ihateaccountrequirements Posted August 11, 2023 Posted August 11, 2023 I have all of the events set to 0 probability (off, should never play), and yet I'm still having random 'fidget with/because of device' animations play. What *else* do I need to do to make them stop? Are there files I can remove to guarantee they can't ever play?
Zaflis Posted August 11, 2023 Posted August 11, 2023 1 hour ago, ihateaccountrequirements said: I have all of the events set to 0 probability (off, should never play), and yet I'm still having random 'fidget with/because of device' animations play. What *else* do I need to do to make them stop? Are there files I can remove to guarantee they can't ever play? Might have some different mods triggering them. Maybe you have Cursed Loot or other similar mods?
Zaflis Posted August 11, 2023 Posted August 11, 2023 (edited) On 8/10/2023 at 12:53 AM, Drummerd3 said: ... BNP has more requirements, BHUNP may have some too: https://www.nexusmods.com/skyrimspecialedition/mods/65274 And as requirements they will need to be placed before the BNP. You didn't mention having SKSE.ini created, it helps for CTD's. Edited August 11, 2023 by Zaflis
ihateaccountrequirements Posted August 11, 2023 Posted August 11, 2023 5 hours ago, Zaflis said: Might have some different mods triggering them. Maybe you have Cursed Loot or other similar mods? Nope...though I'd have the same problem if I did - I've set them to a condition where they shouldn't be able to be triggered, and yet it's still happening. So I need a more permanent solution. Bulk file deletion, if necessary. That way, even if I DO ever add a mod that might try to trigger the events, they still wouldn't be able to play.
Zaflis Posted August 11, 2023 Posted August 11, 2023 1 hour ago, ihateaccountrequirements said: Nope...though I'd have the same problem if I did - I've set them to a condition where they shouldn't be able to be triggered, and yet it's still happening. So I need a more permanent solution. Bulk file deletion, if necessary. That way, even if I DO ever add a mod that might try to trigger the events, they still wouldn't be able to play. I mean you didn't explain exactly what "events". There are many sorts of "horny" animations in different mods that are based on arousal, DCL has too. Unless at least 1 other person can reproduce that bug i can only assume mod conflict or misunderstanding of some sort. Or maybe you have more than just FNIS, like DAR or Nemesis? I'm not sure if they existed for LE...
ihateaccountrequirements Posted August 11, 2023 Posted August 11, 2023 1 hour ago, Zaflis said: I mean you didn't explain exactly what "events". There are many sorts of "horny" animations in different mods that are based on arousal, DCL has too. Unless at least 1 other person can reproduce that bug i can only assume mod conflict or misunderstanding of some sort. Or maybe you have more than just FNIS, like DAR or Nemesis? I'm not sure if they existed for LE... Did the pop into 3rd person "fidget with/because of device" not explain well enough what events are happening? I don't have other mods than this that do that. I don't even know what DAR or Nemesis are. I have a couple of screenshots (one needed to be composited) that should elaborate. Anything external to DD triggering them would be overwriting something to do so, and no such thing exists (MO2 screenshot). And *all* of the events should be disabled with their current settings being 0 (MCM screenshot). There should be no stop, pop, and fidget. Maybe I'll just un"fix" it, since I didn't have this problem when it was "broken"? [context: DDe lists its requirements as the outdated add-on versions of Integration, Expansion (and Assets, but there were no scripts overwriting DD base from that or Contraptions) rather than just the all-in-one that DD now is. So I still had them. Which only got pointed out by a different mod (I tested and then decided against) that requires DD 5.2 telling me mine was "obsolete".] *shrug* That fixing an internal DD conflict made it start misbehaving is...bizarre, but it is what's happened. You don't have to like it. I certainly don't.
Zaflis Posted August 12, 2023 Posted August 12, 2023 2 hours ago, ihateaccountrequirements said: Did the pop into 3rd person "fidget with/because of device" not explain well enough what events are happening? I don't have other mods than this that do that. No it does not, i have never seen message like that in my life and i used to play with DD-Equip too some point in the past. What is the exact message, screenshot? What device is it animating with, are you in full chastity, is it Sexlab related animation or purely DD struggling. What part of the body is it struggling or is it always different? What things are you wearing? But based on that unknown message the potential culprit is still DD-Equip, check its MCM and also Skyrim Utility Mod's MCM.
ihateaccountrequirements Posted August 12, 2023 Posted August 12, 2023 17 minutes ago, Zaflis said: No it does not, i have never seen message like that in my life and i used to play with DD-Equip too some point in the past. What is the exact message, screenshot? What device is it animating with, are you in full chastity, is it Sexlab related animation or purely DD struggling. What part of the body is it struggling or is it always different? What things are you wearing? But based on that unknown message the potential culprit is still DD-Equip, check its MCM and also Skyrim Utility Mod's MCM. ...what?! What are you talking about? There is no message. I'm describing what's happening. Now *I'm* confused about whatever bizarre interpretation it is you've got going. And I have no idea which devices are having events - and it is DD "struggling" as you called it events - since I can't tell them apart (that would require having them enabled and watching them, I don't do or want either).
