ttpt Posted June 6, 2020 Posted June 6, 2020 1 hour ago, Ursur1major said: So I've got an issue where the "Labourer" Npcs that spawn in cities all appear to have glitched outfits, as in they're walking around in the nude and their bodies have invisible parts. And I'm trying to figure out if it's an issue anyone else using this mod experiences or if it's something on my end or the main mod spooking up. Any help would be appreciated, thank you. On 5/23/2020 at 12:30 AM, ttpt said: There's just one edit I had to revert from one of your other patches, the immersive wenches one editing the vanilla tavern outfit record made it so some male NPC labourers from Popolated would spawn with DD items in their inventory, since their default outfit is also the tavern outfit. If you're familiar with TESEDIT, just look for the vanilla tavern outfit record and set it back to the default skyrim record. The reason their outfit are invisible is because DD items usually don't have a male mesh.
Ursur1major Posted June 6, 2020 Posted June 6, 2020 1 hour ago, ttpt said: If you're familiar with TESEDIT, just look for the vanilla tavern outfit record and set it back to the default skyrim record. The reason their outfit are invisible is because DD items usually don't have a male mesh. I am not really experienced at diving into TES5Edit so I would definitely appreciate some help. I've had a look and I think I found what you're refering to, just want confirmation and maybe some help so I don't fuck it up or something, partly because I'm overly paranoid about things like this and partly because I'm somewhat sleep deprived and cannot be sure I'm thinking properly. I opened up the populated cities towns and villages ESP in TES5Edit opened up non-player-character (Actor) and then found the instances with the name "Labourer" These appear to have the "Default Outfit" line set to "ClothesTavernWenchOutfit". None of the other things I looked at with "labourer" seems to have anything like this so I'm assuming it's the correct thing. Then comes the question of what I'm supposed to change it to? I guess the most logical thing is the Minerclothes outfit? so do I just copypaste that line into that location for every labourer entry?
ttpt Posted June 6, 2020 Posted June 6, 2020 3 hours ago, Ursur1major said: I am not really experienced at diving into TES5Edit so I would definitely appreciate some help. I've had a look and I think I found what you're refering to, just want confirmation and maybe some help so I don't fuck it up or something, partly because I'm overly paranoid about things like this and partly because I'm somewhat sleep deprived and cannot be sure I'm thinking properly. I opened up the populated cities towns and villages ESP in TES5Edit opened up non-player-character (Actor) and then found the instances with the name "Labourer" These appear to have the "Default Outfit" line set to "ClothesTavernWenchOutfit". None of the other things I looked at with "labourer" seems to have anything like this so I'm assuming it's the correct thing. Then comes the question of what I'm supposed to change it to? I guess the most logical thing is the Minerclothes outfit? so do I just copypaste that line into that location for every labourer entry? I can't launch the game right now but yes, ClothesTavernWenchOutfit is the tavern outfit. Changing the outfit on all the labourers might seem like the thing to do but there's more than one labourer and you'd have to change the outfit for every NPC that uses that outfit, so don't do that. You need to check the outfit tab and look for ClothesTavernWenchOutfit and see what's on it, it'll probably be filled with DD items but right next to it you'll see what's originally supposed to be in there from skyrim.esm, so just copy that stuff over. 1
ttpt Posted June 6, 2020 Posted June 6, 2020 Actually I don't need to open up skyrim to do this. This is a simple esp that contains just the default tavern outfit with its default contents. Put it last on your load order, load up tesedit just compare the content of ClothesTavernWenchOutfi and copy them over whatever other plugin is changing it. Don't actually keep it on you load order after that because it really is a waste of a plugin slot for something that's just reverting stuff to default values. DefautTavernOutfit.esp 1
Corsec Posted June 6, 2020 Author Posted June 6, 2020 I'll check through this later. I thought I removed the tavern clothes from labourers in the latest version, are you using the latest version? Or did I forget lol. Some of my other devious devices patches change the tavern clothes to use devious devices. That might be the problem, if it applies the DDs to males from this mod. Don't worry, it's fixable, but I don't have the time at this exact moment. Sorry for the inconvenience. 1
Ursur1major Posted June 6, 2020 Posted June 6, 2020 7 hours ago, ttpt said: Actually I don't need to open up skyrim to do this. This is a simple esp that contains just the default tavern outfit with its default contents. Put it last on your load order, load up tesedit just compare the content of ClothesTavernWenchOutfi and copy them over whatever other plugin is changing it. Don't actually keep it on you load order after that because it really is a waste of a plugin slot for something that's just reverting stuff to default values. DefautTavernOutfit.esp 173 B · 0 downloads So it seems like the .ESP that's changing it is "Immersive Wenches Patch for Devious Devices". The question then becomes, would this fix remove the Devious Devices added to the wenches as well or somehow leave them be? I'd prefer a fix that doesn't gut another mod if preferable, 3 hours ago, Corsec said: I'll check through this later. I thought I removed the tavern clothes from labourers in the latest version, are you using the latest version? Or did I forget lol. I'm using Populated Skyrim AIO 23_05_2020 with the no bikinis replacer plugin.
