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5 hours ago, Pfiffy said:

Devious Devices 2.08 DLL Only.rar

DeviousDevices Debug build.rar

 

Here are two versions. one for installing, and the other one in debugmode for those who are interested. This is Beta... We need testing...

This is amazing, thank you pugwash and pfiffy! So I use those files as override (nmm/mo2/vortex) for the 4.1 release ? Or do I drop 4.1 all together? (assuming the first)

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I set the path in one of them, the 2.08 dll only I believe, to be compatible with NMM so it overwrites the original dll in the 4.1 package.

 

So install 4.1 and then install it over the top or drop the dll in and overwrite the original. I'm sure there will be a proper release at some point so this should just be a stop gap measure.

 

With the other versions I didn't create the folder path do that so they'll need dropping in manually.

 

Once the skse64 gets updated it won't take me long to recompile against it, just got to drop in the new code release and it's good to go.

 

@Advisor69:

 

I used visual studio 2015 to compile it but there were several changes I needed to make. First all the "skse\" paths needed changing to "skse64\" and some to "skse64_common\".  Added the newer skse64 projects, changed the skse64 project to link as a .lib rather than a dll and removed all the references to the skse64 source files at project level from the DD project (not sure I needed to do that but it would compile with them). Then added the skse64 projects as references. Finally DD project needed converting to 64bit and the VS sdk needed updating to vc140.

 

It took about an hour maybe two to convert the project structure from oldrim but that's mostly because it's really simple code that only exposes a couple of routines to skse which Microsoft didn't break with the update to vc140 like it did with jcontainers and I'd already done something similar with SOS.

 

All told the full VS solution weighs in at 488Mb to create the 154kb release and 1199kb debug versions. The code for DD didn't change at all other than a version number reference and the path for the Skyrim SE folder in 'My Games'

 

Converting that to the VR version took a lot less time, i.e. copying the entire project and dropping in the SKSE vr release instead but keeping the VS project files - but just because it compiled doesn't mean it'll work.

 

 

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6 hours ago, pugwash99 said:

I set the path in one of them, the 2.08 dll only I believe, to be compatible with NMM so it overwrites the original dll in the 4.1 package.

 

So install 4.1 and then install it over the top or drop the dll in and overwrite the original. I'm sure there will be a proper release at some point so this should just be a stop gap measure.

 

With the other versions I didn't create the folder path do that so they'll need dropping in manually.

 

Once the skse64 gets updated it won't take me long to recompile against it, just got to drop in the new code release and it's good to go.

 

@Advisor69:

 

I used visual studio 2015 to compile it but there were several changes I needed to make. First all the "skse\" paths needed changing to "skse64\" and some to "skse64_common\".  Added the newer skse64 projects, changed the skse64 project to link as a .lib rather than a dll and removed all the references to the skse64 source files at project level from the DD project (not sure I needed to do that but it would compile with them). Then added the skse64 projects as references. Finally DD project needed converting to 64bit and the VS sdk needed updating to vc140.

 

It took about an hour maybe two to convert the project structure from oldrim but that's mostly because it's really simple code that only exposes a couple of routines to skse which Microsoft didn't break with the update to vc140 like it did with jcontainers and I'd already done something similar with SOS.

 

All told the full VS solution weighs in at 488Mb to create the 154kb release and 1199kb debug versions. The code for DD didn't change at all other than a version number reference and the path for the Skyrim SE folder in 'My Games'

 

Converting that to the VR version took a lot less time, i.e. copying the entire project and dropping in the SKSE vr release instead but keeping the VS project files - but just because it compiled doesn't mean it'll work.

 

 

From the VR thread : It looks good so far... and I have  to ask you to do it again, SKSE 2.0.9 is out....I don't know if the VR version changed, too. 

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I actually did it last night but the moment I had completed the 2.09 build my internet dropped out. I've added the path to these so you can import it into nmm and install immediately and overwrite the original file. My advice for most is to wait for all the mods to be updated before jumping onto 2.09.

