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Please do not use old Edd! It is badly in need of an update,

 

which is currently in progress.

 

 

 

 

 

 

Enchanted Devious Devices

 

 

 

 

 

 

TesEdit script PREVIEW version released. Some might be interested. Useless in game without the main esp which I'm still working on.

 

See the guide below in the second post for usage.

 


Permissions:
You may NOT re-upload these files anywhere else.
You may use these files for your own purposes provided anything you produce from them is provided for free back to the community.


  • Submitter
  • Submitted
    01/25/2016
  • Category
  • Requires
    Sexlab, Sexlab Aroused, Zaz Animation Pack, Devious Devices Assets, Devious Devices Integration, Devious Devices Expansion
  • Special Edition Compatible

 

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Guide for the TesEdit script

 

Warning: The current version of the TesEdit script is very much a WIP and is intended only as a preview to give people an idea of how to use it. It can and will be changed as the main esp is developed. It can not be used in game until the main esp is released. If you console yourself an item it will not actually provide an enchantment anyway. Enchantments are provided by the main esp. The provided esp is just a placeholder for required records for script processing. Right now I am only supporting Skyrim enchantments in combination with either the stable or beta release of DDi & DDx. Hopefully I will expand this to other mods later. 

 

Before we start we need to talk about TesEdits memory limit. It's something you should always keep in mind when starting a build. TesEdit is a 32bit application which means it has a memory limit of around 3.4 GB. Whats more is there's not much in the way of 'garbage collection' so memory is rarely released from what I've experienced. Once it hits this limit the program will begin spamming errors. It won't harm your files but you can forget about your current build. It is not complete. You'll need to "end task" on TesEdit. 

 

With that out of the way, lets get started!

 

Why A TesEdit Script

For me: Because changes from DDi/DDx updates are too hard to track for 1000s of devices.

 

For you: Because you can build exactly what you want to build. Normal DDs, light armor DDs, heavy armor DDs. Increased the base magnitudes of enchantments. Change the weights. And hopefully sometime in the future use the script on different enchantment mods and/or different devious device mods without an absolute metric ton of manual work. It will also carry over changes from other mods you have that change enchantments\devices\magic effects. So it's more personal to your load order. 

 

Requirements:

TesEdit: Obviously, we'll do our device building in this program. Link - https://www.nexusmods.com/skyrim/mods/25859/?

MXPF: It's an expanded library of TesEdit functions by the same person that made the Merge plugin app, so you know it's good. Link - https://www.nexusmods.com/skyrim/mods/68617/?

Edds Tesedit script and configuration files (one archive) that you can download from this pages download section. 

 

Don't forget to endorse the mod authors! 

 

Installation: 

1. Install TesEdit. 

2. Unzip MXPF 'Edit Scripts' folder into the TesEdit folder. 

3. Unzip the EDD TesEdit archive into the TesEdit folder. 

 

Configuration: 

Open up '\xEdit\Edit Scripts\EDD - Device Builder.pas' in a txt editor (I recommend notepad++) and search or scroll down to 'Options Initialize Begin'. These are the only options you should change in the script. Comments include a decent explanation of what they do. 

 

OptionMaxDevicesPerSession - Sets the maximum number of devices to process per session. This is a workaround for the memory issue. Be warned even with this set to a good value, as the number of sessions increase the amount of memory TesEdit uses to restart the session increases too resulting in out of memory issues eventually. So you can not just use sessions to create a super large merge. We will use device filtering to get around this. Device filtering is discussed later. 

 

OptionMagnitudeMultiplier - Sets the maximum enchantment magnitude you can sustainable achieve. I plan on having events that can increase you mags passed the maximum for short periods of time. 

 

OptionHeavyArmorRatingMult - Multiply the heavy armor rating from file by this value. Handy if you just want to bump the armor of all EDDs without changing them all individually. 

OptionLightArmorRatingMult - Same as the above except for light armor. 

 

OptionHeavyArmorWeightMult - Multiply the weight of heavy armor Edds by this value. Weight will be rounded to a tidy figure around the result. 

