HyperonicX Posted October 28, 2015 Share Posted October 28, 2015 This is a really good mod and it's nice to see it's being updated still. It'd be nice if there was a bodysuit for all the masks. There's a Alice Madness Returns bodysuit I have a link for, but apparently I can't post links. It'd also be cool if you could find the gear in chests in the world. There is a safe with all of the stuff, but you still have to use the console to get it. player.placeatme is the way to get the safe. Link to comment
DistrictGlamour Posted October 29, 2015 Share Posted October 29, 2015 Haven't tried the update, but its great to see that OP is back at it. Link to comment
negativekarz Posted January 9, 2016 Share Posted January 9, 2016 Is this mod abandoned? Link to comment
mrrrori Posted February 1, 2016 Share Posted February 1, 2016 I guess it is not. And if I'll manage to stop my Creation Kit from crashing I'll probably pack a tiny 'expansion'. I remember I seen someone asked this cutie's devious improvement... ...if both mod owners will ever allow me. (and if I will ever be able to read DRM's scripts to add already present mask + will-be-added bodysuit 'fusion' option. Implying it needed - the code looks pretty neat and uniform for all properly marked stuff, still, as I'm not a programmer I'm not sure yet) (sheesh, what a mess that Creation Kit is. Dealt with three (and running!) different crashes already. I probably should write a tutorial or something if none present yet) Link to comment
Redoneter593 Posted February 3, 2016 Share Posted February 3, 2016 Nice mod for DD, but since I only having a slight interest in DD out of curiosity I was wondering if you would upload a non-DD version of the costumes as I would like to use them on my non-DD games and have them removable without console use. Link to comment
dieompomp Posted March 1, 2016 Share Posted March 1, 2016 its not working it keeps booting me off after the bathesda logo Link to comment
HyperonicX Posted March 1, 2016 Share Posted March 1, 2016 its not working it keeps booting me off after the bathesda logo That means there's either a mod conflict somewhere, or a missing dependency. I suggest you run LOOT and have a looksie as to what is going on/what you're missing! Link to comment
dieompomp Posted March 2, 2016 Share Posted March 2, 2016 its not working it keeps booting me off after the bathesda logo That means there's either a mod conflict somewhere, or a missing dependency. I suggest you run LOOT and have a looksie as to what is going on/what you're missing! Thanks a lot HyperonicX it worked.....apparently it needed devious devices expansion The following message is for Nothing Doing i didn't see it in the requirements if its not listed may i suggest that you add it to the requirements list if it IS listed then its my fault and sorry i bothered you Link to comment
HyperonicX Posted March 2, 2016 Share Posted March 2, 2016 its not working it keeps booting me off after the bathesda logo That means there's either a mod conflict somewhere, or a missing dependency. I suggest you run LOOT and have a looksie as to what is going on/what you're missing! Thanks a lot HyperonicX it worked.....apparently it needed devious devices expansion The following message is for Nothing Doing i didn't see it in the requirements if its not listed may i suggest that you add it to the requirements list if it IS listed then its my fault and sorry i bothered you No probs. Glad to have helped! And you're definitely right about Expansion not being in the Requirements section. It's not there. Link to comment
Nothing Doing Posted March 4, 2016 Author Share Posted March 4, 2016 its not working it keeps booting me off after the bathesda logo That means there's either a mod conflict somewhere, or a missing dependency. I suggest you run LOOT and have a looksie as to what is going on/what you're missing! Thanks a lot HyperonicX it worked.....apparently it needed devious devices expansion The following message is for Nothing Doing i didn't see it in the requirements if its not listed may i suggest that you add it to the requirements list if it IS listed then its my fault and sorry i bothered you You're right - I only put it in one requirements list, not both. My apologies, it's up there now. Thanks to you and HyperonicX for pointing it out. Link to comment
Nothing Doing Posted March 4, 2016 Author Share Posted March 4, 2016 NEW UPDATE Mod now has a proper fomod installer, with checkboxes for options and everything. Try it with the mod organizer of your choice! She-Hulk and TLOU Ellie masks added! Compatibility with HisDudeness2015's Helmet Overlay Graphics! Just install that mod and Scrivener07's Helmet Overlays, tick the "Mask Overlay" box during installation, and prepare to have your field of vision drastically reduced! And finally... ponies! Yes, I've added masks for those critters the Internet hates/loves/loves to hate, the My Little Ponies. Look for them in your console under "Pony Bondage Chest". In addition, there's also "pony hooves" for each mask that effectively imprison your hands, making it impossible to hold weapons, cast spells, or use lockpicks. Feel free to punch people in the face, however. I know threads about this children's tv show get heated, so I have made the ponies an OPTIONAL part of the install. I want so few arguments about this I can hardly breathe Link to comment
