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19 hours ago, Psalam said:
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What Worik said.

 

The thing that always springs to my mind in a case like yours though is too many animations. DDi is used by a LARGE number of people without any problem. Therefore, it is likely something in your load order that is acting poorly with DDi. A common source of that is too many animations for your computer and load order to handle. If you want to post your load order and a screenshot of FNIS after you run it with DDi included I'll take a look.

 

Here's some homework though. This is a link to a thread here on LL where Fore (of FNIS fame) talks about the too many animations limit:

 

https://www.loverslab.com/topic/104854-how-to-get-fnis-xxl-to-work/

 

I do know there is a animation hard limit dependent per the users machine,  I have well over 13k animations in game without any CTD (even had 17k at some point) . I was hoping someone more able in reading the papyrus logs could point me in the right direction as too narrowing down my issue/conflict .

 

The interesting thing is if I dont run FNIS the  game can load, I can save game but im unable then to load back into that save.Running FNIS on the other hand immediately ctds during the load screen regardless of  a new game or using a old save, which makes me think the DDi is looking for something thats missing or not playing nice with my other mods. I cant say that Im even overloading the script engine as everything runs flawlessly with no lag or script backups even with 250+ mods bashed together.I  tried reducing my animations down to 5k-6k with no luck.

 

I even get ctds just trying to run DDI bare-bone with the minimal basic plugins running which makes me think that something was removed when I did my bashed patch and cleaning of the base game install that DDi depends on or requires. 

 

Edit:Ok, I did a basic install for DDI with all the requirement plugins installed and nothing else. Tes5edit is reporting a bunch of script errors regarding 2 items MagicEffect from DDi. It matches the papyrus log which I think narrows it down to the script regarding Magic effect not properly working .


Edit2:Allright I think I found my issue, some of the animation paths DDi brings were not properly overwriting pre existing files from my other mods due to for some reason admin privileges not being carried over during install.....not sure why that occurred as no other mod or file seems to have ran into this issue so far.

Talk about looking into all the wrong places.??

Spoiler

Checking for Errors in [0F] Devious Devices - Assets.esm
[00:03] Checking for Errors in [10] Devious Devices - Integration.esm
[00:03] zad_effArmBinder "Armbinder Script" [MGEF:100284F6]
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [050284F5] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [050284EB] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [050284EC] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [050284ED] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [050284EE] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [050284EF] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [050284F0] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [050284F1] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [050284F2] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [050284F3] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [050284F4] < Error: Could not be resolved >
[00:03] zad_effHeavyBondage "Heavy Bondage Script" [MGEF:1007BFBB]
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [050284F5] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [050284EB] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [050284EC] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [050284ED] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [050284EE] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [050284EF] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [050284F0] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [050284F1] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [050284F2] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [050284F3] < Error: Could not be resolved >
[00:03]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [050284F4] < Error: Could not be resolved >

 

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3 hours ago, lutalica said:

I do know there is a animation hard limit dependent per the users machine,  I have well over 13k animations in game without any CTD (even had 17k at some point) . I was hoping someone more able in reading the papyrus logs could point me in the right direction as too narrowing down my issue/conflict .

 

The interesting thing is if I dont run FNIS the  game can load, I can save game but im unable then to load back into that save.Running FNIS on the other hand immediately ctds during the load screen regardless of  a new game or using a old save, which makes me think the DDi is looking for something thats missing or not playing nice with my other mods. I cant say that Im even overloading the script engine as everything runs flawlessly with no lag or script backups even with 250+ mods bashed together.I  tried reducing my animations down to 5k-6k with no luck.

 

I even get ctds just trying to run DDI bare-bone with the minimal basic plugins running which makes me think that something was removed when I did my bashed patch and cleaning of the base game install that DDi depends on or requires. 

 

 

i think u are missing the point here, the new device framework i.e. version 4 onwards has added alot of device related animations, which is necessary for gameplay purposes, what this means is sex animations has to be reduced, that's because the skyrim engine has a limitation on the number of animations even pose animations or dance animations eats into this limit.

