Wyrade Posted April 21, 2018 Posted April 21, 2018 21 hours ago, steelmagpie said: I find that DCL can be a little overpowering sometimes so I personally try to keep the base trigger of traps setting a little lower than default I myself use 0,1~0,3% as the base trap chance. Can't be set with MCM (unless in a newer version they changed it), i set it with cheatengine.
Lostdreamer Posted April 21, 2018 Posted April 21, 2018 13 minutes ago, Lozeak said: set the steal rate to 0 in the MCM it won't steal any items Ahah! I think I have missed the last few updates so missed this setting. That will do nicely. Thank you. ...hang on, does this mean we don't have to beg an orphan girl for our stuff back?
Lozeak Posted April 21, 2018 Author Posted April 21, 2018 I'm gonna rework debt failure a bit anyway at some point cause it's a good opening to other things. As for adding a orphan girl it won't every happen cause it's a kid in an adult mod lol. 1
Lostdreamer Posted April 21, 2018 Posted April 21, 2018 5 minutes ago, Lozeak said: As for adding a orphan girl it won't every happen cause it's a kid in an adult mod lol. Yeah, fair point. Even if they don't interact with any of the sex parts it's still a bad idea.
CaptainChaos Posted April 21, 2018 Posted April 21, 2018 2 hours ago, Lozeak said: Yea one of the reasons I wanted sleep to be so important is a lot of mod do things when you sleep and it like I don't need to sleep, you can install mods that debuff you if you don't sleep which imo is just annoying like someone poking you over and over cause they want your attention (for immersion fans I understand tho). Yea, I never want this mod to be overwhelming like everything is short and sweet or tweaks your gameplay, the most overwhelming thing is the enslave event but at that point consider you failed your follower it's balanced and you need a reason to take deals over enslavement. Idea is awesome and been suggested before. I kinda think it doesn't really fit in the mod unless it was like a debt failure option but like should it wait for you to be in a tomb or track your location ... erg it's really too much for me to work out so I left it as just an idea maybe I'll add it one day when I have code from other stuff I make that I can retro fit (like I want to make it so you can be tied to something leash wise for another mod) There was something I was going to play around with in my own time. If I could find enough time to sit down and really give it a go. I think there's a way to track the chest at the end of most dungeons. It's something like BossContainer or Boss Marker. The basic idea is: 1. If in a cell (because I think the bugginess comes from many dungeons having multiple cells) that contains a Boss Chest: Follower accuses you of being worthless. Strips your equipped items, shackles you, and says something like "I'll handle this. You just be the loot mule. Try and keep up." 2. Use a moveto package to the Boss Chest, walking speed, allowing combat (obviously) but with a requirement to stay within X feet of the player. You are chastised if you can't keep up. 3. Once the follower reaches the chest, they loot all the contents and say "Well, that should pay for my hardwork. Now, let's head back and sell all the crap you found and relax." 4. You aren't released unless you ended up with X gold from the loot and/or you have to make up the difference." Other options for release (such as more debt) is also a possibility. Triggers for the event could be more than a few options: high debt for starters. Maybe the follower went down once or twice. Maybe you've taken X damage. Really though if the only trigger was X debt and a boss chest being in the cell, I think you'd have a good start. EDIT: Actually, a funny little "game" would just be if you get within X feet of a BossContainer, the follower can subdue you and take all the loot anyway. Would definitely need a "not in combat" filter though.
