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irquih

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About irquih

  • Birthday 12/23/1981

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  1. I did also tweak the rape chance a bit, so 100% after the update is less than it was before. Please also note that the rape slider is a probability modifier. In essence, the way it works is that the slider chance is checked first and only if that allows rape, the real rape chance is checked. My main goal with that is to help people out who get a whole inn raping them, or even certain individuals multiple times. A proper tweaking of the rape logic is still on my todo list. It is indeed DDi that allows you to talk to people to get the armbinder off. Proper non-gag dialogue is on my todo list. That may be a scripting issue. It'll only affect the response of the NPC, all the rest will happen properly. The reason is that the scripts fire parallel with the dialogue handling. If the dialogue does the check before the script has finished removing the device, it won't detect the removal and the NPC will give the "I can't" style of response. I haven't had it happen during my own testing though, so I don't really know how to reproduce this. My guess is that you have a script-heavy setup, could that be the case? DDR_ExclusionScanner runs all the time. It is however, very light. Here's how it works: - each time your crosshair changes what it is pointed at, the scanner quickly decides if the NPC is special, - if it is, the NPC is quickly added to a list the dialogue uses in order not to fire. This way, it is much lighter than a cloak spell (which would immediately scan all NPCs in a certain range) and has the added benefit of not triggering any brawling problems. Even in combat I wouldn't notice any performance issues with it running. If I would check if you wear the proper devices to consider it, it would actually be a lot more expensive, due to having to scan your inventory.
  2. 0.9.3 is compiled with ZAZ 5.55, which I use since, I think a day or so. Before that it used 5.53.
  3. If the help dialogue tree ends without visiting a certain item, please do the following: - go into console - type: player.showinventory - write down the items that are marked as worn, I will need their ID numbers Post the ID number, your load order and papyrus log here, so I can figure out which device was not detected. (Please use the spoiler tag.) Blindfold dialogue should not trigger if you don't have a blindfold equipped. If you want 100% reliable removal, you'll have to make sure the 'Removal Penalty' (at the general configuration menu) is set to 0%, otherwise each removal will add a penalty that reduces the success rate of items being removed. I am not aware of any CTDs that would be caused by my mod, but this is a Bethesda game after all.
  4. That's unusual. At the very least DialogueState should change to -1 after dialogue. For the dialogue to initiate, all that is required is the keyword zadDeviousGag. Just to rule out the custom device, can you try with a normal devious gag? Those values staying at 0 seem to indicate a problem with the state machine not initialing nor finalizing. Does the NPC dialogue start with the text 'What have we here' and does the message 'DDRestrained dialog update' appear in the top left corner? (I would really love a trace from the dialog system, but I don't think Skyrim has that functionality.) I would also love a copy of the mod and savegame, if you're willing to provide that (i.e. via pm). It would cut out the round-trip time in our messages. I can understand if you don't want to provide it. I do have 'what have we here'. So far, 100% NPCs reply 'This is my lucky day' with no scene whatsoever. There is no 'DDRestrained dialog update' message, so that's another clue for you. I will try with a regular gag when I can later today. I can send you my save game but without all the mods I am using, it won't be of much help to you (and sending the whole 50Gb of my Skyrim data folder might be overkill ). Okay, having 'what have we here' means the script should get triggered. The absence of the 'DDRestrained dialog update' message. My suspicion is that there is a rogue thread somewhere, hanging inside the script, blocking any new threads from entering the script (Papyrus threading rules). This probably also means that the savegame is slowly filling up with threads that can't start, so if you do this long enough it'll make your savegames huge and your computer crawl. I don't need the mods. Sending the savegame will be great help: I use this tool to debug them (especially for this kind of scenario). It allows me to check the state of any saved objects and shows the running threads. (As far as papyrus is concerned, savegames are simply coredumps that can be restarted.)
  5. I already read that, to write this code. I actually assume anyone would, if they were going into locks for papyrus. This is more of an additional method. As the title suggests, this is a fair spinlock. If you don't need fairness, you're probably better off with a simple bool. But if you need to guarantee your thread has access to a resource within a reasonable amount of time and you're having trouble making it work with a bool-only spinlock, this may be just what you need.
  6. That's unusual. At the very least DialogueState should change to -1 after dialogue. For the dialogue to initiate, all that is required is the keyword zadDeviousGag. Just to rule out the custom device, can you try with a normal devious gag? Those values staying at 0 seem to indicate a problem with the state machine not initialing nor finalizing. Does the NPC dialogue start with the text 'What have we here' and does the message 'DDRestrained dialog update' appear in the top left corner? (I would really love a trace from the dialog system, but I don't think Skyrim has that functionality.) I would also love a copy of the mod and savegame, if you're willing to provide that (i.e. via pm). It would cut out the round-trip time in our messages. I can understand if you don't want to provide it.
  7. I'm have no problems here. Can you tell me: - does the dialog for blindfold removal appear? - which blindfold do you use? - can you show me the papyrus log? I can't reproduce that locally, so I'm going to ask for more information. Can you show me the following values from 'sqv zadGagQuest' - DialogueState - DialogueHelpState - lastActor preferably before, during and after dialog. One other thing is to talk with another actor (just up to the point where you get the first 'mmph') and then talk with a problematic actor again. If that fixes it, there may be a problem with the state kept between dialogs (in which case I would really like those values). Just tested it and it's working here. I get the "This is my lucky day" and the sex scene starts normally That makes it extra interesting. A bug which only occurs for some people or just once in a while is usually one that takes a while to fix.
