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Posted (edited)

Breakthrough! I have fixed the problem after bashing Skyrim with a hammer for a few hours (yes, that is the officially recommended and approved method of fixing it).

 

I began thinking that the issue with DBA really seems like the body scales are crashing, but I tested them thoroughly already earlier and every node was working. Just to make sure though, I tested them again, and sure enough, CBBE sliders in showracemenu crashed instantly.

 

After looking into it, the culprit was the aforementioned crash fixes mod. Skyrim crashes without it due to memory issues, but apparently body scaling crashes with the default settings. With this setting body scaling has resumed to work, and with it DBA:

 

AlignHeapAllocate=1

 

And the annoying part is that I'm 100% sure that I used to remember this thing in the past. Oh well, the joys of Skyrim: from bug to crash to your system is on fire to you're throwing the computer out the window to make it all stop.

Edited by hfhkqidhs
Posted
11 hours ago, hfhkqidhs said:

Breakthrough! I have fixed the problem after bashing Skyrim with a hammer for a few hours (yes, that is the officially recommended and approved method of fixing it).

 

I began thinking that the issue with DBA really seems like the body scales are crashing, but I tested them thoroughly already earlier and every node was working. Just to make sure though, I tested them again, and sure enough, CBBE sliders in showracemenu crashed instantly.

 

After looking into it, the culprit was the aforementioned crash fixes mod. Skyrim crashes without it due to memory issues, but apparently body scaling crashes with the default settings. With this setting body scaling has resumed to work, and with it DBA:

 

AlignHeapAllocate=1

 

And the annoying part is that I'm 100% sure that I used to remember this thing in the past. Oh well, the joys of Skyrim: from bug to crash to your system is on fire to you're throwing the computer out the window to make it all stop.

LOL.. I have always said.. you have to look at modding Skyrim as a hobby in itself. Not the gameplay, even when modded to your dream set.. not all the pretty bodies and textures etc.
A hobby.
It takes time, love and yes.. skill.
And nothing.. is as amazing as that moment of YES! When you figure it out.
I never bothered to fix my LE on this new system, because I have SE working like a champ. Plus.. I have the luxury of my LE is still 100% good on the old one. Even if I never update the mods as are, it runs just like I left it. 
Glad you sorted it out! :)

 

  • 3 weeks later...
Posted

I really love your mod. The scaling gives a lot of immersion to a devious game. There is only one big problem that has been already adressed in this topic and yet, without solution: it is the walking speed. When in heels, the speed multiplier hits values of 150000, 1,5 mio, 3 mio and plus (checked with player.getav speedmult) whenever drawing weapons, sheathing weapons, switching weapons or sometimes simply changing the inventory (in the way of eating something e.g.) These values normally retain for about 7 to 8 seconds after doing one of the aforementioned actions. then settle back to 25. This is very gamebreaking because when in battle, you act quickly but here, you have to either wait after switching weapons or the game crashes because you do one tip on the keyboard and you fly around the map, freezing the game because the grid overloads. I tried to fix that by myself but since I am a toaster at scripting or modding, I didn't get far.

 

However, I am playing on SE. I tried to convert the mod with CK. But I cannot say if it worked or not. Maybe I will try your file again. I am using frostfall, RND, DD 5, DCL 9, SLS... all mods that alter the moving speed depending on what kind of condition you meet or the equipment you're in.

 

For a potential conversion, which dependencies did you use in detail for this mod? I included all the necessary ones from the file page that you mentioned. But I'm still not sure if it worked.

Posted
On 12/8/2021 at 8:53 AM, Gopostal said:

When in heels, the speed multiplier hits values of 150000, 1,5 mio, 3 mio and plus (checked with player.getav speedmult)

Sorry to hear that. I built a safeguard in my code. You can see that in the MCM. There you can set limits for the speedmult modification. The trigger word is modification. My mod is not able to modify the speedmult beyond the limits set in the MCM without script change.

