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Posted

Hello !

 

I have a problem that appeared recently.

 

I usually got a message "It is impossible to wear multiple Harness simultaneously", randomly, either i'm wearing devious devices or no devices at all, and for no reasons.

It was annoying but i could still play anyway.

 

But recently, I played Chloe's quest from DCL, and after the rope quest, I'm getting spammed of this message, i can't even press Escape to quit the game, it became unplayable :(

 

I tried to desactivate all DD mods related, and it seems to come from DD mod itself, and I don't know why :(

 

Can anyone help me please ?

 

Thank you

 

Edit: I attached a skse.log
The problem here apearred  after the autosave when i change the location, but i don't know how to read it, or to see what's the error

skse.log

Posted
On 5/18/2021 at 2:59 PM, Hellethia said:

I tried to desactivate all DD mods related, and it seems to come from DD mod itself, and I don't know why :(

So you disabled all mods excapt for this ones ?

  • Devious Devices - Asset.esm
  • Devious Devices - Integration.esm
  • Devious Devices - Expansion.esm
  • Devious Devices - Contraptions.esm

Because if you did that there must so something wrong with the way you installed the mod (or you have other mod which have nothing to do with DD but still breaks it).

Also try to take papyrus log. I have looked at the log you attached and don't see anything wrong (but to be fair i also don't know how skse log works). Only strange thing for me is this line, because the number -1640531527 is such random occurence. All other numbers are like 1,4, 6 etc. Maybe that numer get declared but not defined and so its made from memory garbage. But i have no idea what the number should represent so it doesn't really give much help.

Spoiler

obrazek.png.9222c731b309823d94251e50e91a1b1e.png

 

Posted

Hi

 

i've recently lost the ability to remove any devices (from the pc or an npc), when i "struggle" and succeed it just gives me the message of succes but the item doesn't unnequip, the only way i've managed to remove them is the debug function from dd, o through SL survivals removing devices dunction.

 

i'm not sure when it started but i've tried reinstalling all mods, starting a clean game without mods and then instaliing them etc and i don't know what else to do.

 

if anyone could help i'd appreciate it

 

thanks

Posted

@Kimy as i start exploring contraptions mod (sorry before i speak this word wrong), can i suggest one fix or upgrade function for this mod?

 

When you drop kit to ground, later you can decide put this device back. I made it my game for x-cross and test as i think all possible variations and found no visible bugs.

 

For that need change 3 things:

 

1) Script zadclibs (with green is new changes):

Spoiler

ObjectReference Function BobTheBuilder(Activator FurnitureToBuild, ObjectReference WhereToBuild = None)
    If !WhereToBuild
        WhereToBuild = Libs.PlayerRef
    EndIf
    CloseMenus()
    ObjectReference newFurniture = WhereToBuild.PlaceAtMe(FurnitureToBuild, 1, True, False)        
    AlignObject(newFurniture, WhereToBuild)
    Utility.Wait(0.5)
    MoveObjectByVector(WhereToBuild, newFurniture, 100.0)
    SetIsTransportable(newFurniture)    ; after kit drop set this furniture pick-able back
    return newFurniture
EndFunction

 

2) For all furniture's activator need add property Blueprint as object and put there mach misc object. For X cross it's zadc_kit_xcross "X-Cross Kit" [MISC:0C00539A]

 

3) need fix zadcFurnitureScript - there is error when pick-able option is activated.

Function DeviceMenuLock()

Spoiler

If !CanBePickedUp
        If i == 2
            ; do nothing, just abort
            zadc_OnLeaveItNotLockedMSG.Show()            
            return
        EndIf
    Else
        If i == 2
            ; this is the pick up option for the CanPick version of the dialogue
            self.Disable()
            self.Delete()
            libs.PlayerRef.AddItem(Blueprint, 1, False)
            return
        ElseIf i == 3 ; you picked leave it alone option if device can be picked up.
            ; do nothing, just abort
            zadc_OnLeaveItNotLockedMSG.Show()            
            return
        EndIf
    EndIf

Where was green in previous script was just else. It's lead to error when you choose lock you in and all procedures is completed but as object is pick able up trigger this pick up menu. But as you choose not to pick up, then it's left you unlocked when choose another menu as pick up. There need be elseif to check if in new version is  choice 3 as left this device without lock you in (without pick up function this choice was 2). I hope i explain good as my English is bad.

 

Good luck to continue this mod. It's awesome!

Posted

@Kimy About the contraption item which need to drop from inventory to appear, I found it a bit too random and it is hard to control if you want to add furniture in your small little Breeze home. Could you apply the blue print function similar to Campfire mod, which let us see the furniture placement before choose apply.

Posted
7 hours ago, Elsidia said:

@Kimy as i start exploring contraptions mod (sorry before i speak this word wrong), can i suggest one fix or upgrade function for this mod?