Corsec Posted June 6, 2020 Author Posted June 6, 2020 4 hours ago, Ursur1major said: So it seems like the .ESP that's changing it is "Immersive Wenches Patch for Devious Devices". The question then becomes, would this fix remove the Devious Devices added to the wenches as well or somehow leave them be? I'd prefer a fix that doesn't gut another mod if preferable, I'm using Populated Skyrim AIO 23_05_2020 with the no bikinis replacer plugin. Sorry about this. This was fixed in other versions. The problem was that I didn't include the latest edits into the No Bikini replacer plugin. Fixed now, new version uploaded. You will need to wait indoors 10+ days for all the NPCs to update their outfits. No NPCs in this mod should be using tavern clothes now. You won't need to use the tavern outfit patch above unless you want to revert the changes made by "Immersive Wenches Patch for Devious Devices". 1
ttpt Posted June 6, 2020 Posted June 6, 2020 There is still the possible issue of NPC in other mods possibly using the the ClothesTavernWenchOutfit which is why I had reverted it in my game, but male labourers in the AIO should not be a problem at least. Also only really an issue if you're using the immersive wenches patch. Also if you don't feel like waiting 10 days you can always do a resetinventory command in the console on the labourers.
Corsec Posted June 6, 2020 Author Posted June 6, 2020 19 minutes ago, ttpt said: There is still the possible issue of NPC in other mods possibly using the the ClothesTavernWenchOutfit which is why I had reverted it in my game, but male labourers in the AIO should not be a problem at least. Also only really an issue if you're using the immersive wenches patch. Also if you don't feel like waiting 10 days you can always do a resetinventory command in the console on the labourers. Yeah, I removed the tavern clothes edit on all other devious patches because of the potential conflict. However it had to stay in the Immersive Wenches patch because the wenches use the tavern clothes outfit. I wanted to avoid changing their outfit directly because that requires NPC edits which conflict with the many other Immersive Wenches patches, such as the ones to add KS Hairdos for wenches, that would have even worse compatibility problems. Instead I let the wenches keep the outfit set, but changed what items were in the outfit set. It's safer to edit outfits than NPCs. I felt safe keeping the tavern clothes edit in the Immersive Wenches patch because I have only ever found one male NPC that uses tavern clothes, in the Legacy of the Dragonborn gallery mod. It's actually ironic that the only significant conflict with this wench clothes edit was made by one of my other mods, this one lol.
vjnmrf Posted June 9, 2020 Posted June 9, 2020 Hmm, the global work has been done, but the dependence on the stupid DDx, with its rubber dresses and other garbage, puts an end to this for me personally. Although, for straightening heads a special thank you.
