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CBBE Devious Devices not fitting


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Posted

They just never fit the body and I don't really get it, I have built them for the body and as far as I know that should do it no?
I did reinstall the skeleton I was using and regenerated FNIS as well as batches but still it never ever fits, I don't get it, what am I doing wrong?

 

Also it seems to crash on a lot of devious devices, most that use custom animations it seems

  • 2 weeks later...
Posted

i did have some issues when i first installed these. once i installed Devious 3-pack (assets, expansion, integration), after reading through many threads and getting some help, i figured out that the issue is when you use Bodyslide to build the assets for the CBBE body you are using. unfortunately, there are no real good instructions on how to build those properly and with detail when using bodyslide studio, with every mod that actually adds a group in the studio. it's a hit and miss knowing which ones to pick for the group and which not to pick.

 

i have CB++, CBAdvanced, CBBE, CBBE Bodies, Cursed Loot (since i use that mod), DDX FeuerTin, and Dda (DDa is the one you need for Devious Devices). i have others i didn't select and have had no issues running about 50 devious mods and similiar mods.

 

once you select those, just CTRL+Batch Build (when you're promoted to choose between 2 version of s style, do not pick UNNP or CBBE or HDT, just pick the normal versions), then save and let them do the conversion. when it's done CTRL_Build and then Save and close the studio. run the game and you should be able to see the devices.

 

although don't be surprised if some of the anal plugs (especially pony tail ones) don't show up and end up "under the ground" i haven't been able to figure that issue out yet and i've been pouring the threads for weeks to find answers. good luck, i hope it helped.

 

Posted
On 6/16/2020 at 3:48 AM, YojimboRatchet said:

unfortunately, there are no real good instructions on how to build those properly and with detail when using bodyslide studio, with every mod that actually adds a group in the studio. it's a hit and miss knowing which ones to pick for the group and which not to pick.

The thing is that you have to build everything at least once, there is no such thing as "not to pick". People only choose certain groups because they have already built the others before, and it saves some time building just the new things you added. If you aren't sure, set group filters off and batch build everything (also select the Morphs toggle on).

To get fully working DD install you need to install HDT body, XPMSE skeleton and HDTPhysicsExtensions with it, otherwise you may see some crashes once mods equip you with chains.

Posted

i don't have any crashes at all, and i have everything built properly. my only issue is that the "plugs" end up under the ground and not in the proper position and i can't figure out why at this point, HDT isn't the issue as to the placement of these items, something else is.

Posted
On 6/18/2020 at 2:19 PM, YojimboRatchet said:

my only issue is that the "plugs" end up under the ground

Can you confirm that the skeleton.hkx that is currently active is from XPMSE (the Extended)? If it's on ground it would hint of a missing joint or something. FNIS is responsible of handling the idle animations so you need to generate them after you have sorted your install order for skeleton. (Note that load order has no effect for this, install order matters.)

Posted

not exactly sure i follow what you mean here.

 

i do enable the hkx fix in FNIS. and i have the XP32 Maximum Skeleton Special Extended installed and active (v4.71), and i have no issues with anything other than the the butt plugs (all types)

 

they were all built properly since i can see them and all other restraints. i also followed the excellent tutorial from here.

 

 

 

i have every requirement for every mod i use and play without any major issues (some conflicts happen on occasion but that's life lol), the only problem i have still is this butt plug not showing up in the right place.

Posted
19 hours ago, Zaflis said:

Can you confirm that the skeleton.hkx that is currently active is from XPMSE (the Extended)?

If you read through the guide throughly you would know how to check for install order conflicts in MO2, i saw it is mentioned there. More sure way to check which files are active can be seen in the Data tab. You can check XPMSE file list to see where the .hkx is located, but for quick spoilers it is at: meshes\actors\character\character assets\

 

data.jpg.0972b5f2d2cf531b621ae6c7d075a25b.jpg

(If the "Mod" there says something else than "XP32...Extended" then you have an install conflict.)

 

Saying that you follow guides is one thing, but it would be reassuring for us if you would show that is really true. MO2 stores your install order and load order in

\MO2\profiles\(ProfileName)\

.. where you can find loadorder.txt and modlist.txt ..

 

Now then i don't know if any of the above is helpful to you or not...

 

Quote

...i do enable the hkx fix in FNIS. and i have the XP32 Maximum Skeleton Special Extended...

*Facepalm*

This is support section for Skyrim Legendary Edition. Different skeletons, different everything for DD plugs and so on... Sorry i can't help further than this, don't mix LE and SE mods and their supports they're mostly incompatible. Majority of us use LE so that is always assumed. Look DD's SE discussion thread throughly, there's likely to be mentions of things moving on ground level. Know that HDT-PE does not work same way for SSE, you may need SMP and all sorts of things i once gave up trying to get them working and went back to LE. Things could have changed year later.

Posted
 
 
where does it say "LE" in this path ? because i don't see where it says LE at all, but for all versions which is why i posted to this question asked by someone else that remained unanswered. regardless, hoping someone will be able to help us out. otherwise my only answer is to stop using plugs of any kind in my gameplay.
 
thanks

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