 

When you drop kit to ground, later you can decide put this device back. I made it my game for x-cross and test as i think all possible variations and found no visible bugs.

 

For that need change 3 things:

 

1) Script zadclibs (with green is new changes):

  Hide contents

ObjectReference Function BobTheBuilder(Activator FurnitureToBuild, ObjectReference WhereToBuild = None)
    If !WhereToBuild
        WhereToBuild = Libs.PlayerRef
    EndIf
    CloseMenus()
    ObjectReference newFurniture = WhereToBuild.PlaceAtMe(FurnitureToBuild, 1, True, False)        
    AlignObject(newFurniture, WhereToBuild)
    Utility.Wait(0.5)
    MoveObjectByVector(WhereToBuild, newFurniture, 100.0)
    SetIsTransportable(newFurniture)    ; after kit drop set this furniture pick-able back
    return newFurniture
EndFunction

 

2) For all furniture's activator need add property Blueprint as object and put there mach misc object. For X cross it's zadc_kit_xcross "X-Cross Kit" [MISC:0C00539A]

 

3) need fix zadcFurnitureScript - there is error when pick-able option is activated.

Function DeviceMenuLock()

  Hide contents

If !CanBePickedUp
        If i == 2
            ; do nothing, just abort
            zadc_OnLeaveItNotLockedMSG.Show()            
            return
        EndIf
    Else
        If i == 2
            ; this is the pick up option for the CanPick version of the dialogue
            self.Disable()
            self.Delete()
            libs.PlayerRef.AddItem(Blueprint, 1, False)
            return
        ElseIf i == 3 ; you picked leave it alone option if device can be picked up.
            ; do nothing, just abort
            zadc_OnLeaveItNotLockedMSG.Show()            
            return
        EndIf
    EndIf

Where was green in previous script was just else. It's lead to error when you choose lock you in and all procedures is completed but as object is pick able up trigger this pick up menu. But as you choose not to pick up, then it's left you unlocked when choose another menu as pick up. There need be elseif to check if in new version is  choice 3 as left this device without lock you in (without pick up function this choice was 2). I hope i explain good as my English is bad.

 

Good luck to continue this mod. It's awesome!

 

 

Sounds good! Will be implemented this way! :)

Posted
7 hours ago, hungvipbcsok said:

@Kimy About the contraption item which need to drop from inventory to appear, I found it a bit too random and it is hard to control if you want to add furniture in your small little Breeze home. Could you apply the blue print function similar to Campfire mod, which let us see the furniture placement before choose apply.

 

I'd have to check how that mod implements it. :)

Posted

Hello, i have question regarding permissions. I have ben playing with textures and created this

Spoiler

pic.png.0b188e11b43dc367a593b82769b123d4.png

 

I have used gimp and copy of existing black ebonite armbinder texture. If I would want to create new device with this texture and add it to my mod would it be ok ?

 

Posted

I would like to hear the sounds of rubber when trying to escape from rubber devices. If it can be done, that would be good.

Posted

How do regular DD Items interact with NPC?

Ive read multiple times that its "weird" but how would "weird" be defined? 

I want to create a NPC which wears restraints for an extended amount of time and keep wearing them even after the Player changed cells or has those cells be completely reset. Should I create a script to check regularly that my NPC continuous wearing those restraints or is DD capable of saving this data and keep the NPC locked in those restraints for an unspecified amount of time?

Posted
1 hour ago, Scrab said:

How do regular DD Items interact with NPC?

Ive read multiple times that its "weird" but how would "weird" be defined? 

I want to create a NPC which wears restraints for an extended amount of time and keep wearing them even after the Player changed cells or has those cells be completely reset. Should I create a script to check regularly that my NPC continuous wearing those restraints or is DD capable of saving this data and keep the NPC locked in those restraints for an unspecified amount of time?

 

Have a look at this.  It might be what you are after

 

 

Posted

Hi Kimy, ?
I don't know if anyone ever suggested this, but what do you think of using offset animations for some of the horny events, instead of the full-body animations, which stop your movement? ?

 
This way, the player could keep walking while one of the corresponding horny events occur. ?
 

Specifically, I'm referring to these three offsets from zaz

image.png.cedbe021ab13f1561bfa8d507e17e8a0.png


which are parts of these animations in dd

image.png.a4aae677a8dfa62d8aefaca8dc78e694.png

Posted

Not sure if this is the place to post this, but I'm having difficulty getting quest devices working on my latest build of Devious Lore.

 

In the mod I have training quests, where the player is locked in quest devices and asked to raise some of their skills, and get a passive buff afterwards. All the quest devices have the "zad_QuestItem" keyword attached, as well as the "_DL_KeywordTrainDevice" keyword which I pass to the RemoveQuestDevice function. The training devices include a collar, arm cuffs, leg cuffs, a chastity belt, and a chastity bra, and the remove function works on all of them, apart from the chastity belt.

