posted July 14, 2019 Could there be an option to just pick the stage 3 deals in modular deals, seems redundant if you have to choose all options to turn on the stage 3s since it doubles up over the regular deals.
Corsec Posted July 15, 2019 Posted July 15, 2019 How well does this mod interact with Death Alternative? I normally use DA to send me to either Simple Slavery or Sanguines Debauchery. What happens if DA runs while I have a Devious Follower? If I set DA to dismiss followers when I get a blackout, what will happen with the DF deals/slavery? What are the recommended setting to make DF and DA work together, if that is at all possible?
Lupine00 Posted July 16, 2019 Posted July 16, 2019 12 hours ago, Corsec said: How well does this mod interact with Death Alternative? I normally use DA to send me to either Simple Slavery or Sanguines Debauchery. What happens if DA runs while I have a Devious Follower? If I set DA to dismiss followers when I get a blackout, what will happen with the DF deals/slavery? It is fine with DA, and other defeat mods, as long as you don't set them to kill or remove followers. Other mods can usually remove the follower successfully, which leaves DF in a confused state. In practice, nothing happens until you get a new follower, at which point they magically acquire the debts and deals of the old one. Simple Slavery (the new Lozeak version) can deal with DF followers, or enslave you to a new follower. So, if your defeat outcome is always SS or something that works with a follower, you're probably fine. I've used it with DA+Defeat with only a few problems, but you have to accept that sometimes things can go wrong, and you will have to reload to before the defeat. DCL doesn't fare much better, its followers can behave very strangely on defeat - though DCL knows how to handle its own.
seanthiar Posted July 16, 2019 Posted July 16, 2019 The dialog about the deals is quite senseless I think. Popups and dialo options are not needed. First I don't know for what kind of deal a group stands for. Don't know what a group stand for, there is no list with a description "The group ... contains folllowing random deals/rules" Didn't see in the MCM, the start thread or the support thread. And the second is - even if I would know the statement " I add a random rule..." is not something that gives you real options. Anserwing yes or no is a lottery. A deal is something where I know what I pay and not something where I guess what I will pay and what I will get . Needed is a clear statement "For reducing your debt in the amount off xyz septims I will add the rule - that you have to wear cuffs in town" etc. for every available rule. At the moment the situation with the actual construct should be like that in the dialog :"If you want to reduce you debt I will add a rule at will for reducing it for .... septims. Do you accept ?" And the answer yes or no and not the whole mumbojumbo about rulegroups etc. That only adds time. Time - what makes the whole thing slow is that after every checked menupoint it quits the dialog instead of just jumping back. Checking the debt and making a deal or paying means two times starting a new dialog and the start maybe blocked a few times with NPC's that are chatty like guards, children etc. or just the follower who is very mobile and you must run after him. Better would be to show the debt and jump back to the menu where you can pay, make a deal or some other thing you have the option to do in the dialog like changing gear.
Lupine00 Posted July 17, 2019 Posted July 17, 2019 15 hours ago, seanthiar said: The dialog about the deals is quite senseless I think. Popups and dialo options are not needed. First I don't know for what kind of deal a group stands for. Don't know what a group stand for, there is no list with a description "The group ... contains folllowing random deals/rules" Didn't see in the MCM, the start thread or the support thread. And the second is - even if I would know the statement " I add a random rule..." is not something that gives you real options. Anserwing yes or no is a lottery. A deal is something where I know what I pay and not something where I guess what I will pay and what I will get . Needed is a clear statement "For reducing your debt in the amount off xyz septims I will add the rule - that you have to wear cuffs in town" etc. for every available rule. I found that you can see what is in the "random animal name" (modular) deals in the MCM. That's the only way to know what is in your modular deal if you happen to miss the notification text in the top-left - which doesn't always show up when other mods are writing there. The agreement to the random rule, where you don't know what it is, is rather pointless. It's a left-over from the hand-crafted deals system, where you were told what would happen. I think Lozeak probably intends to fix it so it tells you what you are agreeing to for the modular deals ... one day. That there are now two places you need to go to see all your rule information - dialog for old deals - and MCM for modular deals - is quite burdensome. It's even worse when you get enslaved via SS, and you have a ton of rules, and you don't know what they are, and punishments are being applied to you for not conforming, and you're trying to find out what you need to do. It's not a pleasant experience, and not just in an immersively unpleasant way. It's awkward. But it's nice to have more deals. You can turn off the modular deals if you don't like them. Alas, Lozeak is not excited by DF at the moment. I understand that. Writing Skyrim code is quite boring sometimes. I hope he will get interested again, and release the work he has done so far, and maybe fix up some more things.
Corsec Posted July 17, 2019 Posted July 17, 2019 Is there a way to get DF to work with NPCs that aren't usually followers? It won't work for NPCs that are force-recruited with EFF, for example. Like, if I wanted to get DF slavery with a slaver NPC from Hydra Slavegirls, would there be a way to achieve that? On 7/7/2019 at 7:22 AM, Lupine00 said: Not really that big a problem. You can fix EFF by resetting it, and that dumps the followers properly. So what would be the best procedure for follower dismissal with EFF? I'm guessing I should do it in the order as follows- 1- Clear debt 2- Use EFF dismissal dialogue (not DF dismissal dialogue) so that I get the message 'A follower leaves your service' 3- Reset EFF 4- Hire new follower From testing, there doesn't seem to be a need to use the DF dismissal dialogue if I have EFF, because it won't actually dismiss the follower.
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