BreadDain Posted May 9, 2022 Posted May 9, 2022 (edited) 1 hour ago, smannfrau said: The FOMOD for 2.0b10 does not have patches for DD5.2Beta4 and unless there is a DD5.2Beta5 release for AE, I cannot install it, since DD contains a SKSE plugin. I am unaware if there is an easy way to recompile SKSE plugins to work with AE, but considering we needed a compability thread, I doubt it. I have already tried UD2.0b10 and got the exact same results for my issue. I will try recompiling UD's scripts to see if that helps. beta4 patches are exactly the same as beta 5, feel free to use them instead. 2 hours ago, smannfrau said: Playing around in a new save for a short while, I noticed, that the action key did not bring up the menu it was supposed to. Interacting with any equipped devices in the inventory brought up a messagebox for equipping the item rather than escaping it. The devices still showed up in UD's Debug panel in the MCM and could be properly equipped. The same issue happened when I tried 2.0b10 (on a fresh save of course). This issues is likely related to your exact mod install, make sure that UD patches are loaded the last in the correct order (per mod description) Edited May 9, 2022 by BreadDain
Clockwinding Posted May 9, 2022 Posted May 9, 2022 Have you checked you have all the mod dependencies, namely UIExtensions and ConsoleUtil that are new to 20b9+ ? A menu not popping up might be because you lack the menu infrastructure mod, or it's got the wrong version for your skyrim install? from what i know you have to be careful with that on se/ae.
smannfrau Posted May 9, 2022 Posted May 9, 2022 1 hour ago, BreadDain said: beta4 patches are exactly the same as beta 5, feel free to use them instead. This issues is likely related to your exact mod install, make sure that UD patches are loaded the last in the correct order (per mod description) Thanks, I'll try that. UD and its patches are almost entirely at the bottom of my load order, only Paper World Map loads after them and I seriously doubt it overwrites anything from UD. 1 hour ago, Clockwinding said: Have you checked you have all the mod dependencies, namely UIExtensions and ConsoleUtil that are new to 20b9+ ? A menu not popping up might be because you lack the menu infrastructure mod, or it's got the wrong version for your skyrim install? from what i know you have to be careful with that on se/ae. I have all the prerequisites. After some more testing I learned, that UDs own devices (or at least some of the Abadon devices) do work and after selecting them and pressing the action key, the appropriate menu pops up. Even some of DDs devices work with the action key, just not most of them, which is weird. ('White Leather Paw Bondage Mittens" do not allow the use of the action key, but "Black Ebonite Straitjacket (Open, Legbinder)" does). I checked in SSEedit and there seems to be no discernable difference between devices that work and those that don't. So far I can only assume that any of my other installed mods overwrites, disables or breaks a bunch of UDs scripts. If I find the time and patience, I might just try to remove mods until UD either works or nothing is left.
physicsphail Posted May 9, 2022 Posted May 9, 2022 Don't know if someone has suggested it before or not but how about a modifier that relocks locks or maybe adds more. Also is it possible to make a device not have the options pop up when you put on a device (equip, examine, cancel), I made one of the condom suits from https://www.nexusmods.com/skyrimspecialedition/mods/49654 into a devious device but I want it to be sneaky. or how would I make a force equip event or something for it, would I need to do scripting for that?