 

The papyrus log only gives "Caught and prevented unauthorized removal attempt!" after trying to unlock the belt. The belt has been set up identically to the other devices, the only difference being an enchantment and the "MagicDisallowEnchanting" keyword on the belt's inventory device. So, any idea what I'm doing wrong?

Posted (edited)

@Kimy Hey got another kinda weird question and I'm not entirely sure if it's for DD team or for sexlab or SLAL. When I tick "Use bound animations" and when the player character is wearing an armbinder, if she's doing it with another girl then it's always DDARMBOUNDKISS; and if she's doing it with a guy, then it's either DD's armbound doggy or DD's armbound skullfuck. I've downloaded Bily's SLAL pack which has a lot of armbound animations but they don't seem to be picked. They've been registered into sexlab, and I know it's not FNIS problem because I can start those animations in "Edit Animations" option in sexlab. I've painstakingly made sure that all the relavent tags are appearing for all the new armbound animations (DeviousDevice, Bound, Agressive, sex, armbinder. I even activated Lesbian in the hope of getting them to show regardless of participating sex). The only work around I've seen is to tick off "use bound animation", but then it'll just pull from the entire pull and it's a pity as well since I'd like to preserve the bound status.

 

On a similar note, it appears if the character is wearing ANY DD item, but no chastity belt, if "use bound animation" is ticked, masturbation will play "belted solo".

 

What am I doing wrong? Any suggestions? Thank you in advance.

Edited by falranger
Posted
On 6/3/2021 at 7:24 PM, Code Serpent said:

Not sure if this is the place to post this, but I'm having difficulty getting quest devices working on my latest build of Devious Lore.

 

In the mod I have training quests, where the player is locked in quest devices and asked to raise some of their skills, and get a passive buff afterwards. All the quest devices have the "zad_QuestItem" keyword attached, as well as the "_DL_KeywordTrainDevice" keyword which I pass to the RemoveQuestDevice function. The training devices include a collar, arm cuffs, leg cuffs, a chastity belt, and a chastity bra, and the remove function works on all of them, apart from the chastity belt.

 

The papyrus log only gives "Caught and prevented unauthorized removal attempt!" after trying to unlock the belt. The belt has been set up identically to the other devices, the only difference being an enchantment and the "MagicDisallowEnchanting" keyword on the belt's inventory device. So, any idea what I'm doing wrong?

 

Have me a log?

Posted
1 hour ago, falranger said:

@Kimy Hey got another kinda weird question and I'm not entirely sure if it's for DD team or for sexlab or SLAL. When I tick "Use bound animations" and when the player character is wearing an armbinder, if she's doing it with another girl then it's always DDARMBOUNDKISS; and if she's doing it with a guy, then it's either DD's armbound doggy or DD's armbound skullfuck. I've downloaded Bily's SLAL pack which has a lot of armbound animations but they don't seem to be picked. They've been registered into sexlab, and I know it's not FNIS problem because I can start those animations in "Edit Animations" option in sexlab. I've painstakingly made sure that all the relavent tags are appearing for all the new armbound animations (DeviousDevice, Bound, Agressive, sex, armbinder. I even activated Lesbian in the hope of getting them to show regardless of participating sex). The only work around I've seen is to tick off "use bound animation", but then it'll just pull from the entire pull and it's a pity as well since I'd like to preserve the bound status.

 

On a similar note, it appears if the character is wearing ANY DD item, but no chastity belt, if "use bound animation" is ticked, masturbation will play "belted solo".

 

What am I doing wrong? Any suggestions? Thank you in advance.

 

DD does not use animations registered to SexLab when devices are worn that call for bound animations, namely wrist restraints. It will use its own animations for this.

 

The masturbation animation should normally not be used when no belt is worn. Which exact devices was your character wearing when this happened?

Posted
On 6/2/2021 at 10:08 AM, Racoonity, Serah said:

Hi Kimy, ?
I don't know if anyone ever suggested this, but what do you think of using offset animations for some of the horny events, instead of the full-body animations, which stop your movement? ?

 
This way, the player could keep walking while one of the corresponding horny events occur. ?
 

Specifically, I'm referring to these three offsets from zaz

image.png.cedbe021ab13f1561bfa8d507e17e8a0.png


which are parts of these animations in dd

image.png.a4aae677a8dfa62d8aefaca8dc78e694.png

 

Hmm.... not sure.... I always thought making the character stop moving when she's having a "horny moment" was the more immersive way to implement this?

Posted
5 minutes ago, Kimy said:

 

Hmm.... not sure.... I always thought making the character stop moving when she's having a "horny moment" was the more immersive way to implement this?