Lozeak Posted April 21, 2018 Author Posted April 21, 2018 So found a loop in the mod that dooms you pretty heavily. So now deals have a duration if you reach the point where the follower will only accept deals as payment, you get to a point where using deals to pay off debt increases the cost of deals so fast you'll never escape.... aka game over cause the deals stop you removing devices which stops willpower regen which then forces you to take deals. This needs fixing, since I need to redo how the deals work in CK at some point I'll do that first then make it if you have 6 deals (aka 2 LVL 3 deals or 3 lvl 2 deals) you'll be able to pay debt again. Endless mode is bugged (Endebted chains do not add correctly) Maybe can do tomorrow or day after if I have time. 3
Reesewow Posted April 22, 2018 Posted April 22, 2018 55 minutes ago, CaptainChaos said: EDIT: Actually, a funny little "game" would just be if you get within X feet of a BossContainer, the follower can subdue you and take all the loot anyway. Would definitely need a "not in combat" filter though. Your other idea sounds really cool, altho I don't think it would be a great fit for this mod due to being a bit extreme on the loss of control. It could be a fun little scene if your follower got a godmode damage buff, not sure most of my followers would be successful at this mission without it. I'm certain that boss chests can be detected, as least if you open it (Cursed Loot for example I believe has the containers all in a list, and detects the type you open - boss chests have an option to be more likely to contain traps). Your boss container game idea gave me a similar idea that I think could be cool enough for a follower "game". I'm sure this is super complicated script wise as written, but all of my suggestions tend to be over-the-top - I'm sure there would be a more elegant way of doing a scene like this if the idea was used: usual requirements (debt over half of max or willpower below 6) - MCM % chance of triggering the game when you loot a boss chest while out of combat possibly could also require "location cleared" flag to be active, altho I'm not sure how reliable this is upon closing the chest looting window, if the event triggers you get a message box popup along the lines of "While distracted by the contents of the large chest, you failed to notice your follower sneaking up behind you. With a sudden push, you topple over into the chest head first and the lid snaps shut. You're locked in!" since there are no animations for the above event, the way it could work is to have a full screen blackout while you are "inside the chest" your follower then laughs and say that they since you weren't paying them any attention, they want to play a game with you or you need to pay up (payment option disabled at low willpower) - the reward could be gold or a leveled weapon the follower "found" in the dungeon the "game" is that you have to stay inside the chest until the follower comes back for you in a few hours - basically you become the treasure. The lid will be unlocked, but you'll lose if you aren't in the chest when they get back. the "sexy" part of the game is that while the follower is gone, you will get a random number of "visits" - either by curious undead/creatures that live in the dungeon or adventurers looking for loot (you know your follower casually mentioned easy-to-get treasure at the local bar). Reason you can't fight back is due to cramping from being stuck in a small box for hours, and after the sex scene you go back into the box due to being exhausted and determined to finish the game. Upon returning, your follower acts surprised that you came out of your treasure box sugar-glazed, but congratulates you on playing out the game (not like you had much of a choice after the start). Important note on the idea - I think it would be best if all of the "waiting" was fake and done with a full-screen blackout and a text box. For example "getting into the box" would actually just be the screen going black and then a message popup saying "One boring hour later, you hear scratching at the lid of the chest. Slightly irritated due to the cramping in your legs, you push the lid open, only to find yourself face to face with a surprised troll!" ect. Obvious technical issues I can think of: how to deal with the player's followers (have them run away a certain distance? Temporarily disable to make them invisible?) putting in safeguards so the event doesn't trigger at the same time as a Cursed Loot event. Idea dump done, even if it isn't something to be used perhaps it will be an amusing read for someone. Playing with this mods definitely seems to contribute to devious ideas, so thanks again for that. 1