CaptainJ03 Posted August 12, 2023 Posted August 12, 2023 6 hours ago, ihateaccountrequirements said: Maybe I'll just un"fix" it, since I didn't have this problem when it was "broken"? [context: DDe lists its requirements as the outdated add-on versions of Integration, Expansion (and Assets, but there were no scripts overwriting DD base from that or Contraptions) rather than just the all-in-one that DD now is. So I still had them. Which only got pointed out by a different mod (I tested and then decided against) that requires DD 5.2 telling me mine was "obsolete".] *shrug* That fixing an internal DD conflict made it start misbehaving is...bizarre, but it is what's happened. You don't have to like it. I certainly don't. So you're telling us, a few days late, that you're using some old, mixed-up versions of this mod? Everything DD related comes with this one download, all four esp's. Go and delete every old DD shit you've still in your install, especially the scripts. Re-install DD 5.2 (from a fresh download if you haven't saved it in a safe folder outside your Skyrim installation) and start a new game. Wait for a plethora of MCMs to load, wait a bit longer, save, exit to desktop, resume, wait for this mod's MCM, make your settings, and start playing. @Kimy as this is the third time this week that I try to tell people DD5.2 is the only DD download they need - could you please either delete all the old, obsolete previous versions of this mod, or give a warning in big red letters along the lines of "This is outdated and obsolete. Don't come crying if you're still using this in 2023!" and a link to this thread/download. 1
Drummerd3 Posted August 12, 2023 Posted August 12, 2023 (edited) 18 hours ago, Zaflis said: BNP has more requirements, BHUNP may have some too: https://www.nexusmods.com/skyrimspecialedition/mods/65274 And as requirements they will need to be placed before the BNP. You didn't mention having SKSE.ini created, it helps for CTD's. Thanks for the reply! I didn't have an SKSE.ini, I had no idea that could help. Unfortunately, it didn't in this case though. Also, regarding BnP: It requires a body mod, which I do have (a UUNP body, in the "Body Slide Outputs" mod you can see in my modlist). Since they have no file conflicts, it surely wouldn't make a difference what order the MO2 mods are in? (ESP files of course would, but since my BnP install is just a skin replacer, it doesn't have an ESP.) Anyway, I tried without BnP just in case I'm missing something, and the game still freezes. Any more ideas? I really don't want to have to turn off DD for this new character! It's such a great mod, and I've gotten very used to it over the years ? Edited August 12, 2023 by Drummerd3
ihateaccountrequirements Posted August 12, 2023 Posted August 12, 2023 2 hours ago, CaptainJ03 said: So you're telling us, a few days late, that you're using some old, mixed-up versions of this mod? Everything DD related comes with this one download, all four esp's. Go and delete every old DD shit you've still in your install, especially the scripts. Re-install DD 5.2 (from a fresh download if you haven't saved it in a safe folder outside your Skyrim installation) and start a new game. Wait for a plethora of MCMs to load, wait a bit longer, save, exit to desktop, resume, wait for this mod's MCM, make your settings, and start playing. No. That's not what I said. I said I WAS doing that (because the requirements on DDe led me to believe I needed to), but that I fixed it...in that I removed the outdated add-ons that were overriding the all-in-one. And that's when the supposedly-disabled events started triggering. But you're saying I need a fresh install and a new game? Even though MO2 shouldn't be leaving stragglers (that ReSaver isn't cleaning up)? Most unfortunate. I keep a separate base profile in MO2 specifically so I don't HAVE to re-customize all my mods from scratch every time. That's actually an answer, though, so...thanks for the coherent response, even if it's not one I'm enthusiastic to do (I'm sure folks understand how time consuming a full redo can be!).