OptionLightArmorWeightMult - Same as the above except for light armor Edds. 

OptionClothingWeightMult - Same as the above for 'clothing' type Edds. 

 

OptionArmorRatingByDeviceType - All armors of the same type will have the same armor attributes. Ie Iron Ring Slave Boots will be the same as Restrictive Boots. Don't really think many people will use this. It is quicker and easier to get set up though. Armor settings are loaded from configuration file: \xEdit\Edit Scripts\EDD\ArmorRatingsByDeviceType.ini. 

OptionArmorRatingByDeviceName - You're more likely to use this. Each subtype device can have different armor attributes. Ie Iron Ring Slave Boots can be heavy armor with a rating of 30 while Restrictive Boots can be light armor with a rating of 20: Configuration file: \xEdit\Edit Scripts\EDD\ArmorRatingsByDeviceName.ini. 

OptionArmorRatingByDeviceWeight - Don't think many people will use this. Set armor rating to be a multiple of the device weight where weight is the new weight given by the weight options above. 

 

The archive you downloaded already contains configuration files with a default set up of armor attributes. 

 

OptionRequiemHeavyArmor - Option for users of the mod Requiem only (me). Trebles the heavy armor rating of Edds just like Requiems SkyProc patcher. You should disable processing of any EDD created files by the Requiem patcher otherwise armor ratings will be tripled again and the requiem patch will include an override record for every EDD making it unnecessarily large. 

 

OptionAddArmorLightHeavyKeyword - Set to false if you want to disable adding the "ArmorLight" and "ArmorHeavy" keyword to armored Edds. This might help compatibility with mods that expect your character to be naked. It works for cursed loots slut collar for example. Word of warning though. I have no idea what other effects removing the keywords might have. 

 

Step by step Guide

I'm going to build through a run using vaginal piercings as an example mainly because there are only a few of them so the run should be quicker. It's pretty much the exact same for every other device type. First, we'll build a file in a single session and then we'll delete that build and build it again this time using 2 sessions. Just to show you how sessions work. 

 

1. Open up TesEdit and select all the mods we are going to use for the build. 

  • Skyrim.esm
  • Devious Devices Integration.esm
  • Devious Devices Expansion.esm
  • Enchanted Devious Devices.esp

Enchanted Devious Devices.esp will need to be loaded for every run. TesEdit will automatically load any dependencies. Wait for a message in the console "Background Loader: finished". 

 

2. Right click on any mod in the left hand window. Select Other->Build Reference Info.

A window will pop up. Select Skyrim.esm and hit ok. We need to wait for message "All done!" in the console. It takes my fairly beefy pc around 30 seconds on a light load order. While we're waiting lets set up the device filter. 

 

3. Open 'xEdit\Edit Scripts\EDD\DeviceTypesToFilter.ini' and it accompanying readme. Copy the block of keywords from the readme into the ini configuration. Now any device type listed in this file will NOT be processed into Edds. Remove the line PiercingV from the config and save and close it. You can remove as many entries as you like but keep in mind the memory limit. How many device types you build per run depends largely on how many devices of that type there are. For example there are many more types of boots than there are vaginal piercings. You get a feel for it after a while. 

 

4. Go back to TesEdit and check if the tesedit has finished building reference information. Once it has, right click on any mod in the left window and select 'Apply Script'. Select 'EDD - Device Builder'. If it's not listed then something went wrong with your install. 

 

5. The first window that pops up prompts you for enchantment mods to use. Select 'Skyrim.esm'. Hit ok. 

The second window is looking for Devious device mods to apply enchantments to. Select 'Devious Devices Integration.esm' and 'Devious Devices Expansion.esm'. Note that there are no usable devices in 'Devious Devices Assets.esm', you can ignore it. Hit ok. 

The last window asks you to enter a name for the file you are going to create. I suggest naming it something useful - The type of device you're building, the mods you are using and or the magnitude settings. Things like that. It's easy to get confused later. Hit ok and the script will begin. 

