Roggvir Posted April 1, 2021 Posted April 1, 2021 @Kimy I think i found a bug in DD 5.1, zadLibs.DDI_DebugFixDevices() Probably not too important, considering it is in a debug function. Spoiler I omitted any irrelevant lines, so use the line numbers as reference. I believe the red i on line 1560 is a mistake and it should be a j instead. 1546 i = PlayerRef.GetNumItems() 1547 While i > 0 1548 i -= 1 1549 kForm = PlayerRef.GetNthForm(i) .... ... 1556 Int j = zadTemporaryDeviceStorage.GetSize() 1557 bool removeRendered = True 1558 while j > 0 1559 j -= 1 1560 rdevice = zadTemporaryDeviceStorage.GetAt(i) as Armor 1561 if rdevice == kForm 1562 removeRendered = False 1563 EndIf 1564 EndWhile .... ... 1576 EndWhile 1
Xuvish Posted April 2, 2021 Posted April 2, 2021 11 hours ago, Zaflis said: Captured Dreams mod technically doesn't exist anymore so it cannot be supported. If you mean adding devices that CD had into DD core mod then that is different and would need permissions. I don't know what extra devices it had though... just other color variations was it? I was think that you could take what you had in 4.3 and convert to 5.1+. Is that possible? The only issues I had was with the CD harness when you do deliveries and if you choose to payoff the debt you owe and sometimes the bra would be invisible.
hahaha123123 Posted April 2, 2021 Posted April 2, 2021 Folks, I have read through all the FAQ and did my google due diligence but I think I ran into a dead end... Help. I've decided to update my DCL and DD to 9.0 and 5.1. I've narrowed down the issue on the DD LE 5.1 - New game crashs with this one installed. Switching back to the older version DD package then the game works fine. Under Vortex I cannot see any conflict in both the mod or plugins. I don't know which other mod is causing this capatibility issue with DD 5.1, I have tried disabling anything I can think of, but so far no luck. Anything from the Zaz animation maybe? Does anyone experiencing the similar issue and what conflicting mod do you find? Attached a list of mod I got before switch to DD LE 5.1
Zaflis Posted April 2, 2021 Posted April 2, 2021 2 hours ago, hahaha123123 said: Folks, I have read through all the FAQ and did my google due diligence but I think I ran into a dead end... Help. I've decided to update my DCL and DD to 9.0 and 5.1. I've narrowed down the issue on the DD LE 5.1 - New game crashs with this one installed. Switching back to the older version DD package then the game works fine. Under Vortex I cannot see any conflict in both the mod or plugins. I don't know which other mod is causing this capatibility issue with DD 5.1, I have tried disabling anything I can think of, but so far no luck. Anything from the Zaz animation maybe? Does anyone experiencing the similar issue and what conflicting mod do you find? Attached a list of mod I got before switch to DD LE 5.1 You don't see conflicts because Vortex is garbage. Cursed Loot should have conflicts with DD itself, but that's fine and you can ignore. Spoiler You don't have CrashFixes or LoadGameCTDFix, so it's no wonder you are crashing. Have you configured SKSE and ENBoost? Remove DD 4 (DDA, DDI, DDX) before you start installing DD 5. Also your mod priorities in the list were a bit off, or i don't know how Vortex will sort out the load order based on your mod list... Cursed Loot cannot be before DD because DD is a dependency. 1
hahaha123123 Posted April 2, 2021 Posted April 2, 2021 6 hours ago, Zaflis said: You don't see conflicts because Vortex is garbage. Cursed Loot should have conflicts with DD itself, but that's fine and you can ignore. Reveal hidden contents You don't have CrashFixes or LoadGameCTDFix, so it's no wonder you are crashing. Have you configured SKSE and ENBoost? Remove DD 4 (DDA, DDI, DDX) before you start installing DD 5. Also your mod priorities in the list were a bit off, or i don't know how Vortex will sort out the load order based on your mod list... Cursed Loot cannot be before DD because DD is a dependency. Thank you kind sir. The LoadGameCTDFix did the trick... I thought FNIS XXL will prevent too many animation issue... guess it is not.
