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Posted (edited)
13 hours ago, Shion11 said:

i'm having issues with the catsuit and pony boot combo.

See post here, a part of possibly upcoming DD release:

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/page/162/?tab=comments#comment-3441276

Does it fix the issue you're having? Install those as new mod after DD in priority, don't merge into existing DD but you can override.

Edited by Zaflis
Posted

I tried to make one of Vivi's cockcages to act like the Belt (Padded) (Open), but without success and I could use some adivce on this.

 

What I did was first make a copy of the vivi esp file and give it Devious Devices - Integration.esm and all it's masters to the list of the masters.

Then I opened up the entry of DD's Belt (Padded) (Open) and copied stuff over onto one of Vivi's cages. In particular the EITM line, the entire VMAD block with the scripts and all it's properties and finally the KWDA Keyword block.

 

When I boot up the game and console in the cage I edited though, it is a regular non-magical item and acts like any other outfit piece without any pop-ups or anything.

 

Can someone please tell me what I'm missing?

Posted
11 minutes ago, NoNickNeeded said:

Can someone please tell me what I'm missing?

What you did won't be enough, you need to create a separate rendered and inventory item, just like any other item in DD, and link them through script properties. It's best done in the creation kit.

Posted
3 hours ago, Zaflis said:

See post here, a part of possibly upcoming DD release:

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/page/162/?tab=comments#comment-3441276

Does it fix the issue you're having? Install those as new mod after DD in priority, don't merge into existing DD but you can override.

I do hope you're joking. I tried that and it cost me a whole day and several rebuilds to get rid of that... uhm... how do I say "crap" in a polite way?

I'm a fetishist, meaning I like sleek, tight fitting latex clothes. The gloves looked as if I've broken my wrists and was wearing massive bandages underneath. I don't remember much of the rest, I was busy cursing myself for even trying that patch. ?

 

Posted
10 minutes ago, CaptainJ03 said:

I do hope you're joking...

There hasn't been any relevant bug reports to it so, no not joking. As far as i could tell that far was it worked better than 5.1 stable. I noticed that i gave wrong link, he referred to post in earlier page.

 

You need first DD 5.1 and then all 3 of them on top installed in this order:

1) MEGA LINK

 

2)

 

Modified Catsuit Weights.7z8.1 MB · 49 downloads

 

3)

 

Modified Gloves and Boots.7z33.66 MB · 53 downloads

 

Then the slider group is called "DD Framework UUNP" (or CBBE if you extracted that instead). Curious that it doesn't have any FOMOD files but MO2 recognized the installer form so you don't need to extract it manually. . . . Or wait for DD 5.2 or so.

Posted
17 hours ago, Zaflis said:

See post here, a part of possibly upcoming DD release:

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/page/162/?tab=comments#comment-3441276

Does it fix the issue you're having? Install those as new mod after DD in priority, don't merge into existing DD but you can override.

 

it worked, but now i have to fix the prisoner garb but that's not a big issue, i never wear that thing

 

Spoiler

20210904192812_1.jpg.3f3f650b06dadacd3ae510daae9dad1f.jpg20210904192031_1.jpg.65f9d54f53754dd41ecfd8966c66ef0a.jpg

 

Posted (edited)
4 hours ago, Shion11 said:

 

it worked, but now i have to fix the prisoner garb but that's not a big issue, i never wear that thing

 

  Reveal hidden contents

20210904192812_1.jpg.3f3f650b06dadacd3ae510daae9dad1f.jpg20210904192031_1.jpg.65f9d54f53754dd41ecfd8966c66ef0a.jpg

 

Just find Bodyslide compatible vanilla clothings and armors from Nexus and run Batch build afterwards ;)  I wouldn't recommend using Bethesda's clothings anyway, they are not compatible with any DD.

Edited by Zaflis
Posted

I'm having this issue where the yokes and maybe armbinders don't work, i've ran fnis and ran my bodyslides because i can see them when i equip them however my character remains in the default animation as if they weren't wearing it.

Posted (edited)

not sure if this has come up for anyone else but certain devices seem to not function anymore after i used the werewolf form, i can attach as i like but they do not lock and do not show on the body either anymore.

 

they did function before.

Edited by karlbailey
Posted
3 hours ago, Satheo said:

I'm having this issue where the yokes and maybe armbinders don't work, i've ran fnis and ran my bodyslides because i can see them when i equip them however my character remains in the default animation as if they weren't wearing it.