Nothing Doing Posted March 4, 2016 Author Share Posted March 4, 2016 Open question: would anyone prefer having the mask chests out in the world somewhere rather than spawning them from the console, and if so where? I've been reluctant to plop them in Whiterun just because every mod clutters up Whiterun, but if people would prefer that it's fine with me. Link to comment
HyperonicX Posted March 4, 2016 Share Posted March 4, 2016 Awesome job with the newest additions, but I've ran into a few problems.First, I couldn't install the mod properly, using NMM, although FOMOD worked properly, it failed to install for some reason. NMM said it did, but the .esp files were nowhere to be found.Second, the overlays didn't work. I believe it might be a folder structure problem. I found that putting the files into Data/Interface/Overlays works, unlike putting them in meshes/devious/cursedloot. Link to comment
Nothing Doing Posted March 4, 2016 Author Share Posted March 4, 2016 Awesome job with the newest additions, but I've ran into a few problems. First, I couldn't install the mod properly, using NMM, although FOMOD worked properly, it failed to install for some reason. NMM said it did, but the .esp files were nowhere to be found. Second, the overlays didn't work. I believe it might be a folder structure problem. I found that putting the files into Data/Interface/Overlays works, unlike putting them in meshes/devious/cursedloot. Curious. I use Mod Organizer- I don't know why it would fail on NMM. I'll have a look at both of those. Link to comment
HyperonicX Posted March 4, 2016 Share Posted March 4, 2016 Got another bug report. You can't unequip the pony masks. There is no dialogue box, even when you decide to put it on. It just equips. Trying to take it off does nothing, but you see text in the top left saying "You choose to put the mask on." or something to that degree. Link to comment
wooaa Posted March 4, 2016 Share Posted March 4, 2016 Open question: would anyone prefer having the mask chests out in the world somewhere rather than spawning them from the console, and if so where? I've been reluctant to plop them in Whiterun just because every mod clutters up Whiterun, but if people would prefer that it's fine with me. I think it would be nice to have them in a box somehwere. Possibly solutude or another city that normaly is not modded to much? Link to comment
Nothing Doing Posted March 5, 2016 Author Share Posted March 5, 2016 Awesome job with the newest additions, but I've ran into a few problems. First, I couldn't install the mod properly, using NMM, although FOMOD worked properly, it failed to install for some reason. NMM said it did, but the .esp files were nowhere to be found. It looks like NMM and MO parse the same XML differently, because why should anything be easy. I've uploaded version 104a with a config that installs correctly on my machine using both NMM and MO (and also fixes a small bug with the Luna mask). Second, the overlays didn't work. I believe it might be a folder structure problem. I found that putting the files into Data/Interface/Overlays works, unlike putting them in meshes/devious/cursedloot. I'm a little confused by this. The way the hood overlays are supposed to work is you download one of HisDudeness2015's .dds files and expand it into the Data/Interface/Overlays directory. Then you put a magic .nif file with the same name and folder structure as the .dds in the Data/Meshes directory and make it the world model of your mask/hood. That's how it works in Deviously Cursed Loot, and I tried to do the exact same thing. Could you give me more detail as to what you're installing in what order, and where you're putting it? Got another bug report. You can't unequip the pony masks. There is no dialogue box, even when you decide to put it on. It just equips. Trying to take it off does nothing, but you see text in the top left saying "You choose to put the mask on." or something to that degree. I can't reproduce this. Apart from the invisible Luna mask that I fixed, I had no problems putting the masks on and unlocking them, with the proper dialogue boxes. Have you tried this with a fresh save? Are you getting any errors in your Papyrus log? Link to comment
Nightmyste Posted March 5, 2016 Share Posted March 5, 2016 In reply to the chest location you might want to look into making the items a random spawn with an mcm option as to adjust the chance one or more are found in a container, makes it a bit more interresting in my opinion Link to comment