Caladian Posted April 2, 2021 Posted April 2, 2021 8 hours ago, hahaha123123 said: Folks, I have read through all the FAQ and did my google due diligence but I think I ran into a dead end... Help. I've decided to update my DCL and DD to 9.0 and 5.1. I've narrowed down the issue on the DD LE 5.1 - New game crashs with this one installed. Switching back to the older version DD package then the game works fine. Under Vortex I cannot see any conflict in both the mod or plugins. I don't know which other mod is causing this capatibility issue with DD 5.1, I have tried disabling anything I can think of, but so far no luck. Anything from the Zaz animation maybe? Does anyone experiencing the similar issue and what conflicting mod do you find? Attached a list of mod I got before switch to DD LE 5.1 Also, I saw that you have NI and racemenu. If you have the most current racemenu, it has NI in it. So you don't need it. Not that it is related. 1
hahaha123123 Posted April 3, 2021 Posted April 3, 2021 2 hours ago, Caladian said: Also, I saw that you have NI and racemenu. If you have the most current racemenu, it has NI in it. So you don't need it. Not that it is related. Got you, thank you
lord,k, Posted April 3, 2021 Posted April 3, 2021 has anoyone having this bug? any mod using devious device trying to applying devious device item on my character just strip it and dont equip device the only one that work is belt quest from laura's shop anybody have a solution to my problem ?
ihatemykite Posted April 3, 2021 Posted April 3, 2021 4 hours ago, lord,k, said: has anoyone having this bug? any mod using devious device trying to applying devious device item on my character just strip it and dont equip device the only one that work is belt quest from laura's shop anybody have a solution to my problem ? I sadly don't have solution, but I have been trying to help solve similiar problem for one user using my mod. From my best understanding this could be either because you use older version of DD and mods that use newer LockDevice function which older version of DD doesn't have. From the way you said it looks like the devices from lauras shop works fine. Try other options from that mod if they equip devices. Also try using command or Add item Menu to add devices and equip them yourself to see if they works. If only some of them works I think you forget to run BodySlide.
Kimiuri Posted April 4, 2021 Posted April 4, 2021 (Sorry for the bad english) Faced such a problem. In the MSM settings, I clicked 'register devices' and that's it! DD has become version 4.61 and is not updated in any way. The mod turned off, reinstalled, cleaned the save, no sense. I installed both DD 5.0 and DD 5.1. Version 4.61 still remains
chon_tun Posted April 4, 2021 Posted April 4, 2021 I just moved my Skyrim setup from a laptop to desktop. Skyrim was a fresh install, but I just copied over the MO2 and mods over onto the desktop. On the laptop, no issues. On Desktop, I'm missing *some* device textures but not all - exactly like when you forget to run BodySlide. So far I've noticed ropes don't appear, leather pony boots and leather hobble jackets are missing, haven't noticed anything else missing from DD or DCL yet. I ended up doing a fresh DD/DCL install, ran BodySlide with the right groups selected, and even with all groups selected. No dice. I think they're just missing? When I open the Group Manager window in BodySlide I search the list and don't find leather pony boots. I do find some Hobble jackets, but they conflict with straightjacketx when you build the meshes. I imagine no one else is having this issue because it seems kinda glaring, but Idk what else I could be missing.