That sounds like script lag. That problem exists and is known. In most cases for me it works if I jump, so the stupid engine remembers to change animation. Sometimes I have to un- and reequip the device to get it working.

Sometimes this has weird side-effects. The animation is not triggering, then trying to unlock or struggle out of the yoke shows me inside, and when I get notified that I couldn't get out, my hand are out of the device.

 

9 minutes ago, karlbailey said:

not sure if this has come up for anyone else but certain devices seem to not function anymore after i used the werewolf form, i can attach as i like but they do not lock and do not show on the body either anymore.

I expect - wild guessing here, as I never play werewolves - that the devices get force-unequipped during transformation, but the locks remain in your inventory.

You could test the well-known routine to unequip everything in a chest you own, console type "player.inv" and search for 'worn' IDs with +/- one of the ID of the devices that don't equip anymore. Then type "player.removeitem (found ID) 1" and you should be rid if that lock.

...at least if my assumption of the device being force-unequippd is correct.

Posted
1 hour ago, CaptainJ03 said:

That sounds like script lag. That problem exists and is known. In most cases for me it works if I jump, so the stupid engine remembers to change animation. Sometimes I have to un- and reequip the device to get it working.

Sometimes this has weird side-effects. The animation is not triggering, then trying to unlock or struggle out of the yoke shows me inside, and when I get notified that I couldn't get out, my hand are out of the device.

That doesn't seem to be the case, doing any other action doesn't really fix it, i used the previous three seperate dd's which had worked fine. For example, when i wear an armbinder, my hands go invisible and just sit by my side but the armbinder itself is behind my back. Same thing with the yoke except wearing it doesn't obliterate my hands into nothingness.

Posted (edited)

may as well give it a try, captain joe

 

update:

other then the quest items i had on me there was an item that i was wearing still, i was not wearing anything at the time, but i can not remove it

Edited by karlbailey
update
Posted
1 hour ago, karlbailey said:

may as well give it a try, captain joe

 

update:

other then the quest items i had on me there was an item that i was wearing still, i was not wearing anything at the time, but i can not remove it

Uh, forgot to mention that there is one "device hider" with the ID xx040F0C that needs to remain in your inventory.

But as my "trick" based on a wild guess doesn't seem to work, someone with more insight need to take a look at your problem...

Posted

maybe this pic of the inventory will help.

 

the only thing in my inventory is quest items that i can not deal with right now easily there is a bunch of bad editor somethings in there

20210907095301_1.jpg

Posted (edited)

forgot i could post pics

 

not sure what the bad editor ID stuff is

 

was thinking of maybe removing them all or some but i am not sure

 

UPDATE:

i removed the items hope it goes well for me

 

UPDATE2:

that seems to have fixed the issue, thank you captain sir :)

Edited by karlbailey
Posted

@Kimy

In the next release, can we remove the "no fast travel" requirement of all of the non-bondage portions of Chloe's quest (I don't count wearing just a collar)?  Whenever I start a new game (generally to experience something new), this is always the worst part, as it takes hours to get through this.  Yes, I could just leave her there, but that just seems heartless.  It's gotten to the point where I rarely even attempt this because, after 2-3 times, it's just super old to keep repeating this quest over and over again.

Posted
4 hours ago, ChandraArgentis said:

@Kimy

In the next release, can we remove the "no fast travel" requirement of all of the non-bondage portions of Chloe's quest (I don't count wearing just a collar)?  Whenever I start a new game (generally to experience something new), this is always the worst part, as it takes hours to get through this.  Yes, I could just leave her there, but that just seems heartless.  It's gotten to the point where I rarely even attempt this because, after 2-3 times, it's just super old to keep repeating this quest over and over again.

enablefasttravel 1 in console

Posted
15 hours ago, ChandraArgentis said:

@Kimy

In the next release, can we remove the "no fast travel" requirement of all of the non-bondage portions of Chloe's quest (I don't count wearing just a collar)?  Whenever I start a new game (generally to experience something new), this is always the worst part, as it takes hours to get through this.  Yes, I could just leave her there, but that just seems heartless.  It's gotten to the point where I rarely even attempt this because, after 2-3 times, it's just super old to keep repeating this quest over and over again.