 

The general flow of the script for those interested is:

 

 

Filter enchantments

Filter Devices

Build Enchantments

Build Edds

Process magic effects

Build leveled lists

Build formlists

 

 

 

It can take quite some time to complete depending on how many devices you are building. Time for a cup of coffee :)

Hopefully by the time you return you'll see the message: 

Your file is complete!

[Apply Script done] 

 

Congratulations, you've created your first EDD module. Have a look through the ARMO records if you would like. Of course you're not going to stop at just piercings so you can save your new file. Reload the mods in TesEdit (to clear the memory) and set up the device filter to created different devices this time. There is a little more involved in combining your created modules when you have built everything you want. I'll get to that later.  

 

Multiple Sessions

First lets build the same file again, this time in two sessions. To make things quick for demonstration purposes I am going to lower OptionMaxDevicesPerSession to 400. For me the last run produced 506 piercings, this might be different for you. The script will stop at or before 400 Edds have been created. You won't normally lower OptionMaxDevicesPerSession unless you run out of memory in a build. 

 

The steps are exactly the same as the above up until the end. This time when the script finishes it should display the message: 

Processing has reached OptionMaxDevicesPerSession
Please close TesEdit and restart the script to continue
Don't forget to enable the newly created esp so records can be appended
 
So lets do that. Close TesEdit and save your file. Enable the new file in your mod manager. Load TesEdit again. Build reference info again and then right click and apply script 'EDD - Device Builder'. Important: Your load order in TesEdit needs to be EXACTLY the same as the first time around. Otherwise the script will fail on a consistency test and abort. If everything's ok the script should now pick up where it left off and you won't be asked to select files or enter a name. The script will continue until either every device has been processed or it again reaches OptionMaxDevicesPerSession. 
 
From a script point of view you can build a file using as many sessions as you like. However, due to the memory issue, the more sessions it takes, the more memory is consumed simply by resuming the script. So you WILL run out of memory if you try to build everything at once on large devious devices mods. You need to use the device filter on big builds. 
 
If Something Goes Wrong
From time to time you may forget to perform a step and end up with an incomplete file. Or the script is creating errors and you can't figure out why. You might need to clear the session files. They could have become 'corrupt' with bad information. Open TesEdit. Right click, apply script. Select 'EDD - Reset Session Files'. Your files are now reset to default. Unfortunately the file you were building can not be used and should be deleted. 
 
Merging Your Modules
To be continued...
 
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This was an easy follow. I run the DCL mods to add that extra level of danger and caution to things. Make there be more than the reason I run SexLab be just for being able to pick and choose who I bang. This however adds a whole new level to that. Gonna be some tough choices to make on what I will and won't do when I start my next Skyrim playthrough on my new PC...

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I would consider adding these items to DEC IF you provided some sort of interface to either get or equip a random item from your end.

 

Right now, in order to make mods soft dependencies, I need to load each and every item manually. Edit:17546 No way in hell I'm doing this for more than 10 items tops, I'm already procrastinating on doing this for zaz items, which has a much smaller number of items. Calling a function on a quest script, or calling a mod event, however, is a lot easier.

 

If you provide an interface where I can call something like EED.EquipCuffs(player, "Black, Ebonite"), SendModEvent("EDDEquip") with an extra for the type of item, or something like that, I can put it in really easily and would gladly add it to DEC. Would make it easier for other mods to do the same thing, including DCL.

 

As for items on the player making you appear vulnerable, you can turn off a lot of the little stuff if you don't like, like the cuffs and boots (I think) from the vulnerability interface. I suppose I might need to re-write the vulnerability system for more control in several cases though...

 

minor concern:

Do NPCs now wear this stuff as standard? I mean do the NPCs randomly start wearing the items as their daily wardrobe? It almost defeats the context of DEC, where NPCs assume you are a vulnerable slave/slut by seeing the items on you.