valcon767 Posted April 22, 2018 Posted April 22, 2018 42 minutes ago, Reesewow said: Your other idea sounds really cool, altho I don't think it would be a great fit for this mod due to being a bit extreme on the loss of control. It could be a fun little scene if your follower got a godmode damage buff, not sure most of my followers would be successful at this mission without it. I'm certain that boss chests can be detected, as least if you open it (Cursed Loot for example I believe has the containers all in a list, and detects the type you open - boss chests have an option to be more likely to contain traps). i have used a mod in the past that has an event that takes the players gear and dumps it into the boss chest of the dungeon the player is in (i think it was Naked Dungeons, might have been Traps and Pitfalls or another mod not 100% sure of which mod) Your boss container game idea gave me a similar idea that I think could be cool enough for a follower "game". I'm sure this is super complicated script wise as written, but all of my suggestions tend to be over-the-top - I'm sure there would be a more elegant way of doing a scene like this if the idea was used: usual requirements (debt over half of max or willpower below 6) - MCM % chance of triggering the game when you loot a boss chest while out of combat possibly could also require "location cleared" flag to be active, altho I'm not sure how reliable this is the location cleared flag is tied to the boss of the location if the boss gets killed the location cleared flag is applied even if other hostiles are still alive. upon closing the chest looting window, if the event triggers you get a message box popup along the lines of "While distracted by the contents of the large chest, you failed to notice your follower sneaking up behind you. With a sudden push, you topple over into the chest head first and the lid snaps shut. You're locked in!" since there are no animations for the above event, the way it could work is to have a full screen blackout while you are "inside the chest" your follower then laughs and say that they since you weren't paying them any attention, they want to play a game with you or you need to pay up (payment option disabled at low willpower) - the reward could be gold or a leveled weapon the follower "found" in the dungeon the "game" is that you have to stay inside the chest until the follower comes back for you in a few hours - basically you become the treasure. The lid will be unlocked, but you'll lose if you aren't in the chest when they get back. the "sexy" part of the game is that while the follower is gone, you will get a random number of "visits" - either by curious undead/creatures that live in the dungeon or adventurers looking for loot (you know your follower casually mentioned easy-to-get treasure at the local bar). Reason you can't fight back is due to cramping from being stuck in a small box for hours, and after the sex scene you go back into the box due to being exhausted and determined to finish the game. Upon returning, your follower acts surprised that you came out of your treasure box sugar-glazed, but congratulates you on playing out the game (not like you had much of a choice after the start). Important note on the idea - I think it would be best if all of the "waiting" was fake and done with a full-screen blackout and a text box. For example "getting into the box" would actually just be the screen going black and then a message popup saying "One boring hour later, you hear scratching at the lid of the chest. Slightly irritated due to the cramping in your legs, you push the lid open, only to find yourself face to face with a surprised troll!" ect. Obvious technical issues I can think of: how to deal with the player's followers (have them run away a certain distance? Temporarily disable to make them invisible?) probably better to move the follower somewhere else rather than disable, could just move them to the entrance marker which in most cases will be far enough away to avoid combat. putting in safeguards so the event doesn't trigger at the same time as a Cursed Loot event. Idea dump done, even if it isn't something to be used perhaps it will be an amusing read for someone. Playing with this mods definitely seems to contribute to devious ideas, so thanks again for that. nice idea and it was a good read a couple of notes inserted (fyi stuff)
xboronx Posted April 22, 2018 Posted April 22, 2018 Small suggestion: Can you add a dialogue option to completely pay your followers rent if you have enough money? If you have a debt of 1450 e.g. you have to initiate the dialogue, pay 1000, then again, pay 300, then again pay 100 and then a final time paying 100 till you have fully paid the debt. If i remember correctly the nice little mod loan sharks had two nice dialogue options, one was pay the full sum if you had enough money and the other was pay all your money if you had less than the required sum. 1
Lupine00 Posted April 22, 2018 Posted April 22, 2018 I haven't played this mod yet, but I want to. It sounds very interesting. It seems like it might be similar to something I proposed for Sasha on the DCL forum before I was aware of DF. Clearly, Devious Followers got there first and did it more generally, so that sounds like a big win for me! I'm keen to try it out. But, could you add the version numbers to the requirements on the front page please? Despite reading the front page, and the change lists, it's still couldn't figure whether this requires DD3, or DD4, or works with both, and whether there is a recommended version of DCL. I don't doubt that reading through the support forum will answer that question eventually, but it seems like something that should be easier to find out, and might save a bit of pain and confusion for new users.