Clockwinding Posted May 10, 2022 Posted May 10, 2022 (edited) 10 hours ago, physicsphail said: Don't know if someone has suggested it before or not but how about a modifier that relocks locks or maybe adds more. Also is it possible to make a device not have the options pop up when you put on a device (equip, examine, cancel), I made one of the condom suits from https://www.nexusmods.com/skyrimspecialedition/mods/49654 into a devious device but I want it to be sneaky. or how would I make a force equip event or something for it, would I need to do scripting for that? Not sure if it qualifies as scripting, but equipping a DD relies on two things: the inventory item, and the linked script item. Interacting with the inventory item in game procs the script item's functions as you know them (equip, examine, cancel, or the escape options if it's already on). Mods that equip DDs on you "sneakily" simply equip both at the same time without you interacting with the inventory item, which is why no message box pops up. You should probably refer to DD documentation to see which scripting functions are used to add/remove items on your character. Or maybe theres a way to remove the message box and choice when equipping the item so you only get it when trying to get it off, you can loot at the inventory and script items' properties in Xedit. Edited May 10, 2022 by Clockwinding
smannfrau Posted May 10, 2022 Posted May 10, 2022 I solved my problem. Turns out No Enchantment Restriction SKSE Remake is incompatible with UD. Maybe @ihatemykite could add that to a list of mods that don't play nice. A bit unfortunate, but I'd rather have UD than No Enchantment Restriction. 1
ihatemykite Posted May 10, 2022 Author Posted May 10, 2022 On 5/6/2022 at 12:07 AM, JessTheSubmissive said: Hey, I use Buttplig.io, and this mod seems excellent but something about the way devices are removed seems to be causing problems, as in it isn't registering that the device was removed. Is there any chance for a fix for this, or am I just going to have to uninstall the mod. Thanks either way : ) Which skyrim mode do you use for accessing the Buttplug.io ? Looks like there may be some issue with how events are handled. On 5/6/2022 at 3:44 PM, The Longest John said: Since we got to talking about helping followers / being helped by followers, I thought I'd drop an idea. Basically, a new device property in the form of a modifier (or simply attached to an existing modifier) that makes it possible for devices to spawn more devices on the character assisting the bound person in escaping. Basically, I would see it working like this: I ask my follower to help free my hands of a device with this property (probably a higher-end restraint, such as the Cursed Abadon Straitjacket). However, if I fail to land a crit while being helped, some flavour text pops up and the follower also gets her hands bound. Similarly, if a follower is bound in a device with this property, it should be possible for the player to get bound for missing a crit while assisting them. I think this would go a long way towards helping balance out escape-helping by giving it a risk-versus-reward aspect. Thematically it also fits: After all, why shouldn't some of the more magical and powerful devices not be able to punish pesky followers trying to meddle in their affairs? Of course, there are a whole lot of ways to implement such a feature. At the basic end, all devices with the Sentient modifier could have a chance to clone themselves onto the assisting character. On the more complex end, devices with this property could choose from a pool of hand restraints according to their own escape difficulty and attach them to the player. It could even be possible to differentiate the items added according to the type of escape action chosen, such as spawning mittens on failed lockpick attempts (this particular property could also simply be attached to all chastity belts in my opinion, whether the escape is solo or aided). As usual, I disclaim the fact that I have absolutely no clue how to mod anything, so it could be that the idea above is too complex for what it's worth. Still, I think it would be quite neat. As usual, keep up the great work @ihatemykite and @BreadDain! IMO, this mod is easily the most exciting thing developing on this site. Looking forward to seeing where it goes! I really like these ideas. And they are quite easy to implement. Will give them a try after beta with other modifiers. On 5/6/2022 at 4:56 PM, Marauderrr said: I have consume keys enabled in DD but with UD the keys don't get consumed on use. Is this intentional because of the number of unlocks some devices require? What if they get consumed once the device is removed? (after all locks have been unlocked on a device?) This feature is for now ignored as it was causing issues with some other devices. I will have to add some key list so only general DD keys are removed when used. Also, having 1 key = 1 lock would be too much hard. I was thinking of adding every key number of locks they can unlock before they break. This could obviously be changed in MCM. On 5/6/2022 at 5:10 PM, naaitsab said: Small idea for new users. Add a very short manual in the form of some pictures that explain what the new GUI elements do and where you need to watch out for (blinking etc). With the 2 new bars I can imagine someone does not know that it does. Looks like I will have. But there are so much features at this point that I might forget to mention something. On 5/7/2022 at 8:12 PM, HeckinBestBork said: It seems the 2.0b10 DD5.1+BRRF patch is missing a large portion of the devices. The other