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Deviously Cursed Loot SE 9.0 (2021-03-09)


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Posted

I can't get the mod to unpack correctly, anyone know what I can do?

About half way in I get an error, saying that the mod wasn't properly unpacked, failure to activate.

 

Edit; 

Think I have it, was just me being retarded.

Ye, I am retarded.

Posted
On 11/15/2018 at 4:13 PM, kdoggg1971 said:

Testing 7.1 and I keep having a CTD when I get closer to Chloe in Helgen. Can't find an error in the logs, so I'm unsure of what is causing it. First crash came when I got closer to one of the torturer's cages where a naked bandit lies dead, the other two came the moment I went down the hallway. Only thing I can think is a possible conflict with Helgen Reborn since that is the only other mod I have that affects that cell. I consoled Chloe to me outside Helgen and she worked fine except her quest didn't start, so it must be a cell conflict on my part. 

sounds like a problem with the Headmeshes from one of your other mods. if it were comming from DCUR you would get a crash by spawning Chloe, too. 

Posted
47 minutes ago, noobsaleh said:

Any chance of switching to SMP for the physics?

Someone has to rewrite the xml files and I don't know how to do that. 

Posted

I got the tentacle quest, ran around and gathered all the ingredients, but I was unable to make all the components at the cooking station. I was able to make paste base, but not the stinky paste. I looked at the recipe while in the cooking station and it said I was missing 5 salt pile, but I had 16 salt pile in my inventory. The only mods I have that affect ingredients are iNeed and CACO. I checked both and neither show that they should adjust salt pile. I had to do a console command to complete the quest. 

Posted

Can't seem to get this mod to work for me, when ever i try to start a New Game with this mod loaded i get a CTD during the New Game loading screen. 
I went through all mods in my loadorder and its only happening with DCL loaded.

I have all Required mods.

I tried regenerating Fnis and rebuilding Bodyslide.
Removing Animations didn't help (i have a very stable run with 12k+) and even removing all animation packs except ZAZ had the problem persist. 

qasmoke crashes during loading aswell.

 

No idea what else to try :/

Posted
10 hours ago, UnitR107 said:

Can't seem to get this mod to work for me, when ever i try to start a New Game with this mod loaded i get a CTD during the New Game loading screen. 
I went through all mods in my loadorder and its only happening with DCL loaded.

I have all Required mods.

I tried regenerating Fnis and rebuilding Bodyslide.
Removing Animations didn't help (i have a very stable run with 12k+) and even removing all animation packs except ZAZ had the problem persist. 

qasmoke crashes during loading aswell.

 

No idea what else to try :/

Do you have 'sse engine fixes'? If not, give that a try. it fixes some ctd issues.

https://www.nexusmods.com/skyrimspecialedition/mods/17230

Posted
16 hours ago, UnitR107 said:

Can't seem to get this mod to work for me, when ever i try to start a New Game with this mod loaded i get a CTD during the New Game loading screen. 
I went through all mods in my loadorder and its only happening with DCL loaded.

I have all Required mods.

I tried regenerating Fnis and rebuilding Bodyslide.
Removing Animations didn't help (i have a very stable run with 12k+) and even removing all animation packs except ZAZ had the problem persist. 

qasmoke crashes during loading aswell.

 

No idea what else to try :/

Install https://www.nexusmods.com/skyrimspecialedition/mods/21294

Then check the crash log in the Data\NetScriptFramework\Crash , should give you some ideas of where the issue  is.  With me zzestrus.,dll was being called out, removed it and stopped the CTD's.

Posted
7 hours ago, Grummkol said:

Install https://www.nexusmods.com/skyrimspecialedition/mods/21294

Then check the crash log in the Data\NetScriptFramework\Crash , should give you some ideas of where the issue  is.  With me zzestrus.,dll was being called out, removed it and stopped the CTD's.

Okay installed NetScriptFramework and got a crash-log, not quite sure what to look for though :/
 

Crash_2018_11_24_17-21-29.txt

Posted

Disclaimer: I've no idea on how to read them either :D

 

Looking at it, I see ScrapHeap* called out several times. This seems related to memory

I also see hkbBehaviorGraph* / hkbCharacter* / hkb.... (lot of things starting with this) / 0_Master.hkx which are all behavior related.