Lupine00 Posted April 22, 2018 Posted April 22, 2018 I've been through all the text for the game (including script files) and made a translator .EET file that (probably)... ...fixes all of the typos, grammatical errors, confusion between "your" and "you're", confusion between "there" and "their", replaces till (a non-existent word) with 'til, and so on... I also removed a few words that make it sound like every follower is a modern American teenage girl, as I'm not convinced that "Huni", "Babe", and "whatever" add to the Skyrim ambience, though they do show the follower's level of contempt very nicely. I liked that aspect of them, but I couldn't come up with a lore-friendly term that had quite the same connotation of sexism and disrespect. Suggestions would be appreciated! Not something like "slut", "pet" or "slave" though, as those are already used (and of course, I left them in) and have a much stronger implication. I also modified all dialogues where you select an action that was between asterisks, such as *put it on* with square brackets [Put it on], so it matches with the style of DCL, SD+, CD, etc. and reserved the asterisks for sound effects and things that are done to you. I fixed a couple of spots where it's assumed the follower is female, as I don't believe they always are (I'm not sure yet whether that dialogue had code that made it only show for females, but I don't think it does, as there's no masculine equivalent). I haven't play-tested it yet, but if anyone is interested, I could post the .EET, or the modified ESP and a couple of PXE files... But really, you're better off with the EET, as then you can re-translate every new version of DF, and modify it to your liking... Maybe you want the follower to call you "my pet" in every dialogue? You can easily change/customise it yourself to your exact preference. Reading through all the text certainly piqued my interest in this mod. I can barely wait to see how it actually plays. (But I have waited. It took hours to revise all the dialogue). 1
Lupine00 Posted April 22, 2018 Posted April 22, 2018 On another front, reading through the dialog text, and seeing all the stuff for the gambling game, I couldn't help but think it's stacked in an obvious way that discourages playing it. If you sum up the win column vs the lose column, the difference in favour of the follower is quite obvious. I'm not sure if you get coerced into the gambling game, in which case it doesn't matter, but if you don't, and it's always a free choice, why would you ever play it? Why not make the risk/reward on the game even - apparently fair - instead of biased? You could then cheat the underlying dice rolls according to an MCM option that specifies how fair or unfair the game is. A way to double-down when gambling would spice up gambling, and make it more dramatic. If you play the game with a big enough debt, you could play something like "flip a coin, heads, I write off half your debt, tails you..." and there are different dialogues based on how many deals you have. If you have lots, follower says "tails, we double the length of all your deals". If you have none, or just a few, "tails, you make a deal of my choosing" (and the choosing is going to be harsh). Or if your debt is really bad, "tails, you become my slave" Or maybe you wouldn't implement it that way at all, but the idea is to offer the player something genuinely valuable (for example, halving all debt) so there's a real incentive to take the option, which also happens to carry a big risk. And of course, the double-down roll could use the unfairness setting too.
Lupine00 Posted April 22, 2018 Posted April 22, 2018 Another area of interest, not deeply explored in DF, is food. If DF were "needs aware", for RND, or iNeed, or both, it could use food as a carrot or stick (no pun intended) to push the player into deals, punish the player, hurt willpower, etc. I'm not sure what support already exists yet, but the dialogue doesn't hint at any food specific dialogues or thefts. For example, whether a follower steals money but not food, and money and food, is a huge deal for a needs-based character. The follower could provide food/water to the PC, at a vastly inflated price, or if the player is sufficiently restrained, feed ... other things ... lactacid, skooma, blackout potions, of DF specific drinks that damage willpower, or have other DF-specific stat effects. This fits with the post earlier about paying all your debt. If you can pay "all your money" in one dialogue, then you need to retain enough to be able to buy food, or you must buy food first, before paying, and that creates a reason to not pay right away but wait until you reach a place where there is food. If the follower takes all your money, and you have no food, you have to beg from money for food, or beg NPCs for food, or ... lots of options ... all hurt the PC's self-esteem right? 1