 

If EVERYONE in skyrim could be wearing these items, well then why would they approach you when it's normal, and not really an indication of anything. If the items are auto-added to NPC wardrobes, can you make that a MCM toggle somehow?

 

Edit: I wonder if the whole finding bondage items randomly in the world isn't a little over saturated right now, you have For the masses, DCL, Maria eden, Slaverun reloaded, all adding items nilly willy. Not against it for your mod, just pointing it out. At some point you start to wonder why they don't use leather bondage items as firewood, since they are so common.

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I would consider adding these items to DEC IF you provided some sort of interface to either get or equip a random item from your end.

 

Right now, in order to make mods soft dependencies, I need to load each and every item manually. No way in hell I'm doing this for more than 10 items tops, I'm already procrastinating on doing this for zaz items, which has a much smaller number of items. Calling a function on a quest script, or calling a mod event, however, is a lot easier.

 

If you provide an interface where I can call something like EED.EquipCuffs(player, "Black, Ebonite"), SendModEvent("EDDEquip") with an extra for the type of item, or something like that, I can put it in really easily and would gladly add it to DEC. Would make it easier for other mods to do the same thing, including DCL.

 

As for items on the player making you appear vulnerable, you can turn off a lot of the little stuff if you don't like, like the cuffs and boots (I think) from the vulnerability interface. I suppose I might need to re-write the vulnerability system for more control in several cases though...

 

minor concern:

Do NPCs now wear this stuff as standard? I mean do the NPCs randomly start wearing the items as their daily wardrobe? It almost defeats the context of DEC, where NPCs assume you are a vulnerable slave/slut by seeing the items on you.

 

If EVERYONE in skyrim could be wearing these items, well then why would they approach you when it's normal, and not really an indication of anything. If the items are auto-added to NPC wardrobes, can you make that a MCM toggle somehow?

 

Edit: I wonder if the whole finding bondage items randomly in the world isn't a little over saturated right now, you have For the masses, DCL, Maria eden, Slaverun reloaded, all adding items nilly willy. Not against it for your mod, just pointing it out. At some point you start to wonder why they don't use leather bondage items as firewood, since they are so common.

 

For now at least I don't think DEC should be equipping these on the player. The only finished DDs are ones with positive buffs. DEC is designed to disempower the player. Wouldn't make sense to help the player. Instead it should probably find opportunities to just detect the positive buff and replace it with something with no buff. Adding items from this mod is down the road a bit. I just want to focus on adding all items from DDi/DDx for the moment. 

 

I'd still like the player to be vulnerable to DEC while wearing these. My problem with DD is that it's pretty much all negative effects and as soon as you get slapped in an item you start looking for keys. A lot like Devious Magic, I'm just trying to achieve some balance. Getting the balance right between power given from EDDs and being attacked by people in Whiterun is an attempt to make things interesting. Even though the logic needs some work - ie. "She's wearing lots of (powerful) DDs, lets rape her" doesn't really add up. 

 

These should in no way end up on NPCs unless you put them there yourself. Honestly, adding them to dressers\wardrobes was more just testing the leveled lists than anything else. It is probably over the top. They are pretty rare at the moment and I would like to keep them even harder to find but I like the idea of finding something in barrels if you're searching hard enough (keys). 

 

This mod is slightly different in that YOU are the one that's going to be putting on the DD. It's your choice. It may work out for you or maybe it won't. 

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Actually I find the concept of finding a Gag of Haggling to be pure comedic genius.

 

Blindfold of SpiritSight would be a top keeper if I ever found it ^^

 

I've been rolling the idea around in my head to create a merchant that sells "Boots of Speed" and other oddly named Devices haha.

 

 

"Boots of Speed, why everyone needs a pair of these boots, perfect for making quick deliveries."

 

"Ahh a decerning Customer, yes you simply wont regret purchasing these boots.  If I may also suggest the Bracers of Blocking miss..."

 

"Then of course you simply must purchase the Breastplate of Hardyness why think of what horrors await you should you get impaled in the chest, no I cant allow it lets have you try this on right now!"