Roggvir Posted April 4, 2021 Posted April 4, 2021 @Kimy For your consideration: There are at least several functions where instead of returning from a loop, they set some Bool to true, which is then used to stop the loop when checked in the While expression. It only makes the code longer and harder to read (see the comparison below). Original function in zadEquipScript: Spoiler Bool Function IsEquipDeviceConflict(Actor akActor) If EquipConflictingDevices.Length > 0 int i = EquipConflictingDevices.Length Keyword kw bool break = false While i > 0 && !break i -= 1 kw = EquipConflictingDevices[i] If kw && akActor.WornHasKeyword(kw) break = true EndIf EndWhile If break If zad_EquipConflictFailMsg zad_EquipConflictFailMsg.Show() EndIf Return True Endif EndIf Return False EndFunction Same functionality, but without the break stuff: (and without redundant EquipConflictingDevices.Length > 0 condition check) Spoiler Bool Function IsEquipDeviceConflict(Actor akActor) int i = EquipConflictingDevices.Length While i > 0 i -= 1 Keyword kw = EquipConflictingDevices[i] If kw && akActor.WornHasKeyword(kw) If zad_EquipConflictFailMsg zad_EquipConflictFailMsg.Show() EndIf Return True EndIf EndWhile Return False EndFunction
Roggvir Posted April 4, 2021 Posted April 4, 2021 @Kimy Another pet peeve of mine... I noticed several scripts using alias functions like GetAV, GetActorBase, etc. - these are non-native wrapper functions which actually call the native function (like GetActorValue). Everytime you use GetAV or similar alias function, you are calling two functions, instead of just one if you'd use the native function GetActorValue directly. Not a big deal, but is it worth saving few keystrokes? btw. there are plenty others like that, if you want to check: Spoiler AddToFaction, ClearForcedLandingMarker, ClearVendor, DamageAV, FindClosestActorFromRef, FindClosestReferenceOfAnyTypeInListFromRef, FindClosestReferenceOfTypeFromRef, FindRandomActorFromRef, FindRandomReferenceOfAnyTypeInListFromRef, FindRandomReferenceOfTypeFromRef, ForceAV, GetActorBase, GetAR, GetAV, GetAVIByName, GetAVIByID, GetAVMax, GetAVPercentage, GetBaseAV, GetFirstPersonFOV, GetSkillLegendaryLevel, GetStage, GetStageDone, GetWorldFOV, HasKeywordString, IsBattleaxe, IsBoots, IsBow, IsClothing, IsClothingBody, IsClothingFeet, IsClothingHands, IsClothingHead, IsClothingPoor, IsClothingRich, IsClothingRing, IsCuirass, IsDagger, IsGauntlets, IsGreatsword, IsHeavyArmor, IsHelmet, IsJewelry, IsLightArmor, IsMace, IsShield , IsStaff, IsSword, IsVendor, IsWarAxe, IsWarhammer, MakeVendor, ModAR, ModAV, RestoreAV, SetAR, SetAV, SetFirstPersonFOV, SetSkillLegendaryLevel, SetStage, SetWorldFOV, SplineTranslateToRef, TranslateToRef, All ColorForm functions except Get/SetColor, ObjectReference.X/Y/Z, Almost all the functions of Race script: AllowPCDialogue, AllowPickpocket, AvoidsRoads, CanFly, CanSwim, CanWalk, CantOpenDoors, ClearAllowPCDialogue, ClearAllowPickpocket, ClearAvoidsRoads, ClearCantOpenDoors, ClearNoCombatInWater, ClearNoKNockdowns, ClearNoShadow, IsChildRace, IsImmobile, IsNotPushable, IsPlayable, MakeCanFly, MakeCanSwim, MakeCanWalk, MakeChildRace, MakeImmobile, MakeMobile, MakeNoKnockdowns, MakeNonChildRace, MakeNonFlying, MakeNonSwimming, MakeNonWalking, MakeNotPushable, MakePlayable, MakePushable, MakeUnplayable, NoCombatInWater, NoKnockdowns, NoShadow, SetAllowPCDialogue, SetAllowPickpocket, SetAvoidsRoads, SetCantOpenDoors, SetNoCombatInWater, SetNoShadow (look inside source scripts that came with SKSE, to see what is the actual function to use instead - if desired)
Roggvir Posted April 4, 2021 Posted April 4, 2021 An addendum to my previous post about "wasteful" alias functions... Spoiler First, scripts zaddradiantmasterscript, zadGagPanelScript, and zadLibs are using alias function AddToFaction on several occasions... just saying Secondly, in each of the scripts there is one place where it even does the following: actor.AddToFaction(faction) actor.SetFactionRank(faction, rank) ...which translates into this code: if !actor.IsInFaction(faction) actor.SetFactionRank(faction, 0) endIf actor.SetFactionRank(faction, rank) ...while it could be just one line: actor.SetFactionRank(faction, rank)