HyperonicX Posted March 5, 2016 Share Posted March 5, 2016 Awesome job with the newest additions, but I've ran into a few problems. First, I couldn't install the mod properly, using NMM, although FOMOD worked properly, it failed to install for some reason. NMM said it did, but the .esp files were nowhere to be found. It looks like NMM and MO parse the same XML differently, because why should anything be easy. I've uploaded version 104a with a config that installs correctly on my machine using both NMM and MO (and also fixes a small bug with the Luna mask). Second, the overlays didn't work. I believe it might be a folder structure problem. I found that putting the files into Data/Interface/Overlays works, unlike putting them in meshes/devious/cursedloot. I'm a little confused by this. The way the hood overlays are supposed to work is you download one of HisDudeness2015's .dds files and expand it into the Data/Interface/Overlays directory. Then you put a magic .nif file with the same name and folder structure as the .dds in the Data/Meshes directory and make it the world model of your mask/hood. That's how it works in Deviously Cursed Loot, and I tried to do the exact same thing. Could you give me more detail as to what you're installing in what order, and where you're putting it? Got another bug report. You can't unequip the pony masks. There is no dialogue box, even when you decide to put it on. It just equips. Trying to take it off does nothing, but you see text in the top left saying "You choose to put the mask on." or something to that degree. I can't reproduce this. Apart from the invisible Luna mask that I fixed, I had no problems putting the masks on and unlocking them, with the proper dialogue boxes. Have you tried this with a fresh save? Are you getting any errors in your Papyrus log? After installing the latest version (104a) there seems to be no problems, so I guess it's all working fine. Dunno why it was being silly before. Link to comment
El_Duderino Posted March 5, 2016 Share Posted March 5, 2016 Hi, Thanks for the update/expansion of your mod! The pony 'hooves' are interesting -- a good expansion of the DD stuff. Thanks too for the bridge to the overlays. Would anything speak against merging the esp's with Tes5edit? I already gave it a try and it reported no errors, also no in-game issues at first glance with AddItemMenu... but that doesn't always mean it's actually safe to merge things. Second, the overlays didn't work. I believe it might be a folder structure problem.I found that putting the files into Data/Interface/Overlays works, unlike putting them in meshes/devious/cursedloot. I'm a little confused by this. The way the hood overlays are supposed to work is you download one of HisDudeness2015's .dds files and expand it into the Data/Interface/Overlays directory. Then you put a magic .nif file with the same name and folder structure as the .dds in the Data/Meshes directory and make it the world model of your mask/hood. That's how it works in Deviously Cursed Loot, and I tried to do the exact same thing. Could you give me more detail as to what you're installing in what order, and where you're putting it? Your mod worked right 'out of the box' for me, everything seems to be set up correctly for Scrivener's mod. If the overlays fail to render after installing, check that: - the .esps are in sorted correctly... the one for the overlays must be last - the overlays graphics are installed in the correct folder (Data\Interface\exported\overlays\devious\cursedloot\gimphoodhoodgnd.dds) - that the hood .nif file from this mod (or Cursed Loot 5.3+) has been installed (Data\meshes\devious\cursedloot\gimphoodgnd.nif) Link to comment
Nothing Doing Posted March 5, 2016 Author Share Posted March 5, 2016 After installing the latest version (104a) there seems to be no problems, so I guess it's all working fine. Dunno why it was being silly before. Glad to hear it! Would anything speak against merging the esp's with Tes5edit? I already gave it a try and it reported no errors, also no in-game issues at first glance with AddItemMenu... but that doesn't always mean it's actually safe to merge things. All three should merge together fine. I'll probably merge the overlay bridge into the other esps in the next update. Link to comment
El_Duderino Posted March 5, 2016 Share Posted March 5, 2016 All three should merge together fine. Thanks, that's good to know. Two more free slots in my load order, \o/ Link to comment
LordDarSteel Posted March 19, 2016 Share Posted March 19, 2016 Hey, I love the added helmet overlay support. It really makes the masking experience even greater. Link to comment
angelknight127 Posted March 21, 2016 Share Posted March 21, 2016 are you going to add more to this mod? Link to comment
Nothing Doing Posted March 22, 2016 Author Share Posted March 22, 2016 are you going to add more to this mod? Hi! Here's kind of an incomplete look at what I'm planning for the future of this mod, in no particular order: More masks as I find them Pony tail butt plugs Compatibility with DCUR such that if you have it installed, masks + bodysuits require its much rarer Head/Body Restraint Keys to remove Compatibility with popular needs mods (iNeed, RND) so that fucking while wearing a mask feeds you (but less each time) MCM Menu for config Actual integration with DCUR? who knows I don't have a timeline for when any of this will be released, what with work scheduling and the process of learning how to implement all this stuff. As always, if anyone has suggestions or would like to offer help I'd be glad to listen- I'd love to add things involving quests or dialogue, but those systems are way more confusing. Link to comment
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