There are mods out there not to modify the speedmult but to change the value. If a mod ever tries to change the default 100 by using setvalue, delete the mod. To put it simple: It is the worst mistake a script coder can do, because every other mod does rely on the standard settings. If someone does change those defaults, the result is what you experience.

Mods modifying the base value will read the current setting and modify (add or substract) a value to the current set value.

example:

1. 100 minus modvalue 75 from DBA = Speedmult 25 (default still 100).

2. Another mod recognize 25 and uses setvalue to go back to 100. The modifier of -75 does still exist. In fact the default speedmult value now is 175.

3. DBA is reading getav.speemult=100 (default is 175 -mod value 75), now adding another penalty of 75. We are back to 25.

4. goto point 2. Result: speedmult default is 250 and the added penalty is 150.

bad bad coding. We do not change Pi because it is a constant value, we cannot change. We do not change Euler, because it is a constant value, we cannot change. We do not change speedmult, because it is a constant in Skyrim we use to calculate movement. We can read it, get it, modify it, but we never ever change it by using setvalue.

 

The DD family is modifying the value. I use them myself while playing Skyrim.

Posted (edited)
On 12/10/2021 at 10:12 PM, Rogwar002 said:

There are mods out there not to modify the speedmult but to change the value. If a mod ever tries to change the default 100 by using setvalue, delete the mod. To put it simple: It is the worst mistake a script coder can do, because every other mod does rely on the standard settings. If someone does change those defaults, the result is what you experience.

Mods modifying the base value will read the current setting and modify (add or substract) a value to the current set value.

 

Thank you for the reply. I see the problem here. However, it will be a chore to find out which of these mods is excatly doing that. I think a part of the problem comes from SLS, for example: bare feet - speed goes to 50 (with the obligatory squeaky sounds), shoes - speed goes to 100, heels - speed goes to 80 (with the usual DD-based files but without your plugin).

 

However, this doesn't explain why there are for example changes in speed when switching/drawing/sheathing weapons (in an "undevious" game). I will do a bit of research. But I dont think that SE is the problem. The scripting should be more or less the same for stuff like this in LE.

 

EDIT: I found the guilty mod, it was SLS. Since this one is having a huge impact on the whole gameplay, it was the first to think about. I guess the Problem comes from the overall higher weakness of a female PC intended by this mod. Which means, right from the start you are slower, weaker and easier to overwhelm. Especially the reduced speed seems to impact the combination with your mod as it seems that SLS is exactly doing what you told me: setting overall speed level lower. Then, if the issue with barefeet walking and much more your modifications to speed come into charge, the scripting ends up in a mess after a couple of hours. It was always interesting to see that the game freshly loaded performed only with minor flaws speedwise but soon started to become a pain in the ass after changes of inventory were made, weapons drawn or switched.

 

Now everything works fine, except that I seem to have a bleedout and instant death problem from SLS which persists. Even a small hit with a sword or an arrow kills me only seconds after a fight is settled in my favor. I cannot get rid of this anymore, and it only started to appear with SLS. But that should be none of your concern :D  Thanks you, your help was much appreciated and gave me an idea where to look.

Edited by Gopostal
Found the problem
Posted

A little addition to the frenzy walkingspeed problem: I found the suspected "enemy" in the LE description of SLS

 

Minimum speed and carry weight values. The mod will try to keep your speedmult and carryweight above a configurable threshold. Ready and unready your weapons/spells/fists to force MinAv to refresh. MinAv is auto disabled while wearing a hobble skirt as it fights devious devices for control of your speed/carry weight

 

So whoever is using SexLab Survival and is facing the lightspeed walking effect, either delete the mod or find a workaround if want to combine it with DAB.

Posted
On 12/14/2021 at 5:38 PM, brmaven said:

Is there any chance of this getting an SSE version?

Probably not.

I didn't play Skyrim for a long time now. Questionable if I ever have a comeback. Because I made this mod at first point for myself, I figured sharing would be a nice idea, because in my opinion it did what I wrote it for.

I never modded SE the way I did with LE.

Posted
On 12/14/2021 at 5:38 PM, brmaven said:

Is there any chance of this getting an SSE version?