Zaflis Posted August 12, 2023 Posted August 12, 2023 2 hours ago, Drummerd3 said: Thanks for the reply! I didn't have an SKSE.ini, I had no idea that could help. Unfortunately, it didn't in this case though. Also, regarding BnP: It requires a body mod, which I do have (a UUNP body, in the "Body Slide Outputs" mod you can see in my modlist). Since they have no file conflicts, it surely wouldn't make a difference what order the MO2 mods are in? (ESP files of course would, but since my BnP install is just a skin replacer, it doesn't have an ESP.) Anyway, I tried without BnP just in case I'm missing something, and the game still freezes. Any more ideas? I really don't want to have to turn off DD for this new character! It's such a great mod, and I've gotten very used to it over the years ? Bodyslide doesn't count as body mod on its own, you still need the actual body mod. I don't know if BnP really needs UUNP. From what i saw in Nexus it requires BHUNP. But you don't even have UUNP.
Drummerd3 Posted August 12, 2023 Posted August 12, 2023 (edited) 11 hours ago, Zaflis said: Bodyslide doesn't count as body mod on its own, you still need the actual body mod. I don't know if BnP really needs UUNP. From what i saw in Nexus it requires BHUNP. But you don't even have UUNP. Ok, I switched BnP and my custom bodyslide body out for Dimonized UNP. Still no change in freezing behavior EDIT: Sorry I'm struggling to convey this properly, but I can also promise with 100% confidence that my old setup with BnP and bodyslide outputs was a valid UUNP body mod as required by DD, with all necessary replacement meshes and textures. BnP is just a body texture replacer when installed the way I installed it, and does not require BHUNP, it only requires any UUNP body or BHUNP (so that the textures map properly onto the mesh) which I have. This is all very much besides the point which is that DD seems to be freezing my game, completely regardless of what other mods I have active. Edited August 12, 2023 by Drummerd3
Hex Bolt Posted August 12, 2023 Posted August 12, 2023 5 hours ago, ihateaccountrequirements said: But you're saying I need a fresh install and a new game? Even though MO2 shouldn't be leaving stragglers (that ReSaver isn't cleaning up)? Most unfortunate. I keep a separate base profile in MO2 specifically so I don't HAVE to re-customize all my mods from scratch every time. A consideration when cleaning a save is that uninstalling mods is inherently risky. (The very first tip on the Fallrim Tools mod page is "NEVER EVER uninstall mods unless you are starting a new playthrough.") Since you inadvertently had two versions of DD installed at the same time, your experience (even with save cleaning) is likely to be unpredictable. You might just try a new game without going to the trouble of reconfiguring everything except the DD event settings. Let time pass (use the wait menu) to test whether the events still occur. If they don't, then yeah, that fixed the problem; you need a new game. If they still occur even when set to zero, get a screenshot of what you're seeing in the new game and post that with as much detail as you can. 1
Reaper121 Posted August 14, 2023 Posted August 14, 2023 I'm having an issue with invisible devices, anything that's not a collar, gag, or armbinder/yoke/other wrist restraint. I've tried everything I can think of to fix it and gotten nowhere, never had this issue and I didn't change much of anything between the last computer and this one as far as mods go. Load order as follows: Spoiler 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 SexLab.esm 7 7 SexLabAroused.esm 8 8 RaceCompatibility.esm 9 9 ZaZAnimationPack.esm 10 a MiasLair.esp 11 b Devious Devices - Assets.esm 12 c Devious Devices - Integration.esm 13 d Devious Devices - Expansion.esm 14 e Devious Devices - Contraptions.esm 15 f Skyrim - Utility Mod.esm 16 10 SexLab - Sexual Fame [SLSF].esm 17 11 Schlongs of Skyrim - Core.esm 18 12 Apachii_DivineEleganceStore.esm 19 13 HighResTexturePack01.esp 20 14 HighResTexturePack02.esp 21 15 HighResTexturePack03.esp 22 16 EnchantedArsenal.esp 23 17 FNIS.esp 24 18 SkyUI.esp 25 19 UIExtensions.esp 26 1a RaceMenu.esp 27 1b RaceMenuPlugin.esp 28 1c SLSFFameComments.esp 29 1d AmazingFollowerTweaks.esp 30 1e KS Hairdo's.esp 31 1f RaceMenuMorphsCBBE.esp 32 20 BikiniRobesStandalone.esp 33 21 Captured Dreams.esp 34 22 Artifact Disenchanting.esp 35 23 Public Whore.esp 36 24 Laura's Bondage Shop.esp 37 25 