Why does it take hours? In console:

player.modav speedmult 50

... if you want to not get slowed by chains or anything. Chloe quest overall shouldn't take 1 hour. You can even give the cooking items with console if you don't want to go running for nirnroot.

Posted
39 minutes ago, Zaflis said:

Why does it take hours? In console:

player.modav speedmult 50

... if you want to not get slowed by chains or anything. Chloe quest overall shouldn't take 1 hour. You can even give the cooking items with console if you don't want to go running for nirnroot.

Or prepare them before hand and then drop/pick up them after enable the quest. I have played that quest so many times that the recipe is already in my head.

Posted (edited)

Is anybody else bothered by the eyelashes clipping through blindfolds?

1410292213_EyelashesclippingthroughDDBlindfolds.jpg.be5c1f3259afb40a9df396d7dc65d03b.jpg
There may be a solution - removing the eyes :)
I am not joking, the eyelashes are parth of the eyes headpart, and we can replace the eyes using...

Actor.ReplaceHeadPart( headpart, replacement )

...and then we can restore them again.
I slapped together a quick but working proof of concept, but i don't have time to flesh it out much more.
Maybe @Kimy (or anybody?) may want to look into this?

Here is the package:
Rogg DD Blindfolds fix concept 20210909-1513.7z
NOBODY USE THIS IN YOUR GAME!!!
IT MAY MAKE IT EXPLODE IN THOUSANDS OF DIFFERENT WAYS!
I AM DEAD SERIOUS - DON'T EVEN TRY.
I post it here in hopes that somebody may take over this idea to finish it, not so ppl can break their games with an unfinished crap and flood support topics with cries for help.

It is for Skyrim SE, which is my primary platform (yes i know i am in LE topic here - its because Kimy doesn't seem to visit the SE topic as often as here).
It is based on DD 5.1 SE, and requires JContainers (which is required by... something, so you probably have it anyway).
The code is tiny and simple, but it's filled with comments to explain it anyway.
It seems to be working, but i didn't test it much on NPCs that can get unloaded or discarded, so it may need some work to address such situations.
One thing that just occured to me: i made invisible eyes mesh for the replacement headpart, but maybe the replacement headpart doesn't really need any mesh - i forgot to try that.

Edited by Roggvir
Posted

Hello, I currently have a small issue that when I enter the first person view (vanilla camera) that I can see part of the ball gag on the camera when standing still.
It works fine if I walk around.

Anyone ever had such an issue and could help me out?
Or possibly got some pointers on where it could be coming from?

Cheers.

Posted
Spoiler
10 hours ago, Cursed Atelier said:

Hello, I currently have a small issue that when I enter the first person view (vanilla camera) that I can see part of the ball gag on the camera when standing still.
It works fine if I walk around.

Anyone ever had such an issue and could help me out?
Or possibly got some pointers on where it could be coming from?

Cheers.

 

 

Happens on SE even, so you ain't alone to see the monstrosity inside. ?

 

 

Posted

In my last playthrough, I noticed that a bunch of devices were time-locked.  For those devices (and some others) it seems a minigame similar to the lockpicking one or some of the various ones that Dogma implemented in Thief might be a better solution.  

 

Basically for all the devices (but especially the furniture) its just a struggle against the RNG instead of something more dynamic.

Posted
1 hour ago, WaterRabbit said:

In my last playthrough, I noticed that a bunch of devices were time-locked.  For those devices (and some others) it seems a minigame similar to the lockpicking one or some of the various ones that Dogma implemented in Thief might be a better solution.  

 

Basically for all the devices (but especially the furniture) its just a struggle against the RNG instead of something more dynamic.

Maybe DD Escape Overhaul is something for you. Be sure to tick the 'Bypass shielded lock' in the Debug MCM of that mod.

You can adjust the difficulty of escaping too, if you think that's too easy.

Posted

I just installed Devious Devices for the first time and on every load, and at random times, i get a popup saying: " A Fatal Error has occured with your installation of Devious Devices. Incomplete uninstall attempt perhaps? Aborting update Chain " What exactly triggers this error message?

 

-This is the first install of it, and this happens on a clean install (with requirements) of skyrim.

-I ran LOOT and made sure it loads after requirements.

-I batch built bodyslides

-I generated FNIS multiple times.

-So far, nothing in the mod seems broken.

-Happens when I install it from the pack or the 4 DD mods seperately.

 

Help is greatly appreciated.

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