 

I'd say start with re install xpmsse and make sure you've got the latest. Make sure it's overwritten by nothing. The fixes I linked do have a fix for a specific issue with loading saves that was caused by a conflict between older versions of skee (from racemenu se) and xpmsse, so I'd still recommend getting that even if you aren't trying to load a save game now. And rerun FNIS when you're done.

 

If you've messed with your memory settings manually in one of the sse ini files, set it back to default.

 

Maybe Grummkol has a better idea of how to read them, and could give you some other stuff to check.

Posted

SSE engine fixes is installed, i think you can see the .dll getting called in the first crash-log

and i haven't touched the memory settings

 

 got the latest version of skee (alpha 9) off github

reinstalled xpmsse and reran FNIS

 

nothing changed :/

even the crash-logs look pretty much identical

Crash_2018_11_24_23-4-14.txt

 

 

Edit:

PROGRESS!

Managed to get to character creation by removing all animations (except zaz) and fiddling around with the skse.ini

so, yea looks like its related to memory.

 

Edit2:

Alright more PROGRESS!

Everything+DCL-Anubs Animation Pack = Runs

Removing all other Anim-Packs+keeping DCL+keeping Anubs Animation Pack = Runs

Everything+DCL+Anubs Animation Pack = Crash on New Game 

 

I'm using FNIS XXL 

guess i'm hitting the limit?

Posted
21 hours ago, UnitR107 said:

I'm using FNIS XXL 

guess i'm hitting the limit? 

The limit depends on your pc, the number of mods you have, and the number of anims you have. The limit in FNIS XXL is the theoretical limit with no mods installed. So you are probably hitting your limit.

 

The new versions of DD and DCL are adding more anims than they used to, so even if you were working before, it's probably pushing you over now.

Posted

I've had isses myself getting this to work. 

I've tried Sexlab light SE with having the most success. (able to use ZAZ for animations) But it appears Sexlab Aroused stops functioning. 

Aroused starts to function with Sexlab framework SE V163 Beta 4 and beta 3. but it appears all ZAZ animations won't work? 

Arousal also seems to always state 0 vaule to all. 

any ideas?
 

Posted

I love everything about this mod and keep up the good work but i barely use like 80% of it. This is more like a "Devious tentacle trap" mod for me since I haven't found any other mod (LE/SE) that handles it better.

Posted
On 11/26/2018 at 3:24 AM, D3athbySp0rk said:

I've had isses myself getting this to work. 

I've tried Sexlab light SE with having the most success. (able to use ZAZ for animations) But it appears Sexlab Aroused stops functioning. 

Aroused starts to function with Sexlab framework SE V163 Beta 4 and beta 3. but it appears all ZAZ animations won't work? 

Arousal also seems to always state 0 vaule to all. 

any ideas?
 

They work, but it takes VEEEEEERRRRRYYYYY long to open the menu for registrating them.... 

Posted
3 hours ago, Pfiffy said:

For DCL? you are in the right place...

 

Did you remove the download for 7.1 for testing? Link says the file isn't available anymore from the previous page.

Posted

Is anyone having problems with Leon/Leah? I can set Leon as a follower after his quest but he just seems to be a normal follower. Even using the dialogue options to make him your slaver doesn't seem to do anything.

 

I have noticed that the quest doesn't seem to finish correctly. In the quest log his quest is marked as completed, but the final task "Talk to Leon" remains unchecked.

Posted

Hello. So...I'm new to modding Skyrim, and as a result I am unsure precisely how careful I need to be with hacking things together without creating instability. If I want to port the changes to DCL from version 7.2, which appear to be mostly scripting/.esp changes, will the following procedure work?

 

1. Grab Pfiffy's 7.1 upload.

2. Grab DCL 7.2.

3. Copy over all the scripts and other changed files (the base .esp, an .xml, and perhaps a couple other files) from 7.2 to the 7.1 folder.

4. Rezip the whole thing, install, then resave the .esp in the CK.

5. Profit?

 

I didn't look through the whole thing, but I don't expect any of the problematic-to-convert pieces of DCL were messed with in 7.2, so it should be that simple, right?

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