DeviouslyAccessible.esp 38 26 DeviousFollowers.esp 39 27 Angelic Archon Armor Sets.esp 40 28 SimpleSlavery.esp 41 29 KNM_AcalyphaFollower.esp 42 2a Artifact Disenchanting - Dawnguard.esp 43 2b submissivelola_est.esp 44 2c cfl_LolaAddon.esp 45 2d Apocalypse - The Spell Package.esp 46 2e TheEyesOfBeauty.esp 47 2f _MelissaX.esp 48 30 SuccubusRaceLite.esp 49 31 SlaveTats.esp 50 32 RaceCompatibilityUSKPOverride.esp 51 33 Rikushai_Flamebringer_Tattoo.esp 52 34 BS-TheHag_Overlays.esp 53 35 OrientalRace.esp 54 36 SLAnimLoader.esp 55 37 TERAArmors_CBBE.esp 56 38 dcc-dm2.esp 57 39 NewmillerPiercings2.esp 58 3a NewmillerPiercings3.esp 59 3b Craft, Temper, Smelt.esp 60 3c ShowRaceMenuAlternative.esp 61 3d Schlongs of Skyrim.esp 62 3e SOS - Smurf Average Addon.esp 63 3f SOS - VectorPlexus Regular Addon.esp 64 40 Artifact Disenchanting - Dragonborn.esp 65 41 Delia_Lydia_replacer.esp 66 42 SOSRaceMenu.esp 67 43 XPMSE.esp 68 44 Alternate Start - Live Another Life.esp 69 45 Apachii_DivineEleganceStore_Patch.esp 70 46 HeartBreaker.esp 71 47 Onehanded.esp 72 48 Breezehome_Fully_Upgradable.esp 73 49 JaxonzEnhGrab.esp 74 4a Deviously Cursed Loot LAL AddOn.esp 75 4b Deviously Cursed Loot.esp
Taki17 Posted August 14, 2023 Posted August 14, 2023 1 hour ago, Reaper121 said: I'm having an issue with invisible devices, anything that's not a collar, gag, or armbinder/yoke/other wrist restraint. The items either were not built in bodyslide, or your bodyslide output placed them in incorrect paths. 1
Reaper121 Posted August 15, 2023 Posted August 15, 2023 16 hours ago, Taki17 said: The items either were not built in bodyslide, or your bodyslide output placed them in incorrect paths. Build path turned out to be the issue, I didn't know that was a thing that could happen. Appears to be working fine now, including on older saves that have thumbnails that had invisible devices in them. Thanks 1
CG2424 Posted August 22, 2023 Posted August 22, 2023 Anyone have a fix for being locked out of the DD config menu despite NOT being in any devices? The menu seems to think I am, despite absolutely nothing being equipped, and I can't seem to actually configure this because the author thought it'd be a good idea to have the lockout setting on by default. Plot twist, some people like to be able to configure the mods they get. Shocker, I know. The only reason I ask is because the mittens seem to be absolutely broken. I get constant message spam about not being able to pick up things, even though I'm not trying to pick anything up, stuff like Being a Cow is updating and adding "features", MME equipping the milking armor/suction cups, or even a basic ass Sexlab scene giving spam about not being able to pick up tongues for some reason (that may be some more BAC stuff though).
CaptainJ03 Posted August 22, 2023 Posted August 22, 2023 (edited) 53 minutes ago, CG2424 said: Anyone have a fix for being locked out of the DD config menu despite NOT being in any devices? The menu seems to think I am, Just guessing here. Sometimes it happens, although it should have been fixed in 5.2, that you have no visible device equipped, but 'something' or the lock is still equipped, but neiter visible in the inventory nor rendered. The standard procedure to get rid of a forgotten lock is to place everything from your inventory in a container you own, open the console and type player.inv This gives a list of astonishingly many thing you've never heard of - one of these might be some DD. Only 'good' invisible thing is the device hider xx040F0C - you need to keep that but remove the other DDs (if there are some, as I said, I'm only guessing) maybe this helps, HAND Joe. Edited August 22, 2023 by CaptainJ03
CG2424 Posted August 23, 2023 Posted August 23, 2023 20 hours ago, CaptainJ03 said: Just guessing here. Sometimes it happens, although it should have been fixed in 5.2, that you have no visible device equipped, but 'something' or the lock is still equipped, but neiter visible in the inventory nor rendered. The standard procedure to get rid of a forgotten lock is to place everything from your inventory in a container you own, open the console and type player.inv This gives a list of astonishingly many thing you've never heard of - one of these might be some DD. Only 'good' invisible thing is the device hider xx040F0C - you need to keep that but remove the other DDs (if there are some, as I said, I'm only guessing) maybe this helps, HAND Joe. I'll give it a go. Thanks!