 

My guess is you can use it without any danger. It's very lightweight. I ran Bodyslide before and I converted it with CK (so I guess), but I am not sure if it worked.  But it should be working without conversion right from scratch. I get dozens of Form43 warnings in MO for mods that are supposed to be 44, amongst others the highly appreciated DD5 and DCL. Just try.

  • 1 month later...
Posted

Hello Rogwar002,

 

I'm using this mod in SE (not AE). I don't know if you still plan to work on it, but here is some feedback/suggestion.

 

I have no issues playing it on SE. The mod works well regarding the body transformation. I like the MCM too, nice customazation options.

 

A few things/suggestions:

It would be nice to see the buffs/debuffs on the magic effect list.

 

It would be nice if there would be different messages during healing (when not wearing restraints). For example when your arm heals from 100 to 95, instead of "Your arms are extremely weak." there could be "Your arm is still very weak, but you think it became a little stronger."

 

Please consider adding some more buffs/options. For example no mandatory pointed feet. Or similar things like the walk speed MCM.

 

Posted
On 1/23/2022 at 11:54 AM, monsta88 said:

here is some feedback/suggestion.

Thanks Monsta88.

One week ago I had a relapse and played a few hours. I made a new game setup (deleted some mods which prevent playing Skyrim in late game and are just annoying). I started a new playthrough. First quests are already finished. One bad decision and the male starting character is now more or less female and bound. DCL happened to make a mess in combination with the good old YpsFashion ;)

I have not written one row of code in a long time.

Played some other games.

 

  • 3 weeks later...
Posted

What exactly causes DBA to detect a devious device? I'm trying to use the linked mod, and it seems to be altering the feet, which makes sense... but the rubber suit itself, the gas masks, and the gloves don't seem to cause any change in the alteration of the respective categories.  I understand DBA is old and no longer supported, but I'd love to get it working with this mod.

 

Posted
Spoiler
On 2/20/2022 at 4:20 AM, MysticDaedra said:

What exactly causes DBA to detect a devious device? I'm trying to use the linked mod, and it seems to be altering the feet, which makes sense... but the rubber suit itself, the gas masks, and the gloves don't seem to cause any change in the alteration of the respective categories.  I understand DBA is old and no longer supported, but I'd love to get it working with this mod.

 

It is old, but now and than, I still have a look here. I assure, it is still working with DD5.1 and 5.2beta. DBA uses keywords to determine the devious device.

As far as I remember the Angeli devices make use of the DD keywords. There are new ones added over time to DD, but the old ones still exist. It should therefore work out of the box.

If an item has no keyword, DBA will not detect it.

The changes are limited to Bodyslide and NiOverride nodes from the XPMSE skeleton. If there is no node, I cannot change it ;)

Arms are getting thinner or more thic, as legs are. There is no possibilty to change the anus for example but using textures. Textures I cannot deal with, because my drawing abiltiys are stuck like I'm five or six years old ;)

Some other status changes are just text based, because I have no reason to change a hand from gloves.

 

Posted

Is it a generic DD keyword, or something unique to DBA? I'm considering making a patch or something for Toys so that they'll work to invoke body changes by this mod, but tbh I don't know where to start lol. BTW, I've basically based all of my recent playthroughs on DBA, great work :)

Posted
19 hours ago, MysticDaedra said:

Is it a generic DD keyword, or something unique to DBA? I'm considering making a patch or something for Toys so that they'll work to invoke body changes by this mod, but tbh I don't know where to start lol. BTW, I've basically based all of my recent playthroughs on DBA, great work :)

DBA does nothing withour Devious Devices...almost nothing ;)

The keywords used in DD are the keywords DBA is looking for. If the devices are having the generic DD keywords, DBA will recognize them.

Posted (edited)
On 2/23/2022 at 3:36 PM, MysticDaedra said:

Is it a generic DD keyword, or something unique to DBA? I'm considering making a patch or something for Toys so that they'll work to invoke body changes by this mod, but tbh I don't know where to start lol. BTW, I've basically based all of my recent playthroughs on DBA, great work :)

 

Can't get what you want patching Toys. It would be DBA that needs to support it.