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For now at least I don't think DEC should be equipping these on the player. The only finished DDs are ones with positive buffs. DEC is designed to disempower the player. Wouldn't make sense to help the player. Instead it should probably find opportunities to just detect the positive buff and replace it with something with no buff. Adding items from this mod is down the road a bit. I just want to focus on adding all items from DDi/DDx for the moment. 

Conundrum: How did the NPC get the item to put on the player in the first place? It's always bugged me a bit that DEC pulls these items out of thin air, most of the items it uses right now are high quality and expensive, we're not using the cheaply looking Zaz items yet, it's all ebonite and latex and stuff that should cost lots of money. If you go buy them from CD they often cost over 800 gold, that's almost enough to buy a horse in skyrim's economy. If the NPC found the item in the world, then we can suspend disbelief that they would easily throw away such wealth onto a random slave and put it on the player because they found it readily, not rare and no personal investment.

 

I'm fine it with if these items were common enough.

 

The user can choose how disempowering DEC can be with items by setting the weights, if they want the heavy items they can crank up the weights for gags and armbinders, or turn it down to cuffs and collars only if they wish. DEC is fluid there.

 

Most items added happen during sex (well right now it's after, thinking of moving them to before so during) where you could argue there's more roleplay concern, the buffs come second since it's not really combat at that point, they're just looking for something that can tie the player up.

 

I'd still like the player to be vulnerable to DEC while wearing these. My problem with DD is that it's pretty much all negative effects and as soon as you get slapped in an item you start looking for keys. A lot like Devious Magic, I'm just trying to achieve some balance. Getting the balance right between power given from EDDs and being attacked by people in Whiterun is an attempt to make things interesting. Even though the logic needs some work - ie. "She's wearing lots of (powerful) DDs, lets rape her" doesn't really add up. 

 

There were some positive plugs in CD, but yeah there isn't as much in the way of beneficial or detrimental enchantments on regular items.

 

I don't think the game actually assumes enemies can see enchantments on items while they are worn. I can't remember dialogue in the game (skyrim) where NPCs notice the player is wearing enchanted items, they only seem to glow when not worn, so how would the attacker know if the armbinder was enchanted? Even if they knew, the player can't fight back because armbinder (yet).

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Conundrum: How did the NPC get the item to put on the player in the first place? It's always bugged me a bit that DEC pulls these items out of thin air, most of the items it uses right now are high quality and expensive, we're not using the cheaply looking Zaz items yet, it's all ebonite and latex and stuff that should cost lots of money. If you go buy them from CD they often cost over 800 gold, that's almost enough to buy a horse in skyrim's economy. If the NPC found the item in the world, then we can suspend disbelief that they would easily throw away such wealth onto a random slave and put it on the player because they found it readily, not rare and no personal investment.

 

I'm fine it with if these items were common enough.

 

The user can choose how disempowering DEC can be with items by setting the weights, if they want the heavy items they can crank up the weights for gags and armbinders, or turn it down to cuffs and collars only if they wish. DEC is fluid there.

 

Most items added happen during sex (well right now it's after, thinking of moving them to before so during) where you could argue there's more roleplay concern, the buffs come second since it's not really combat at that point, they're just looking for something that can tie the player up.

 

Can't speak for other people but it's never bothered me that much that DEC or any other mods NPCs pull these devices out of their ass. This is devious (Game Of) Skyrim. Everyone's a bastard. Oh sure, they'll smile and say "Hello friend" but they'll stab you in the back the first chance they get :D

 

There are limitations to what we can achieve efficiently here. Sure we could set up shops to sell DDs, trader caravans to cart them around, DD smithy shops to manufacture them, mines to dig up the ore all of which would be pretty f***ing cool but would take a team 100s of hours and use up a lot of game resources. 

 

As for the cost of items. I'd have to agree with you. Ebonite does look shiney and expensive but it is to give to a slave. Would you give a slave something worth 500 gold? Doesn't quite sit right. You could argue that if the above were set up; shops, mines & smiths, that most of the work would be done by slaves = cheap items => reduce the prices of the items. Base DD items are debilitating after all. 