  8. Ok, I'll investigate. Many thanks. Yes. The faction code handles the deduplication and is most likely more efficient at it than a papyrus script. Yeah, those Vigilants are very strict in their community. When an easy target walks in... I will add a version number to the MCM so people can figure out which version they run in the next release.
  9. Well, if it works ok in 0.9.2, then I won't dive into 0.9.1 unless it crops up again in 0.9.2 or later. Thanks for testing for me. Fix for exclusion scanner is up (0.9.3).
  10. Sanguine doesn't talk unless you have my development tree. I'll bake a release for it shortly. That will also contain a debug page for the exclusion scanner. I'll double check the exclusion code on my side. It's probably asking a lot, but if I can see the SD+ development version, I may be able to debug it better. [edit] release 0.9.2 has Dremora support and exclusion scanner debug page. I added this line to the code - that's it: StorageUtil.StringListAdd(kSanguine, "_DDR_DialogExclude", "SD+:Sanguine") Sanguine doesn't concern me much. If it is not working, I am sure we can make it work. It is everybody else (e.g. vanilla NPCs) being unresponsive to the gag that concerns me. Edit: I updated to 0.9.2 and the 'mpfff' menu is back. The exclusion of Sanguine is still not working but that is another issue 0.9.1 doesn't and 0.9.2 does, interesting. (I only tested 0.9.2 right now, conclusion below.) Just sitting in front of the computer going 'Mmph!' huh?. Have fun on your new adventure I wish. Will try to reproduce later. Let me know if 0.9.2 works better. Ok, regarding the exclusion scanner: Formlists are an excellent way to filter dialogue, however, only for items you add in the CK (not items added via script). I think there's an optimization (to keep savegame size down). My theory (which I can't verify short of disassembling Skyrim) is that the FormList has 2 vectors. One for items added via the CK (which don't need to be saved, since they'll be there in the definition next time you start the game) and one for items added via script. The dialog condition IsInList seems to only check the former. Incidentally, this also means scripts cannot modify the former either, since they only try to add/remove from the latter. This makes the formlist useless. I'll change over to a faction based approach. Interface will stay the same.
  11. I'm not going to get anything done today. Sorry. Maybe tomorrow, dunno.
  12. Sanguine doesn't talk unless you have my development tree. I'll bake a release for it shortly. That will also contain a debug page for the exclusion scanner. I'll double check the exclusion code on my side. It's probably asking a lot, but if I can see the SD+ development version, I may be able to debug it better. [edit] release 0.9.2 has Dremora support and exclusion scanner debug page.
  13. Hmm, that's going to be tricky. Since they aren't hostiles anymore once Submit has their way with them. This will probably mean I have to add submit, defeat and helpless to the support list. I'll look into it, but this might be non-trivial. So, he started chatting on his own with you? Hmm, that is odd. I don't have submit installed right now, so this is from memory: would an enemy normally say something at that point? In that case, it might be that my dialog overrides a dialog in a force greet package, perhaps... I'll try reproduce it tomorrow. Just curious, was it a normal bounty hunter or one generated via PrisonOverhaul? Furthermore lets not forget SD+ among the mods which trigger pacified enemies when the player surrenders. And finally the Daymoyl addon might also be worth a look: http://www.nexusmods.com/skyrim/mods/54867/? So far i haven't been in one of those enslavement scenarios, but would be bad if the vampires or falmer which captured you could be persuaded to remove your Devious Devices. Currently, you can ask vampires. They fall in the NPC category. People who are interested in being gagged, also check out this brand new mod: zenet_GagQuest. A very different approach to mine, worth checking out. Unfortunately, we're incompatible, so you can't use both at the same time.
  14. Oh, you published, awesome! Congratulations. Re integration: zenetx and I have been discussing this with earlier builds. We both love to integrate (hmm, that sounds wrong, I should get my mind out of the gutter). Not sure how to do that nicely... So, quick brainstorm from my side, to throw some options out there: have the some of the branches of this mod follow into mine (that would probably give the most natural dialog flow) have my dialogs branch of into this mod (for instance, refusing help -> zenet-gagquest activates) combination of 1 and 2 (yay, infinite dialog loops) randomly pick one of the two dialog trees (optionally combined with 3) show both options at the opening of the dialogue (meh, don't like that, it seems rather lazy; but feel free to argue otherwise) ... <suggestions welcome> I'm way too tired to focus on the technical part right now, but I think that would be guided by how the integration looks from a user perspective anyway. Zenetx: I hope you don't mind me throwing that discussion out in the open? Also, if you want, we can start a separate thread on the issue.
  15. Hmm, that's going to be tricky. Since they aren't hostiles anymore once Submit has their way with them. This will probably mean I have to add submit, defeat and helpless to the support list. I'll look into it, but this might be non-trivial. So, he started chatting on his own with you? Hmm, that is odd. I don't have submit installed right now, so this is from memory: would an enemy normally say something at that point? In that case, it might be that my dialog overrides a dialog in a force greet package, perhaps... I'll try reproduce it tomorrow. I totally could. Plans are there. It's just that while I was adding items, I got afraid of the amount of dialog to write and chickened out of the boots. As far as I know, the relevant keyword should be in DD-Integration. (I dont know if its possible, but a moderator can split all the irrelevant posts out into a seperate thread?) That may work. Although I'm kinda sad that I won't be able to complain about papyrus in my mod thread anymore. It was such a nice way to let of steam.
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