 

and papyrus just logs script related stuff, but if CTD is due to memory problems it does have a chance to log this, therefore u hv to look at the crash fix dumps for that...., or even the logs generated by the countless dll files that run...

 

 

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just wanted to ask if reverse straight jackets are coming in future releases? Would be nice if they had the same system as teh current straightjackets coz i love putting the charactrers in poses or animations in those coz they stya restrained regradless of what the hand animations are supposed to do

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Hi! i'm still in distress with Devious device integration! i' got less than 10k of anim and all of the prerequise mods, if i start a game without doing the fnis check and Devious device integration on, i got no crash, if i do a fnis with it, i got one. Any idea? Thank you for your help!

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2 hours ago, devilangel13 said:

Hi! i'm still in distress with Devious device integration! i' got less than 10k of anim and all of the prerequise mods, if i start a game without doing the fnis check and Devious device integration on, i got no crash, if i do a fnis with it, i got one. Any idea? Thank you for your help!

 

Excuse my skepticism but can you please post your load order and a screenshot of FNIS after you've run it.

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6 hours ago, devilangel13 said:

Hi! i'm still in distress with Devious device integration! i' got less than 10k of anim and all of the prerequise mods, if i start a game without doing the fnis check and Devious device integration on, i got no crash, if i do a fnis with it, i got one. Any idea? Thank you for your help!

Go to page 416 and try Hugh Reckum fix. I did his fix and im running DDi with 15k animations loaded when before I couldnt even get the mod to run on a clean save due too DDi trying to occupy slots used by other mods. There is clearly a conflict happening there without Hugh's fix applied for some mods.

Give it a try, I hope it helps.

 

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4 hours ago, Psalam said:
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Excuse my skepticism but can you please post your load order and a screenshot of FNIS after you've run it.

Haha it's ok there was a french guy who was septic like you and he checked all, all was alright^^" It look like Fnis think 9800 anim are too much or maybe it's what Lutalica have pointed out! Thank's for your answer! FNis was ok there was no error, and the required mod was there too ^^" I just uninstalled PCea2 and flower girls to make it work at the end ^^"

20 minutes ago, lutalica said:

Go to page 416 and try Hugh Reckum fix. I did his fix and im running DDi with 15k animations loaded when before I couldnt even get the mod to run on a clean save due too DDi trying to occupy slots used by other mods. There is clearly a conflict happening there without Hugh's fix applied for some mods.

Give it a try, I hope it helps.

 

Hi! well i was so desperate that i finally choose to put off some anim mod, i took off Pcea2 and Flower girls and now it work, but maybe there was a way to make it work without doing that? Thank you for your answer! (i did checked the post but i did not understood what to do! Sorry my english is not perfect so i guess i'm missing something there ^^")

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  • 2 weeks later...

Hi there, since i am seeing more and more HDT being added, I wondered why the inflatable plugs don't have any HDT on the cords yet! :)

 

also would love to see even more variation in the animations (last update added a lot of good ones!). Another suggestion is to make a transition / stand up animation after edge/ orgasm, since it feels a bit weird now.

 

And one more request, if not to much work, to add compatibility with Seperate Orgasm mod from ed86 ( currently belt masturbate animation will lower arousal with his mod, which seems ... unintended :p)

 

Anyways, great work, keep it up!

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1 hour ago, furdud said:

What's the fix for that glitch where your arms aren't in the armbinder and you're missing hands? I had it before but I dont remember how to fix it.

Sounds like it could be an animation problem to me, did you run FNIS?

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I am pulling my hair out here, i have checked and double checked and found that some of the DDa DDx bodyslide outfits refuse to show up, I have the latest Bodyslide and latest DDA and DDE . Are the bodyslide templates even included please as no show for breast yoke or any armbinders of the ebonite etc age or hobble dresses for example....

 

In game of course when equipped they are invisible and body vanishes.

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9 hours ago, kohlteth said:

I am pulling my hair out here, i have checked and double checked and found that some of the DDa DDx bodyslide outfits refuse to show up, I have the latest Bodyslide and latest DDA and DDE . Are the bodyslide templates even included please as no show for breast yoke or any armbinders of the ebonite etc age or hobble dresses for example....