steelmagpie Posted April 22, 2018 Posted April 22, 2018 45 minutes ago, Lupine00 said: On another front, reading through the dialog text, and seeing all the stuff for the gambling game, I couldn't help but think it's stacked in an obvious way that discourages playing it. Why not make the risk/reward on the game even - apparently fair - instead of biased? You could then cheat the underlying dice rolls according to an MCM option that specifies how fair or unfair the game is. In my case of playing and using the gamble it is usually a last resort or desperate gamble to avoid something worse.. The unfairness of it does fit with the idea of the follower being in charge and knowing they can do as THEY wish fair or not.. Some of your other ideas in your posts were very much in this theme i.e. the food play.. great idea for those using the ineeds, mini needs type mods.. Food for thought if you excuse the awful pun ,,
Reesewow Posted April 22, 2018 Posted April 22, 2018 1 hour ago, Lupine00 said: On another front, reading through the dialog text, and seeing all the stuff for the gambling game, I couldn't help but think it's stacked in an obvious way that discourages playing it. If you sum up the win column vs the lose column, the difference in favour of the follower is quite obvious. I'm not sure if you get coerced into the gambling game, in which case it doesn't matter, but if you don't, and it's always a free choice, why would you ever play it? Why not make the risk/reward on the game even - apparently fair - instead of biased? You could then cheat the underlying dice rolls according to an MCM option that specifies how fair or unfair the game is. The gambling is very much in favour of the house (much like real world gambling, except it is more blatant since the follower isn't working with large numbers here) - I assume its purpose isn't to be fair, it is more intended to be a quick risky cash that gets the player in trouble due to greed or laziness. If it was "fair" there would be little downside to spamming it to buy whatever you wanted at the time for likely a similar amount of debt. I've used it to temporarily bridge a gap to buy something I needed since as long as you have some deals left you can pay down the debt from a bad roll temporarily by selling freedoms (the item in question happened to be my primary weapon that my follower took from me and sold for not paying my debt in time). More options and outcomes for the gambling could certainly be fun. But.... quad sequential posts before actually playing the mod? Try it out!
orgs1n Posted April 22, 2018 Posted April 22, 2018 2 hours ago, Lupine00 said: I've been through all the text for the game (including script files) and made a translator .EET file that (probably)... ...fixes all of the typos, grammatical errors, confusion between "your" and "you're", confusion between "there" and "their", replaces till (a non-existent word) with 'til, and so on... Will you share it when done or send it to Lozeak? 2 hours ago, Lupine00 said: I also removed a few words that make it sound like every follower is a modern American teenage girl, as I'm not convinced that "Huni", "Babe", and "whatever" add to the Skyrim ambience, though they do show the follower's level of contempt very nicely. I liked that aspect of them, but I couldn't come up with a lore-friendly term that had quite the same connotation of sexism and disrespect. Suggestions would be appreciated! Not something like "slut", "pet" or "slave" though, as those are already used (and of course, I left them in) and have a much stronger implication. - "Missy" shows just the right level of disrespect for a condescending male hired by a woman. - "Partner" sounds quite neutral and suits the business relationship. - "Darling" is used by some of Skyrim's NPC's already. - "My sweet" is used by some of Skyrim's NPC's already.
Black714 Posted April 22, 2018 Posted April 22, 2018 Thanks for Great Mod, Anyway I got CTD issues when running Quest "Good Intention" When Speek with Augur of Dunlain. I Already Test it, when I Disable this Mods, The Game is Running Well again.... Thanks.
Lupine00 Posted April 22, 2018 Posted April 22, 2018 6 hours ago, orgs1n said: Will you share it when done or send it to Lozeak? - "Missy" shows just the right level of disrespect for a condescending male hired by a woman. - "Partner" sounds quite neutral and suits the business relationship. - "Darling" is used by some of Skyrim's NPC's already. - "My sweet" is used by some of Skyrim's NPC's already. Good suggestions, I think I'll go through and use all of those as seems to fit the particular line best. I don't know what I'm doing with the result. I can share it any time really, but I guess I'd like Lorzeak to at least have a chance to express an opinion on whether it's frowned upon. Apart from adding the suggestions above, it's done. I think it's hard to argue against distributing the .EET, as anyone could make and use one for themselves. To use the .EET you need to install ESP-ESM Translator and learn the basics of loading a mod and a .EET, then saving a translated mod. Some people will know this well, others may never have heard of it before. However, posting the modified ESP and PXE files (of which there are only a few), as a kind of patch, is going a step further, and he might consider it a support nuisance, or worse. I also have a little .Net program I made that allows, within limits, the ability to apply an ESP-ESM XML file to script source files rather than compiled PXEs, but I'm not sure what to do with that. Only mod authors would ever want it.