 

I've made one change to the source, as skse_version.h defines CURRENT_RELEASE_RUNTIME   as   RUNTIME_VERSION_1_5_53 for 2.09 and  RUNTIME_VERSION_1_5_50 for 2.08 . So I've changed the DD source to use CURRENT_RELEASE_RUNTIME rather than linking directly to the version, it shouldn't affect it how it runs it just makes it a little easier to maintain the code.

 

If you haven't updated then you don't need these you need the previous one.

Devious Devices 2.09 1.5.53 runtime Debug DLL Only.rar

Devious Devices 2.09 1.5.53 runtime Release DLL Only.rar

 

SKSE vr hasn't updated and I can't find anything to confirm that anything has changed as yet.

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Yeah, I'm not gonna update for a little bit until most modders can catch up again. This better not be a monthly thing now like they are doing with Fallout 4...

Also, Thanks for the Info pugwash. I just installed Visual Studio 2017 myself, and I'm learning the various ins and outs of games.

 

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So, I decided the other day that I wanted to alter a devious device... I have read the github info pages about doing as much, but I have run into a snag that the pages seem to leave out a crucial piece of info.

 

Namely, even if I understand the change I want to do, what to do it with, and what I need to change/add to make it happen the pages do not actually say how to do it leaving me rather lost. So first off, I am supposed to open the creation kit. Go to file-data and open the mods I'd like to alter.... Then what? Where/How do I find the script lines so that I can alter them?

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On 10/4/2018 at 7:48 PM, pugwash99 said:

I actually did it last night but the moment I had completed the 2.09 build my internet dropped out. I've added the path to these so you can import it into nmm and install immediately and overwrite the original file. My advice for most is to wait for all the mods to be updated before jumping onto 2.09.

 

I've made one change to the source, as skse_version.h defines CURRENT_RELEASE_RUNTIME   as   RUNTIME_VERSION_1_5_53 for 2.09 and  RUNTIME_VERSION_1_5_50 for 2.08 . So I've changed the DD source to use CURRENT_RELEASE_RUNTIME rather than linking directly to the version, it shouldn't affect it how it runs it just makes it a little easier to maintain the code.

 

If you haven't updated then you don't need these you need the previous one.

Devious Devices 2.09 1.5.53 runtime Debug DLL Only.rar

Devious Devices 2.09 1.5.53 runtime Release DLL Only.rar

 

SKSE vr hasn't updated and I can't find anything to confirm that anything has changed as yet.

I cant install or unpack the files, can you try to upload 7zip files or uncompressed versions

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Whooops. I left rar on the default which creates rar4 files. Normally I switch it but I missed it this time as it. I didn't notice because I think NMM 0.65.10 might have rar4 support as it worked for me.

 

I've changed my default profile to create the compatible versions.

 

Devious Devices 2.09b 1.5.53 runtime Debug DLL Only.rar

Devious Devices 2.09b 1.5.53 runtime Release DLL Only.rar

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1 hour ago, pugwash99 said:

Whooops. I left rar on the default which creates rar4 files. Normally I switch it but I missed it this time as it. I didn't notice because I think NMM 0.65.10 might have rar4 support as it worked for me.

 

I've changed my default profile to create the compatible versions.

 

Devious Devices 2.09b 1.5.53 runtime Debug DLL Only.rar

Devious Devices 2.09b 1.5.53 runtime Release DLL Only.rar

Thank you!

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On 10/6/2018 at 7:52 PM, menoob said:

So, I decided the other day that I wanted to alter a devious device... I have read the github info pages about doing as much, but I have run into a snag that the pages seem to leave out a crucial piece of info.

 

Namely, even if I understand the change I want to do, what to do it with, and what I need to change/add to make it happen the pages do not actually say how to do it leaving me rather lost. So first off, I am supposed to open the creation kit. Go to file-data and open the mods I'd like to alter.... Then what? Where/How do I find the script lines so that I can alter them?