 

I never intended EDD to be a cash cow. I usually don't sell this stuff myself. I just throw it in a container and pull them out when Paradise halls slave step out of line. Right now, EDD loot is in addition to normal loot. I would like to change that so that instead of finding an enchanted steel plate armor you might find an enchanted chastity belt instead. That and I need to reduce the value of EDDs items but most of the value is associated with the enchantments at the moment. I'll need to create my own enchantments with the same effects but less value (20% - 50%) I think, that take into account the nature of the DD. 

 

 

There were some positive plugs in CD, but yeah there isn't as much in the way of beneficial or detrimental enchantments on regular items.

 

I don't think the game actually assumes enemies can see enchantments on items while they are worn. I can't remember dialogue in the game (skyrim) where NPCs notice the player is wearing enchanted items, they only seem to glow when not worn, so how would the attacker know if the armbinder was enchanted? Even if they knew, the player can't fight back because armbinder (yet).

 

True. I think enchantments are only visible when first equipped. 

 

This is an instant follow, though at the moment I think I'd rather wait until an MCM version, as well as integration with DEC, DCL, and other Devious mods, becomes available. Looking forward to future versions of this!

What would you like to see in an MCM? Only thing I can think of is probability of item drop or probability of item quality. I would like to keep this mod as simple and script free as possible. Also, I'm not convinced DEC or DCL should drop these items. At least not until negative debuffs are implemented. 

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Actually I find the concept of finding a Gag of Haggling to be pure comedic genius.

 

Blindfold of SpiritSight would be a top keeper if I ever found it ^^

 

I've been rolling the idea around in my head to create a merchant that sells "Boots of Speed" and other oddly named Devices haha.

 

 

"Boots of Speed, why everyone needs a pair of these boots, perfect for making quick deliveries."

 

"Ahh a decerning Customer, yes you simply wont regret purchasing these boots.  If I may also suggest the Bracers of Blocking miss..."

 

"Then of course you simply must purchase the Breastplate of Hardyness why think of what horrors await you should you get impaled in the chest, no I cant allow it lets have you try this on right now!"

Ha, interesting ideas. Boots of speed could be counter-balanced with a random debuff enchantment or have you rag doll when you trip over yourself randomly. ;) Got to have downsides to your upsides after all. Just don't go up High Hrothgar in them, could led to some nasty spills!

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Guest Flobalob

Tried it out, works just fine. However I think there needs to be some sort of configuration option as there are far too many items.  Some some of filter by type method perhaps.

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Tried it out, works just fine. However I think there needs to be some sort of configuration option as there are far too many items.  Some some of filter by type method perhaps.

Filter for what purpose exactly? Filter items added to containers? Or filter by type of item or enchantment type? If you mean you just don't want say blindfolds to drop it might defeat the purpose of the mod somewhat. The point really is that you must weigh the positives and negatives for yourself and your situation and try to make the best decision, which hopefully, won't always work out :)

Things should not always be clear cut. 

 

Wouldn't you need to tag these in some way (relev whatever) to get Bash to recognize these into the leveled lists?

That is a good possibility. Honestly, I've not used Wyre bash for a few years now. I'm just using a TesEdit merged patch for the moment. I will look into it when all DDi/DDx items and all enchantments are added. On that note I have the 3 chastity belts, the bra and corsets done. All of these items have all the missing enchantments I missed the first time around. Now I just need to go back and add the missing enchantments to the devices already released and rebuild the leveled list (massive pain in the ass). If anyone knows a quick n easy way of building massive custom leveled lists let me know. I have a method but there might be something better out there. 

 

Btw, right now items are unleveled. The chances are based solely on the type of container. I really dislike skyrims hand-holding leveled system. Makes things very flat imo so I use requiem to unlevel everything. 

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There are well over 1000 items in the mod, obviously I don't wanna go around collecting them all because of time/weight constraints. That's where the mod falls down for me.