Reesewow Posted April 22, 2018 Posted April 22, 2018 28 minutes ago, Lupine00 said: However, posting the modified ESP and PXE files (of which there are only a few), as a kind of patch, is going a step further, and he might consider it a support nuisance, or worse. IMO probably best to hold off on a modded .esp till Lozeak decides if he wants to incorporate it into his version or not, simply because it sounds like he may try to release a new bugfix/balance update in a day or two. Sounds like some nice dialogue edits either way.
Fenroo Posted April 22, 2018 Posted April 22, 2018 Question: how does this work with the dominant Sasha as a follower? Do the scripts interfere with each other?
Ekirts Ykcul Posted April 22, 2018 Posted April 22, 2018 Thank you for your mod and for your great community support. I see you have been looking for a title image. Here is my contribution. Spoiler 4
rjn Posted April 22, 2018 Posted April 22, 2018 Every time I load a save game my devious follower forgets to be a devious follower. I use the debug option to re-add. Willpower and resistance continue from what they were, but (of course) the debt is reset to 0. Is it because I have two followers? I only set one of them to be a devious follower. Or maybe I have to wait after loading or fast travel or something for the follower to remember normally?
Reesewow Posted April 22, 2018 Posted April 22, 2018 On 4/20/2018 at 11:32 AM, Lozeak said: Maybe I fixed it, the dialouge added the _DMaster faction to the follower (rather than pass the alias) paying off follower should clear that but it doesn't so it probably glitchs out somewhere, I dunno it might need more work/maybe it's fixed. (btw this is a my mod problem I think) Follow-up report on the Stenvar hireling bug - the worst part about the bug is fixed and he no longer steals Devious Follower status or breaks the mod if you talk to him with a follower. He does still try to get onto the gravy train and auto-follows, but I was able to dismiss him with no problems and my original Devious Follower kept her dialogue and debt. Also, at a glance 1.12 -> 1.13 updating seems to work fine, this was not on a clean save and the new feature that causes followers to lose lives when a victim shows and is clickable. Thanks!
valcon767 Posted April 22, 2018 Posted April 22, 2018 15 hours ago, Lupine00 said: But, could you add the version numbers to the requirements on the front page please? Despite reading the front page, and the change lists, it's still couldn't figure whether this requires DD3, or DD4, or works with both, and whether there is a recommended version of DCL. ZAZAnimationPack = 7.0 (not sure about 6.11) and does work with 8.0+ DDAssets = 3.0e (or whatever the last release version actually is) DDIntergration = 4.0 or greater DDExpansion = 4.0 or greater DCL any version that supports/uses DDI, DDX 4.0 or greater 15 hours ago, Lupine00 said: Why not make the risk/reward on the game even - apparently fair - instead of biased? You could then cheat the underlying dice rolls according to an MCM option that specifies how fair or unfair the game is. A way to double-down when gambling would spice up gambling, and make it more dramatic. If you play the game with a big enough debt, you could play something like "flip a coin, heads, I write off half your debt, tails you..." and there are different dialogues based on how many deals you have. If you have lots, follower says "tails, we double the length of all your deals". If you have none, or just a few, "tails, you make a deal of my choosing" (and the choosing is going to be harsh). Or if your debt is really bad, "tails, you become my slave" Or maybe you wouldn't implement it that way at all, but the idea is to offer the player something genuinely valuable (for example, halving all debt) so there's a real incentive to take the option, which also happens to carry a big risk. And of course, the double-down roll could use the unfairness setting too. this feature was added due to requests and while it is blatantly unfair, the player has the option of not playing, and it's most useful time is when the player is a little short on cash needed for something. example: i recently had to restart due to making an adjustment to a NPC looks (PEBCAK) that caused lost save game. after restart i was doing the "Thane of Falkreath" questline and was 75 gold short of buying Lakeview Manor plot of land. i had sold everything i could in Falkreath, and the shops were out of money, and i wanted to get the land NOW. i walked over to the CD Shop and got 77 gold there selling the last stuff i had, but still needed a few items to build crafting