Roggvir Posted April 5, 2021 Posted April 5, 2021 @Kimy found a bug in script zadPiercingNippleScript, function OnEquippedFilter(): Equal comparison operator used instead of assignment. Spoiler int Function OnEquippedFilter(actor akActor, bool silent=false) if akActor == none akActor == libs.PlayerRef EndIf + Same exact bug in function OnEquippedFilter() in script zadPiercingVaginalScript. + Same exact bug in function EquipDeviceFilter() in script zadRestraintFullScript. + Same exact bug in function OnEquippedFilter() in script zadx_RopeHarnessScript. + Same exact bug in function OnEquippedFilter() in script zadxChainHarnessNippleChainScript. One more thing, script zadPiercingNippleScript, function OnEquippedFilter(): Possibly incorrect use of NotifyActor() instead of NotifyPlayer() ? Spoiler int Function OnEquippedFilter(actor akActor, bool silent=false) ... if !akActor.IsEquipped(deviceRendered) ... if akActor.WornHasKeyword(libs.zad_DeviousBra) if akActor == libs.PlayerRef && !silent libs.NotifyActor(strFailEquip, akActor, true) + Same thing in zadRestraintFullScript, function OnEquippedPre() ...maybe it isn't a mistake then? but i do not know that. 1
Roggvir Posted April 5, 2021 Posted April 5, 2021 @Kimy found a bug, and even though it isn't really breaking anything, it is a bug, so it should be fixed script zadYokeQuestScript, function AttemptRemoveYoke(): Missing return statement Spoiler bool Function AttemptRemoveYoke() if Utility.RandomInt(1,100) <= 25 RemoveHeavyBondage(libs.zad_DeviousYoke) return true Else ; Display failure message EndIf return false <--- this line is actually missing, and technically speaking, it should be there EndFunction 1
lifesuckz69 Posted April 5, 2021 Posted April 5, 2021 DD and everything seem to work nicely, EXCEPT that my follower (Chloe from Cursed Loot) ignores Armbinders and other restrictive devices that would change the walking animation. My character does it, when she's standing still she does it, but as soon as she starts walking, her handless arms start moving around with the armbinders on the back. Is that maybe some MCM thing I should click or could it be with anything else in my load order? (I don't get any conflicts that seem related) Loadorder: Spoiler Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Lanterns Of Skyrim - All In One - Main.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp hdtHighHeel.esm Unofficial Skyrim Modders Patch.esp Campfire.esm SexLab.esm RaceCompatibility.esm ApachiiHair.esm SexLabAroused.esm Toys.esm CreatureFramework.esm Devious Devices - Assets.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm ZaZAnimationPack.esm Skyrim - Utility Mod.esm Schlongs of Skyrim - Core.esm DD_NPC_Fixup.esp Orc Enhancer.esp SexLab Aroused Creatures.esp SexLabMatchMaker.esp KJ Tattoos 4K.esp SOSRaceMenu.esp Merta Assassin Armor.esp KS Hairdo's.esp BBD_Nova.esp XPMSE.esp FNIS.esp FNISSexyMove.esp BS-TheHag_Overlays.esp 100XCarryWeight.esp SkyUI.esp Remodeled Armor - Vanilla Replacer - Dawnguard.esp Vivid Weathers - Lanterns of Skyrim Preset.esp Purewaters.esp Hothtrooper44_Armor_Ecksstra.esp Remodeled Armor - Vanilla Replacer - Dragonborn.esp Vivid Weathers.esp Remodeled Armor - Vanilla Replacer.esp 3DNPC.esp Skyrim Immersive Creatures.esp Helgen Reborn.esp xazPrisonOverhaulPatched.esp ethereal_elven_overhaul.esp SexLab-Stories.esp Skyrim Immersive Creatures - DLC2.esp MoreNastyCritters.esp HDT Havok Object.esp Hothtrooper44_ArmorCompilation.esp Skyrim Immersive Creatures - Patch.esp SexLab-StoriesDevious.esp sanguinesDebauchery.esp SMIM-Merged-All.esp Immersive Encounters.esp Deviously Cursed Loot.esp Devious Devices - Lore Patch.esp Devious Devices For Him.esp Devious Devices - BRRF.esp Devious Lore.esp SexLab_Dialogues.esp SLPrivacy.esp Skyrim Flora Overhaul.esp ElysiumEstate.esp SimpleSlavery.esp Deviously Enslaved.esp Apocalypse - The Spell Package.esp BDIC.esp hothtrooper44_ArmorPatch.esp Abigail The Maid.esp The Eyes Of Beauty - Elves Edition.esp AmazingFollowerTweaks.esp TheCoenaculiCBBE.esp SLALAnimObj.esp M2M_Animations.esp DW.esp SGEyebrows.esp SexLabDefeat.esp mslDeviousCaptures.esp SLPleasure.esp SRR Comments Standalone.esp