 

In game of course when equipped they are invisible and body vanishes.

 

Are you batch building in Bodyslide? If so, you should be able to tick off all groups (including miscellaneous) and build everything. It's always worked for me.

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2 hours ago, Psalam said:
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Are you batch building in Bodyslide? If so, you should be able to tick off all groups (including miscellaneous) and build everything. It's always worked for me.

When I open the groups DDx comes up as DDx_Heretical and no armbinders or Ebonite show and very few items. Any ideas please?

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Just now, kohlteth said:

When I open the groups DDx comes up as DDx_Heretical and no armbinders or Ebonite show and very few items. Any ideas please?

 

That's why I stressed the miscellaneous category. Not everything comes up where it "should" at times. By Batch Building and including EVERYTHING you will get everything.

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2 hours ago, kohlteth said:

When I open the groups DDx comes up as DDx_Heretical and no armbinders or Ebonite show and very few items. Any ideas please?

2 hours ago, Psalam said:
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That's why I stressed the miscellaneous category. Not everything comes up where it "should" at times. By Batch Building and including EVERYTHING you will get everything.

 

I'd suggest using outfit search for "DDx" and "DDa" instead of groups search, since at least they've managed to be consistent in the naming of things to include that.

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How do you get the non-ballet version of the restrictive boots? I don't see an option for them anywhere.

 

For that matter, I see in the screenshots that there are garters that go between the boots and the corset, as well as between gloves and collar. What am I doing wrong where these don't show up for me?

 

fb0d24b5ccd91b78409d2a2ab3fb097b-q271tgm.jpg

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2 minutes ago, pogchop said:

Hi, i updated from DDi 3.0, generated FNIS, then started new game, but armbinder system dosen't work, i can open item menu and interact with containers, but menu like in 3.0 won't to shown up.

The armbinder system in DD4 has changed compared to earlier versions.

It's no longer going to stop you opening the inventory, while it'll still prevent you equipping items etc.

Also the old system never blocked containers anyway, so you still could get to your inventory that way.

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Hey, i've been trying to tweak the mod for my own tastes, and i could do almost everything i wanted, except one thing: to make armbinders/yokes a lot less restrictive, or at least to allow interacting with things while they are on (like getting into carriages). Can someone point me in the right direction? It doesn't matter if its an all or nothing solution, i can house rule the too easy stuff out.

 

What i found is when the startboundeffects is called, its calling the updatecontrols() which based on whats being worn, modifies what actions are allowed, (movement, fighting, sneaking, menu, activate). What i assume i should do is just edit this part to allow the action i want (say activate) when heavybondage is worn, but i cant find the part which would forbid it in first place.

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All my body items are invisible, can't figure out why. I've ran bodyslide a dozen times with the batch building of devices, tried doing each one manually etc. Nothing, just invisible. The stuff from DCL and even the small stuff from DDi, I think, works fine.

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17 hours ago, pervrt said:

Hey, i've been trying to tweak the mod for my own tastes, and i could do almost everything i wanted, except one thing: to make armbinders/yokes a lot less restrictive, or at least to allow interacting with things while they are on (like getting into carriages). Can someone point me in the right direction? It doesn't matter if its an all or nothing solution, i can house rule the too easy stuff out.

 

What i found is when the startboundeffects is called, its calling the updatecontrols() which based on whats being worn, modifies what actions are allowed, (movement, fighting, sneaking, menu, activate). What i assume i should do is just edit this part to allow the action i want (say activate) when heavybondage is worn, but i cant find the part which would forbid it in first place.

Do you want to just allow carriages, or other things as well? If that's what you're after, I already have the override needed for that.

But if you want to allow other things as well, you'll need to look at the perk "zad_BoundActivation"

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8 hours ago, philyb said:

All my body items are invisible, can't figure out why. I've ran bodyslide a dozen times with the batch building of devices, tried doing each one manually etc. Nothing, just invisible. The stuff from DCL and even the small stuff from DDi, I think, works fine.

 

Fixed it by manually doing it to a folder using the ctrl click on batch build and copy and pasting the files into meshes. Strange because it worked earlier without this step.  might be worth looking at

kohlteth

 

 

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