stations. Master there decided i should wear some of the things i was trying to sell. by taking the "Gamble" i was able to get the cash needed to buy those last few items needed (from Lod) to build my crafting stations, as well as the logs needed. i do like the idea of more gambling games, and especially having other types with even more consequences 15 hours ago, Lupine00 said: Another area of interest, not deeply explored in DF, is food. If DF were "needs aware", for RND, or iNeed, or both, it could use food as a carrot or stick (no pun intended) to push the player into deals, punish the player, hurt willpower, etc. I'm not sure what support already exists yet, but the dialogue doesn't hint at any food specific dialogues or thefts. For example, whether a follower steals money but not food, and money and food, is a huge deal for a needs-based character. The follower could provide food/water to the PC, at a vastly inflated price, or if the player is sufficiently restrained, feed ... other things ... lactacid, skooma, blackout potions, of DF specific drinks that damage willpower, or have other DF-specific stat effects. This fits with the post earlier about paying all your debt. If you can pay "all your money" in one dialogue, then you need to retain enough to be able to buy food, or you must buy food first, before paying, and that creates a reason to not pay right away but wait until you reach a place where there is food. If the follower takes all your money, and you have no food, you have to beg from money for food, or beg NPCs for food, or ... lots of options ... all hurt the PC's self-esteem right? nod nod .. i use Mini Needs myself but needs awareness (stealing of food/drinks) or even just follower selling food/drinks for debt sounds like it could be a good way for the follower to drive you further along the damaged willpower path. ohh i see another possible "deal" here - you need food or drinks (due to needs mod) and have none and ask follower for help Follower says sure but that means you take this deal (and it triggers one of the deals already in game). the Follower has given you a small amount of food/drink (vanilla items) and it automatically starts a deal (just like you had asked for a deal and agreed to it, it would be one of the regular deals, but without the player being able to say no {take debt instead}, so the player has now taken whichever deal the follower would propose and it automatically agrees to the deal). 11 hours ago, Black714 said: Thanks for Great Mod, Anyway I got CTD issues when running Quest "Good Intention" When Speek with Augur of Dunlain. I Already Test it, when I Disable this Mods, The Game is Running Well again.... Thanks. This is a known bug. you do not have to disable the mod fully to avoid it, you can just use the "pause mod" feature, on the debug page, to get around it on the occasions it causes a problem. basically it happens when using some "talking activators". the 2 times i know it happens are "Augur of Dunlain" during the College of Winterhold questline, and when using the Statue of Clavicus Vile during the daedric quest "A Daedra's Best Friend" (Barbas the talking dog quest). 5 hours ago, rjn said: Every time I load a save game my devious follower forgets to be a devious follower. I use the debug option to re-add. Willpower and resistance continue from what they were, but (of course) the debt is reset to 0. Is it because I have two followers? I only set one of them to be a devious follower. Or maybe I have to wait after loading or fast travel or something for the follower to remember normally? Your Devious Follower should "remember" to be a devious follower in a short amount of time, but it does vary according to individual load orders. this should normally happen within a minute or 2, but if you are in a hurry (or it fails to do so on it's own for some reason) you can try doing something (Fast Travel, Sleeping etc) to cause it to do the debt recalculation (at default do something to cause the game to progress for 9 hours).
Ursur1major Posted April 22, 2018 Posted April 22, 2018 I had some quick ideas for additions while I was playing today. First, if the game detects Skoomawhore, maybe let the follower sell the player some drugs for extortionate prices? Secondly, another deal that works a bit differently from the other deals basically, the follower wishes to tattoo the player using slavetats, the difference is that this is a limited deal, and can maybe only be taken 3 times ever, with no way to buy out, but pays off a lot more than a regular deal, maybe 2000-3000 default?
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