Corsec Posted June 9, 2020 Author Posted June 9, 2020 6 hours ago, vjnmrf said: Hmm, the global work has been done, but the dependence on the stupid DDx, with its rubber dresses and other garbage, puts an end to this for me personally. Although, for straightening heads a special thank you. The heads are still as ugly as they ever were, I just remade the facegen to remove grey face bugs. I was rather discriminating in choosing which items to use. I used the same items and outfits sets that I used for my other DD patches. I didn't use stuff that I dislike such as rubber, catsuits, gasmasks or the more unpleasantly garish colours. You can see what I used in the screenshots for this mod linked below. The mod description also includes lists of the items, colours and materials that I used. If you have complaints or constructive criticism then let me know, I might even make a custom patch with some items removed from the mod if you like. 1
vjnmrf Posted June 9, 2020 Posted June 9, 2020 28 minutes ago, Corsec said: The heads are still as ugly as they ever were, I just remade the facegen to remove grey face bugs. Well, actually this is what I had in mind, I just didn’t quite accurately put it. As for constructive criticism ... you like one thing, I like the other. so, I expressed my opinion, not the requirement to redo something. For me, even in the original DD there is a lot of superfluous, and even in the extended DD it’s completely dark - I still want to keep the rest of the atmosphere in the game, and put 1.5 gig of unnecessary crap there is no desire (DDx).
Corsec Posted June 9, 2020 Author Posted June 9, 2020 3 minutes ago, vjnmrf said: Well, actually this is what I had in mind, I just didn’t quite accurately put it. As for constructive criticism ... you like one thing, I like the other. so, I expressed my opinion, not the requirement to redo something. For me, even in the original DD there is a lot of superfluous, and even in the extended DD it’s completely dark - I still want to keep the rest of the atmosphere in the game, and put 1.5 gig of unnecessary crap there is no desire (DDx). I'd be willing to take the 15 minutes to make a replacer plugin for the AIO with the DD stuff removed, if that would suit your preferences. Would you still want the Zaz stuff left in? Bikini Armors? I'm willing to make customized versions of my mods/patches for people, as long as it will take me a reasonable amount of time.
vjnmrf Posted June 9, 2020 Posted June 9, 2020 1 hour ago, Corsec said: I'd be willing to take the 15 minutes to make a replacer plugin for the AIO with the DD stuff removed, if that would suit your preferences. Would you still want the Zaz stuff left in? Bikini Armors? I'm willing to make customized versions of my mods/patches for people, as long as it will take me a reasonable amount of time. Well, if that doesn't bother you ... Then without DDx and a bikini. I don’t have anything against the main DD, and especially ZAZ (on the contrary, it’s a pity that a very good ZAZ package is practically not used in mods), especially if you focus on logical devices - belts and collars, rather than putting every second aunt in armbinders and other nonsense.
Corsec Posted June 9, 2020 Author Posted June 9, 2020 1 hour ago, vjnmrf said: Well, if that doesn't bother you ... Then without DDx and a bikini. I don’t have anything against the main DD, and especially ZAZ (on the contrary, it’s a pity that a very good ZAZ package is practically not used in mods), especially if you focus on logical devices - belts and collars, rather than putting every second aunt in armbinders and other nonsense. Devious Devices - Assets has many of the same meshes as DDX so I'm not sure which ones you would want avoided. DDX duplicates a lot of the stuff in DDA and adds variety in textures. I understand what you mean by adding devices that are logical to the setting, but that's a very subjective judgement and I'm not sure how far we would agree. As for adding zaz items, that's simpler and I could build outfit sets with the following- Collar Either Limb Cuffs or Ankle+Wrist restraint Chastity Belts Gags If hands were to be bound, there's also a selection of yokes, handcuffs etc. Hydra Slavegirls uses zaz items on it's slavegirls, perhaps that was closer to what you were thinking of?
vjnmrf Posted June 10, 2020 Posted June 10, 2020 13 hours ago, Corsec said: Devious Devices - Assets has many of the same meshes as DDX so I'm not sure which ones you would want avoided. DDX duplicates a lot of the stuff in DDA and adds variety in textures. I understand what you mean by adding devices that are logical to the setting, but that's a very subjective judgement and I'm not sure how far we would agree. As for adding zaz items, that's simpler and I could build outfit sets with the following- Collar Either Limb Cuffs or Ankle+Wrist restraint Chastity Belts Gags If hands were to be bound, there's also a selection of yokes, handcuffs etc. Hydra Slavegirls uses zaz items on it's slavegirls, perhaps that was closer to what you were thinking of? I seem to have written clearly enough that I want to get rid of any dependence on DDx? If this is unrealistic, then there’s nothing to talk about. And as for the taste with belts and collars - a woman in a full body kit and gagged, sitting in a tavern and chatting lively looks absolutely ridiculous.