 

23 hours ago, Rogwar002 said:

DBA does nothing withour Devious Devices...almost nothing ;)

The keywords used in DD are the keywords DBA is looking for. If the devices are having the generic DD keywords, DBA will recognize them.

 

You could easily support Toys, without hard, or even soft dependency. In this example, you'd be checking for a toy on the arms (wrist cuffs). The Papyrus Function requires no dependency

 

Armor Wearing = PlayerRef.GetWornForm(0x20000000) as Armor
If Wearing && (Wearing.HasKeywordString("ToysType_Arms") 

      ;arms change

EndIf

 

The keywords are in the 3rd section here... Toys Mod Author Documentation

Edited by VirginMarie
Posted
On 2/25/2022 at 7:40 PM, VirginMarie said:

 

Can't get what you want patching Toys. It would be DBA that needs to support it.

 

 

You could easily support Toys, without hard, or even soft dependency. In this example, you'd be checking for a toy on the arms (wrist cuffs). The Papyrus Function requires no dependency

 

Armor Wearing = PlayerRef.GetWornForm(0x20000000) as Armor
If Wearing && (Wearing.HasKeywordString("ToysType_Arms") 

      ;arms change

EndIf

 

The keywords are in the 3rd section here... Toys Mod Author Documentation

Oh, missunderstanding. Till your post I didn´t know about a mod named Toys. Shame on me.

  • 1 month later...
Posted

A small feature release, because I want to try it with Toys in my load order.

Just added a few lines of code to support Toys Framework.

 

Changelog Version 1.5
changed: bondage feet will cure themselve over time using high heels
Added: Toy Support

 

have fun :)

Posted
11 hours ago, Manman27 said:

Now here's my question is it compatible with devious training by skyfet 

They are compatible, but the two mods have significant overlap so you might turn off some of the features in one or both mods. I think most people who use both mods leave out DT:Martyr, or DT:Mayhem, whichever esp is responsible for the body morphs since this mod has better handling of morphs and just use DT:Core for the (de)buffs and addictions. The two mods don't sync up last I checked but using this with DT:Core shouldn't introduce any more bugs. I believe it's better to use this mod by itself since in my experience DT is laggy and weird and sometimes stops working but if it usually works for you then go ahead.

Posted
4 hours ago, Pliny The Elder said:

I believe it's better to use this mod by itself since in my experience DT is laggy and weird and sometimes stops working but if it usually works for you then go ahead.

I used DT myself and there are some funny features I miss till today in my setup. But not enough to deal with the errors it produces in a heavy setup and the body distortion because of some weird morphs ;)

DBA was written to substitue the DT body morph. The rest of DT is not really my cup of tea, so I never touched it.

 

In all honesty: Skyrimfets mod was the reason why I started my own. I was just annoyed by some coding that was done and thougt there has to be a better solution to do it (I had my frequent apperances in the DT support forum). The more I got into the discussion, the more I learned. You could say Skyrimfet is one of my teachers. The judgement for good or bad has to be done by others ;)  After some try and error there was a working mod. There were no errors in the log and I was a little proud and thought to myself: share it. Perhaps there are 10 people who like the work (the reason to bury it in the WIP mods as a beta!) Man, was I wrong. I just had a look: 11,411 downloads. Scary. 3 years and the mod is not dead but still used. More scary.

Thanks folks. I never ever imagined that. I'm a bit emotional, because this is my first ever published game mod. In fact it is the first game mod, I did at all. Thought you should know. Thank you all.
 

Posted
6 hours ago, Rogwar002 said:

I'm a bit emotional, because this is my first ever published game mod. In fact it is the first game mod, I did at all. Thought you should know. Thank you all.
 

Yeah, making a skyrim mod that runs well is no small feat. Imo, it's easier to write a mod when most of the modding is done though code. I've written mods for other games in C# and Java, but creation kit and papyrus are just weird to me. I've never been able to finish making a mod for skyrim or fallout 4.

  • 1 month later...

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