Otherwise, fine job, it must have taken a lot of work.

Not to nitpick but there's actually well over 17,000 items at present. With 7,000ish more on the way. You're going to need one hell of a cupboard to put them all in :D

 

So it's item type you want filtered? Might be possible with global variables on the leveled lists. I will keep it in mind. 

 

I suggested this somewhere a while ago.

Don't really care where you got the idea from, because it's awesome either way.

This is just what my game needed.

Thanks. :D

Thank you. Didn't see your post. I posted the idea myself over in the DCL thread a couple of days ago. Great minds etc etc...

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So, bit of a weirdness I discovered today, not sure what the problem is exactly, but still. Mainly, I was trying to equip some devices, and instead it was stuffing other devices on. For example, an enchanted harness was instead forcing me into dialog with an enchanted plug. A similar thing happened with another enchanted item and a ball gag. So not sure what's up there :s

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So, bit of a weirdness I discovered today, not sure what the problem is exactly, but still. Mainly, I was trying to equip some devices, and instead it was stuffing other devices on. For example, an enchanted harness was instead forcing me into dialog with an enchanted plug. A similar thing happened with another enchanted item and a ball gag. So not sure what's up there :s

Thanks for the report! I've been able to replicate this and will investigate further

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So, bit of a weirdness I discovered today, not sure what the problem is exactly, but still. Mainly, I was trying to equip some devices, and instead it was stuffing other devices on. For example, an enchanted harness was instead forcing me into dialog with an enchanted plug. A similar thing happened with another enchanted item and a ball gag. So not sure what's up there :s

Thanks for the report! I've been able to replicate this and will investigate further

 

Ok, seems I was only able to replicate this issue because LLI.esp was overriding records in DDx. As soon as LLI was deactivated I couldn't replicate the weirdness. Are you running lootification? This mod does not require it by the way it was only used to build it. LLI had some items set as amulet for me but that's only due to the way I built the mod. You shouldn't get that by default with lootification. Do your items have a "slot" when you look at them in the inventory. eg. Armor has slot type "body", boots have slot type feet. The items should not have any slot type. 

 

Best advice I can offer is to load your entire load order in TesEdit, wait for it to finish loading, expand DDi and DDx and check under the Armor category. Look at any record that has a color. DDi and DDx should not be overwritten by anything. DDi overrides some records in DD assets but that is normal. EDD does not override any DDi or DDx records. 

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So, bit of a weirdness I discovered today, not sure what the problem is exactly, but still. Mainly, I was trying to equip some devices, and instead it was stuffing other devices on. For example, an enchanted harness was instead forcing me into dialog with an enchanted plug. A similar thing happened with another enchanted item and a ball gag. So not sure what's up there :s

Thanks for the report! I've been able to replicate this and will investigate further

 

Ok, seems I was only able to replicate this issue because LLI.esp was overriding records in DDx. As soon as LLI was deactivated I couldn't replicate the weirdness. Are you running lootification? This mod does not require it by the way it was only used to build it. LLI had some items set as amulet for me but that's only due to the way I built the mod. You shouldn't get that by default with lootification. Do your items have a "slot" when you look at them in the inventory. eg. Armor has slot type "body", boots have slot type feet. The items should not have any slot type. 

 

Best advice I can offer is to load your entire load order in TesEdit, wait for it to finish loading, expand DDi and DDx and check under the Armor category. Look at any record that has a color. DDi and DDx should not be overwritten by anything. DDi overrides some records in DD assets but that is normal. EDD does not override any DDi or DDx records. 

 

 

Never used Lootification, hell I've not even figured out how to batch patch through ModOrginizer yet X3 The only thing I can think of is something in the latest additions have screwed something up, which boils down to some other devious mods I hadn't added yet- Captured Dreams, SOS, Sanguine's Debauchery, Slave Tats, and probably 1-2 others I'm forgetting :s I can't imagine any of the bigger ones screwing with this though.

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