Goddess_moka Posted June 13, 2020 Posted June 13, 2020 sooo where is the bikni armor mod that is needed for this and is it available for UNNP, plus I am not fully sure that I understand, should I remove any of the mods that you have changes, aka the base mods.
Corsec Posted June 13, 2020 Author Posted June 13, 2020 14 minutes ago, Goddess_moka said: sooo where is the bikni armor mod that is needed for this and is it available for UNNP, plus I am not fully sure that I understand, should I remove any of the mods that you have changes, aka the base mods. https://www.nexusmods.com/skyrim/mods/83383 You need that, plus Zaz Animation Pack and the Devious Devices mods. Don't install these mods with other versions of Erkeil's Populated mods, they will conflict.
Corsec Posted June 13, 2020 Author Posted June 13, 2020 17 hours ago, Goddess_moka said: sooo where is the bikni armor mod that is needed for this and is it available for UNNP, plus I am not fully sure that I understand, should I remove any of the mods that you have changes, aka the base mods. Also, I forgot to mention that I recommend this UUNP patch if you use Sexlab Survival.
valcon767 Posted June 14, 2020 Posted June 14, 2020 put the mod in and like what i have seen so far i use the latest version of the AIO. ran into a slight problem. when approaching Ivarstead i ran into a consistent CTD issue. at various ranges from Ivarstead i would CTD, but if leaving the Vilymer Inn (inside Ivarstead) from an AS-LAL start i would instant CTD. digging at the esp in TES5Edit i found the issue for me was related to a single NPC. pic in spoiler. if i used TES5Edit to remove the highlighted NPC the CTD issue was gone. dunno if it specific to my setup or not, please keep up the good work.
Corsec Posted June 14, 2020 Author Posted June 14, 2020 57 minutes ago, valcon767 said: put the mod in and like what i have seen so far i use the latest version of the AIO. ran into a slight problem. when approaching Ivarstead i ran into a consistent CTD issue. at various ranges from Ivarstead i would CTD, but if leaving the Vilymer Inn (inside Ivarstead) from an AS-LAL start i would instant CTD. digging at the esp in TES5Edit i found the issue for me was related to a single NPC. pic in spoiler. Hide contents if i used TES5Edit to remove the highlighted NPC the CTD issue was gone. dunno if it specific to my setup or not, please keep up the good work. Thanks for the post, bugreports like this are helpful because I can try to replicate them in my own game. I've just tested it myself by teleporting to the Vilemyr Inn and walking out the front door into Ivarstead. I didn't get a CTD. I also spawned in a few hundred copies of the NPC in question without getting a CTD. So that leads me to believe that your CTD is not due an inherent bug in the mod, but due to a mod conflict somewhere. Here's a pic of the NPC in my game to demonstrate this (the mismatched skin texture is due to custom edits in my game, not related to this mod)- Spoiler Do you have other mods that also edit the worldspace cell for IvarsteadExterior01? Or that edit the Ivarstead location? Note that you can check for mod conflicts in TES5Edit by right-clicking in the left-panel and selecting 'Apply Filter' which will show you mod conflicts in RED or ORANGE highlights, this take up to 5 minutes to complete. I'd suggest testing this hypothesis by moving the unedited mod to the earliest possible position in your load order. Then start a new game just for testing purposes (seperate from current save). Then see if you can replicate the CTD when you use the LAL start in Ivarstead Vilemyr Inn and walk out the front door. Also try spawning the NPC in question using the following console command- player.placeatme XX00ff7a YY Where XX is the mod position in your load order, will be different for you than for me. YY is the number of NPCs you want to spawn. Start with spawning 1, then 10, then 20, 30 etc to see if you get a CTD. Note that you will probably CTD with very large numbers of NPCs spawned even if the NPCs are bugfeee. If you don't get the CTD on a new game when this mod is loaded earliest in the load order, then the CTD is probably a conflict with the edits to the Ivarstead location. If so, you can identify which mod is conflicting by moving forward the load order position of this mod and reloading until you get a CTD again. If this doesn't debug the issue, then it's a more complicated issue than I was hoping for. But let's try this first...
valcon767 Posted June 14, 2020 Posted June 14, 2020 did a minimal load out (AS-LAL, bugfixes, and minimum needed for Devious Devices). pulled npc to me in the AS-LAL start cell. CTD within 5 seconds. sigh, think its a system specific issue. ah well at least i know the problem and its easy to fix for me.