xyzxyz Posted August 23, 2023 Posted August 23, 2023 Which of these mods can I use with DD 5.2? - DD Helpers (very old, is it even doing anything anymore?) - DD Enslaved Continued - PBs Devious guards - PBs devious Carriages - Devious helpless
Guest Posted September 16, 2023 Posted September 16, 2023 Could someone give me a quick run-down of how to add a custom device in a mod I'm creating? I've looked through the source files but it's confusing since there seem to be a lot of deprecated systems which are just there for backwards compatibility. As I understand: 1. A "devious device" is made up of two armors: An inventory object that the player sees, and a hidden object that gets rendered 2. The behavior of devices is primarily controlled by attaching keywords 3. Custom device behavior is primarily controlled by registering for events The main questions I have are: 1. Do the keywords get attached to the inventory object or the hidden one? 2. How do I make DD aware of my inventory-object & render-object combination? 3. Does my mod's .esp need to reference DD or is it feasible to do it all via Papyrus? Thanks
kurotatsu Posted September 16, 2023 Posted September 16, 2023 2 hours ago, xj47 said: Could someone give me a quick run-down of how to add a custom device in a mod I'm creating? I've looked through the source files but it's confusing since there seem to be a lot of deprecated systems which are just there for backwards compatibility. As I understand: 1. A "devious device" is made up of two armors: An inventory object that the player sees, and a hidden object that gets rendered 2. The behavior of devices is primarily controlled by attaching keywords 3. Custom device behavior is primarily controlled by registering for events The main questions I have are: 1. Do the keywords get attached to the inventory object or the hidden one? 2. How do I make DD aware of my inventory-object & render-object combination? 3. Does my mod's .esp need to reference DD or is it feasible to do it all via Papyrus? Thanks The easiest way to make your own custom device is to copy of already present closest in type one from the framework, both inventory and rendered devices. 1. Rendered. See already made devices. 2. In the scripts properties, there are appropriate references in DeviceInventory and DeviceRendered properties. If you intend to add no custom behavior to your devices - you can use standard DD scripts. If custom behavior needed - create copies of appropriate standard scripts, reference to them in the device's properties and edit and compile them. 3. Yes, DD has to be set as master to your mod's esp to use DD functions to manipulate your devices in your mod. The best way to learn is to see how it's done in other mods. The best tool to edit esp is xEdit.
Guest Posted September 16, 2023 Posted September 16, 2023 (edited) 19 hours ago, kurotatsu said: The easiest way to make your own custom device is to copy of already present closest in type one from the framework, both inventory and rendered devices. 1. Rendered. See already made devices. 2. In the scripts properties, there are appropriate references in DeviceInventory and DeviceRendered properties. If you intend to add no custom behavior to your devices - you can use standard DD scripts. If custom behavior needed - create copies of appropriate standard scripts, reference to them in the device's properties and edit and compile them. 3. Yes, DD has to be set as master to your mod's esp to use DD functions to manipulate your devices in your mod. The best way to learn is to see how it's done in other mods. The best tool to edit esp is xEdit. Thanks, I think I'm close to getting it working. Another question though: In the DD mod, most of the devices have 3 armor entries, for example: - zad_harnessBody - zad_harnessBody_scriptInstance - zad_harnessBodyInventory "_scriptInstance" seems to be the "render" object while the "inventory" shows up in, well, the inventory. What purpose does the 3rd entry serve though? Is it something I can ignore when adding a new device? Edit: Also is there a document somewhere that just lists all of the devices with an image preview? Edited September 17, 2023 by xj47
kurotatsu Posted September 17, 2023 Posted September 17, 2023 6 hours ago, xj47 said: Thanks, I think I'm close to getting it working. Another question though: In the DD mod, most of the devices have 3 armor entries, for example: - zad_harnessBody - zad_harnessBody_scriptInstance - zad_harnessBodyInventory "_scriptInstance" seems to be the "render" object while the "inventory" shows up in, well, the inventory. What purpose does the 3rd entry serve though? Is it something I can ignore when adding a new device? Edit: Also is there a document somewhere that just lists all of the devices with an image preview? That third one is actually separate item, non-lockable version, if I'm not mistaken. DDs are two devices inventory and rendered(script) ones. I'm not aware of such a document, I guess you go wild with AddItem and try them on
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