RaceCompatibilityUSKPOverride.esp TERAArmors_CBBE.esp Immersive Weapons.esp PuppetMaster.esp SIC Stormcloak Wolves Faction Fix.esp Modern Brawl Bug Fix.esp SOS - Smurf Average Addon.esp SOS - Leito Addon.esp SLAnimLoader.esp SexLabTools.esp SexLabAroused Plugins.esp UIExtensions.esp AddItemMenuLE.esp RaceMenu.esp RaceMenuOverlays.esp RaceMenuMorphsCBBE.esp iHUD.esp Remove Recurring Messages.esp Auto Unequip Ammo.esp 12FemaleBrows.esp LingerieSetCBBE3_2ByNausicaa.esp FNISspells.esp Merta Black Rose Armor.esp HDT Piercingsets.esp TheEyesOfBeauty.esp Devious Devices - Equip.esp RaceMenuPlugin.esp Schlongs of Skyrim.esp The Seven Wonders of Leyenda.esp Customizable Camera.esp adcSexlife.esp Cumshot.esp CumshotSL.esp Immersive Citizens - AI Overhaul.esp Alternate Start - Live Another Life.esp Deviously Cursed Loot LAL AddOn.esp ImmerSlave.esp
Schalli1980 Posted April 5, 2021 Posted April 5, 2021 On 3/26/2021 at 5:05 PM, Mercor said: Hi, were you playing with a male PC? If not, can you tell me at least what you did to solve the problem? I'm having problems harnesses on my male PC and I happen to also have problems with straightjackets (but I don't know if they are handled by For Him). I might have a similar issue, but I can't find what's supposed to be in the files Sorry, i've never played a male PC so i don't know how to help. The only thing i have done was not ingame. I just copied the right files into the game directory manually because the NMM didn't do so.
woodie99 Posted April 8, 2021 Posted April 8, 2021 hi i wounder please if someone can help , when i try to install the mod through nexus manager (just been updated i might add) it gets to 50 per cent then error mod not activated comes up i even tried a fresh download only to have the same results , any idea how i can resolve this please
Zaflis Posted April 9, 2021 Posted April 9, 2021 9 hours ago, woodie99 said: hi i wounder please if someone can help , when i try to install the mod through nexus manager (just been updated i might add) it gets to 50 per cent then error mod not activated comes up i even tried a fresh download only to have the same results , any idea how i can resolve this please You need to find what the error is and NMM should be writing log file. However not many people here can offer you more support because MO2 is far better and more popular.
blu3mania Posted April 10, 2021 Posted April 10, 2021 @Kimy Wooden horse pole activator (form xx0063F9 in Devious Devices - Contraptions.esm) defines script property Reward without type and value, which causes the following error in Papyrus log: [04/10/2021 - 09:42:10AM] ERROR: Property Reward on script zadcFurnitureScript attached to (6210E349) cannot be initialized because the value is the incorrect type It should be changed to something like: Spoiler
Lupine00 Posted April 11, 2021 Posted April 11, 2021 On 4/9/2021 at 4:22 AM, woodie99 said: hi i wounder please if someone can help , when i try to install the mod through nexus manager (just been updated i might add) it gets to 50 per cent then error mod not activated comes up i even tried a fresh download only to have the same results , any idea how i can resolve this please This is a really old NMM bug. First, check that the archive file (zip) for your install is not corrupt and that you can unpack it manually. If not, download a good copy. If the problem isn't that... You might consider moving to the updated Community Edition of NMM, if you aren't using it. Otherwise, if you are already using it, you should probably seek help from the NMM community developers.
woodie99 Posted April 11, 2021 Posted April 11, 2021 5 hours ago, Lupine00 said: This is a really old NMM bug. First, check that the archive file (zip) for your install is not corrupt and that you can unpack it manually. If not, download a good copy. If the problem isn't that... You might consider moving to the updated Community Edition of NMM, if you aren't using it. Otherwise, if you are already using it, you should probably seek help from the NMM community developers. figured it out but thanks , but i am going to move to special edition from now on through
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