 

Yes, I think that too. ?

But if the player is trying to do something else and events like the plugs' ones and the belts' ones kick in, it can get really frustrating. ?

 

I tested this on my very skin, since we're making a scene in which the player has to constantly target items and the plugs are active full-time. ?

So we fixed it by making a custom effect which would trigger offset animations instead of full body-stopping ones. ?
 

Then I just thought, why not suggesting this to Kimy too? ?

This way, the overall compatibility between every mod adding self-teasing effects could also be increased, since they wouldn't stuck the player in each others' scenes, for example.

PS : I was suggesting the idea also because... I like animations, but when they start repeating themselves 3 times per second, always freezing you on the spot, it kind of starts to bother. ?
 

PS #2: I'm not sure if belt animations can be replaced by offsets, but another example could be the player trying to run away from a non-hostile character while belted: if the belt event kicks in, it's pretty much game over.

PS #3: I just had an idea. ? What if you lower player's speed too, while the animation is playing?
This way, it would still feel immersive, but the player would still be able of interacting with the environment. ?

Posted
3 hours ago, falranger said:

On a similar note, it appears if the character is wearing ANY DD item, but no chastity belt, if "use bound animation" is ticked, masturbation will play "belted solo".

Chastity device is not the only thing that triggers belted animations, some rubber suits and harnesses can also be closing.

 

Then obviously none of the SL animations will trigger if it's not installed and registered in MCM.

Posted
3 hours ago, Kimy said:

 

Have me a log?

Sorry, should of remembered to post it.

 

Anyway, I've figured it out. I was looping through an array of devices to add and remove, and it seems that overloaded the script. I just put in a 0.2 second delay between calls to the RemoveQuestDevice function and that fixed the problem.

Posted

Sigh... okay, I just don't get it.  I am running the latest Bodyslide.   I can run Bodyslide via NMM or standalone.

 

While using the 4.3 DDs I can easily run Bodyslide on the DDs and everything seems to work and everything seems to fit fine... even the piercings.  I can see the DD groups populated in the Bodyslide's SliderGroups folder.  I can see the DDs listed in the Batch Build listing.

 

However, after upgrading from 4.3 to 5.1... I see no DD groups in Bodyslide's SliderGroups folder... and no DDs listed in a build all Batch Build listing.  Note that I did not upgrade to 5.0... I went directly to the 5.1 download.  Nevertheless, it appears as though the NMM install failed to populate the Bodyslide files.  Sigh.  For now, I'm going to fall back to 4.3.

Posted

First of all I wanted to say that I love this mod together with DCL and it brought me back to playing Skyrim after not touching it for at least five years. I had a lot of crashes and other issues when I continued playing my old save from years ago, but after starting a new game it has mostly worked well (and apparently I have already spent 40 hours in this run ?).

 

But now I have two related issues/questions.

 

1. My Dragonborn has been running around in a yoke for several days now and I regularly get messages about how she gets used to having her hands tied (the last one was something like "having your hands tied feels totally  natural now" or something like that). Is that just flavor text or does anything happen if I wait long enough? Yes/No as an answer is enough as I still want to be surprised by it ?

 

2. I just visited the Graybeards and they want me to demonstrate my dragon shout. But I can't use shouts because I can't use any attacks/spells because her hands and feet are tied (that's how it is supposed to work, right?). Is there any way to progress without removing the yoke? Removing it would reset progress on my first question, correct? Wouldn't it make more sense if shouts were allowed unless the Dragonborn wears a gag, if that is even possible?

Posted
2 hours ago, countzero99 said:

1. My Dragonborn has been running around in a yoke for several days now and I regularly get messages about how she gets used to having her hands tied (the last one was something like "having your hands tied feels totally  natural now" or something like that). Is that just flavor text or does anything happen if I wait long enough? Yes/No as an answer is enough as I still want to be surprised by it ?

It does have an effect, and the "totally natural" message means you've capped it out.

Spoiler

It's bonus attack damage - starts at +5% bonus after 2 ingame hours, caps at +100% bonus after 2 ingame days, not counting time sleeping.

 

Posted
13 hours ago, Kimy said:

 

DD does not use animations registered to SexLab when devices are worn that call for bound animations, namely wrist restraints. It will use its own animations for this.

 

The masturbation animation should normally not be used when no belt is worn. Which exact devices was your character wearing when this happened?

Hey thanks for responding.

 

Is there a way to register a few animations into DD then on my end?

 

Masturbation animation: the character was wearing a collar, restrictive gloves, slave boots and I think a gag.

Posted
10 hours ago, chaimhewast said:

It does have an effect, and the "totally natural" message means you've capped it out.

 

Thank you! That means even if I have to remove the yoke to continue, it will be pretty easy to get to that state again and I'm not losing much.

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