Corsec Posted June 15, 2020 Author Posted June 15, 2020 1 hour ago, valcon767 said: did a minimal load out (AS-LAL, bugfixes, and minimum needed for Devious Devices). pulled npc to me in the AS-LAL start cell. CTD within 5 seconds. sigh, think its a system specific issue. ah well at least i know the problem and its easy to fix for me. I'm concerned because if it happens with one NPC, it could happen with any other. There are other NPCs that use the same templates as the NPC in quetsion, so I'd like to check them too. I'd like to find a way to prevent the CTD if possible. There's a way you could help me diagnose this more. The NPC in question relies upon a template levelled list to determine various things, including appearance. It's this one- rrrrCitizenOldMF2130 [LVLN:XX005C5E] Where XX is the load order position of the mod plugin So we could test if the CTD is because of the templated NPCs. So try to summon the following NPCs from that list- XX000DBE XX000DDC Also try the other NPCs that use the same levelled list- XX0061E3 XX006215 XX006D27 XX00F9F9 And see if it still CTDs. If so, maybe I could edit levelled lists to avoid the CTD in future...
valcon767 Posted June 15, 2020 Posted June 15, 2020 grrr ok this has to be specific to my setup as i can pull 10 of each listed npc to me in Riverwood (inside or outside) without problems went ahead and retried the one that give me trouble (xx00ff7a) and it shows in Riverwood fine 5 of 6 times. number 6 CTD oddly when using the AS-LAL cell to pull them too the troubling one (xx00ff7a) is instant CTD but all the others are fine. used AS-LAL to start in Ivarstead and all but that one work fine there...and the problem one (xx00ff7a) works 1 of 3 times when using player.placeatme. started another new game, walked out into Ivarstead same CTD. entered in Whiterun, pulled all the listed NPCs and no CTD at all pulled 10 copies of each and even (xx00ff7a) works there. went to Ivarstead and CTD, but if i use the modified esp that does not have it preplaced i can pull (xx00ff7a) about 50% of the time. only thing that makes sense to me is it has to be setup specific and with just that NPC (xx00ff7a). guess my setup just really don't like that NPC (xx00ff7a) to be in Ivarstead. scratching head ......... i am really confused now.
Corsec Posted June 15, 2020 Author Posted June 15, 2020 6 hours ago, valcon767 said: grrr ok this has to be specific to my setup as i can pull 10 of each listed npc to me in Riverwood (inside or outside) without problems went ahead and retried the one that give me trouble (xx00ff7a) and it shows in Riverwood fine 5 of 6 times. number 6 CTD oddly when using the AS-LAL cell to pull them too the troubling one (xx00ff7a) is instant CTD but all the others are fine. used AS-LAL to start in Ivarstead and all but that one work fine there...and the problem one (xx00ff7a) works 1 of 3 times when using player.placeatme. started another new game, walked out into Ivarstead same CTD. entered in Whiterun, pulled all the listed NPCs and no CTD at all pulled 10 copies of each and even (xx00ff7a) works there. went to Ivarstead and CTD, but if i use the modified esp that does not have it preplaced i can pull (xx00ff7a) about 50% of the time. only thing that makes sense to me is it has to be setup specific and with just that NPC (xx00ff7a). guess my setup just really don't like that NPC (xx00ff7a) to be in Ivarstead. scratching head ......... i am really confused now. Ok, that's confusing and doesn't imply a clear solution. Next step. The xx00ff7a NPC pulls from a levelled list that contains about 20 NPCs who are randomly chosen to provide visual characteristics. The levelled list is this one- rrrrCitizenOldMF2130 [LVLN:XX005C5E] I recommend spawning all the NPCs in that levelled list one by one and seeing if any of them in particular cause CTDs. You could also try editing the spawn location in Ivarstead so that it places a different NPC and seeing if that causes CTDs too. That might indicate if the spawn location is bugged. Maybe also redownload the mod in case there was an error in the download process that introduced bugs into your files.
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