Seriously though.... Does anyone know where you can find a decent set of instructions that are not 4 years old and leave out crucial info? This honestly does not seem hard to do, but the github deposits are the only references I can find instructing how to do so... Someone help please?

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Is there any reason that many of the items don't properly fit my UNP body? I've run BodySlide for batched builds 3 separate times since install and still things don't fit/are out of place. 

Ex: Nipple piercings are placed as if my breasts were bigger, and are not on my nipples. Corsets are placed correctly in the back but assume my belly is much smaller and clips through my skin. Most cuffs of some sort clip through my skin in the front. Other things *do* fit but they resize my body, which if avoidable I would like. Ex: All suits/dresses. I haven't tried the straitjacket, but I assume it is the same.

Thank you for the help.

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On 10/4/2018 at 7:48 PM, pugwash99 said:

I actually did it last night but the moment I had completed the 2.09 build my internet dropped out. I've added the path to these so you can import it into nmm and install immediately and overwrite the original file. My advice for most is to wait for all the mods to be updated before jumping onto 2.09.

 

I've made one change to the source, as skse_version.h defines CURRENT_RELEASE_RUNTIME   as   RUNTIME_VERSION_1_5_53 for 2.09 and  RUNTIME_VERSION_1_5_50 for 2.08 . So I've changed the DD source to use CURRENT_RELEASE_RUNTIME rather than linking directly to the version, it shouldn't affect it how it runs it just makes it a little easier to maintain the code.

 

If you haven't updated then you don't need these you need the previous one.

Devious Devices 2.09 1.5.53 runtime Debug DLL Only.rar

Devious Devices 2.09 1.5.53 runtime Release DLL Only.rar

 

SKSE vr hasn't updated and I can't find anything to confirm that anything has changed as yet.

Does this also work with skse 2.0.10?

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On 10/14/2018 at 6:03 AM, McLude said:

Almost nothing fits cbbe-sse either. I think it was all made for old-cbbe. The bras especially look bad as you can only see the tops. And the stuff that does work has 80's bubble boobs. Character below is wearing a chastity bra.

 

 

ScreenShot114.png

Someone shared is BS files for CBBE SE here... For other Bodies I wrote somesort of a guide. Make sure. that you use the right BS for SE, or you are just messing around with the oldrim nifs.

   

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On 10/14/2018 at 1:57 PM, Amatsukaze Senpai said:

Is there any reason that many of the items don't properly fit my UNP body? I've run BodySlide for batched builds 3 separate times since install and still things don't fit/are out of place. 

Ex: Nipple piercings are placed as if my breasts were bigger, and are not on my nipples. Corsets are placed correctly in the back but assume my belly is much smaller and clips through my skin. Most cuffs of some sort clip through my skin in the front. Other things *do* fit but they resize my body, which if avoidable I would like. Ex: All suits/dresses. I haven't tried the straitjacket, but I assume it is the same.

Thank you for the help.

Try disabling racemenu body morphs if you have it and see if that helps

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11 hours ago, Pfiffy said:

Someone shared is BS files for CBBE SE here... For other Bodies I wrote somesort of a guide. Make sure. that you use the right BS for SE, or you are just messing around with the oldrim nifs.

   

Apologies for my earlier reply, the file you mention was posted when I was away for the summer, it's back on page 9. One thing I noticed is it also has a bunch of stuff for Cursed Loot, which I no longer use, so I don't know if that will cause any issues. I will test and provide additional feedback. 

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2 hours ago, Amatsukaze Senpai said:

How would I do that? I would assume it's in the racemenu itself but I'm not very familiar with it.

you have to install racemenu morphs for unp sse so it sounds like that won't be it. I had the same problem with nipple piercings when cursed loot increased breast size when aroused, the piercings moved but her boobies didn't get any bigger. so sorry can't help you

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