patches appear to be fine, however. This is a reported issue. I most likely to patch the devices correctly and so it only contains render scripts. It is fixed, but not public yet. So, here are for now all last patchesUDpatches.zip . Select the .esp you want and then place it in to your mod folder. Alternatively you can copy all folders from UDpatches and place it in to fomod zip, and let it overwrite it. On 5/8/2022 at 10:12 AM, Mr_Shaky said: In my opinion you should ease up on the minigames when you've got the right keys and your hands aren't bound, Having to do the minigame 3 times per device on bog-standard devices when you have a key and free hands makes no sense and gets annoying fast. It should just be a matter of inserting the key and unlocking the damn thing. Unless you're blindfolded maybe. But considering the characters are coordinated enough to run around blindfolded then unlocking a padlock shouldn't be a big deal either. Using a key should be an instant unlock unless your arms/hands are bound, you're locked in furniture or it's got a timed lock cover. Just my two cents. That would make it just too easy. The only reason it is implemented as it is, is so there is space for the player to fuck up the minigame and break the lock. But at least I can try to implement that every key unlock more than 1 locks to make it faster. 3
ihatemykite Posted May 10, 2022 Author Posted May 10, 2022 19 hours ago, physicsphail said: Don't know if someone has suggested it before or not but how about a modifier that relocks locks or maybe adds more. Also is it possible to make a device not have the options pop up when you put on a device (equip, examine, cancel), I made one of the condom suits from https://www.nexusmods.com/skyrimspecialedition/mods/49654 into a devious device but I want it to be sneaky. or how would I make a force equip event or something for it, would I need to do scripting for that? As @Clockwinding said, this part is taken from DD. But I can to some extent edit it as I already edited the code, so I can use custom equip device menu. But in general, every time you equip the device by equipping the inventory device in the inventory will cause the menu to show up. On the other hand, if the device is equipped with function like LockDevice, it will not show. Also I don't understand why do you want to remove it, this is pretty much safe check, so player can't lock the device on accident. Or I may understand the question wrong. 5 hours ago, smannfrau said: I solved my problem. Turns out No Enchantment Restriction SKSE Remake is incompatible with UD. Maybe @ihatemykite could add that to a list of mods that don't play nice. A bit unfortunate, but I'd rather have UD than No Enchantment Restriction. Thanks for letting me know. I will test it and if it will truly not work I will add it to main page. Also, if you use beta 10, you can access all devices by holding the action key for a short period of time. The action key will only show you the last used device. If there is no last used device yet (or it was unlocked), it will show menu for hand restrain. If even it isn't present, it will do nothing. 1
physicsphail Posted May 10, 2022 Posted May 10, 2022 No enchantment restrictions works for me, but you have to disable the disenchant everything aspect of it, I only ever used it for the put any enchant onto anything side of it anyway. The wanting to remove the confirmation on equip was mostly because I was being kind of dumb and hadn't thought to try looking at DD's documentation to see how it does things for a forced event or something else that might do what I want (I also only wanted it to effect a few devices not everything), never made a mod before other then a level list conflict resolution. Already figured how to make a functional devious device using SSEedit by looking at what you made in UD but haven't figured how to make an event that forces it on you yet. on a different note are most plugs supposed to pop out of you instantly if you have free hands and nothing blocking them? or do I have something configured weird. Either way love what you've done with this and think it's a really good system overall.
kurotatsu Posted May 11, 2022 Posted May 11, 2022 About the plugs - depends on their modifiers. If no Sentient modifier present, it will pop out easily.
Banusx304 Posted May 11, 2022 Posted May 11, 2022 Hi, i have an issue with this mod in SE. when i try to help my followers to escape any devices and click "help struggle" -> "help normally" or any other combination for help, the dialog closes for a moment before reopening at the start. When i look in the papyruslog, there is an error: Spoiler [05/11/2022 - 10:45:51PM] Error: Cannot call getDeviceByInventory() on a None object, aborting function call stack: [UD_CustomDevice_Quest (B515E73C)].udcustomdevicemain.getDeviceByInventory() - "----------------------" Line 1868 [Item 4 in container (6F0DCE58)].ud_customdevice_equipscript.getUDScript() - "-------------------------------" Line 166 [Item 4 in container (6F0DCE58)].ud_customdevice_equipscript.openWHMenu() - "-------------------------------" Line 158 [Item 4 in container (6F0DCE58)].ud_customdevice_equipscript.OnContainerChanged() - "-------------------------------" Line 112 1
Banusx304 Posted May 12, 2022 Posted May 12, 2022 1 hour ago, notwavman said: It's known bug in 2.0b10, already fixed. Sry, i had overlooked that post
DayTri Posted May 14, 2022 Posted May 14, 2022 I've almost got UD working during SL scenes as a replacement for SLSO. All I needed to do was: - Write an event that raises orgasm rate on SL scene start - Edit UDCustomDeviceMain so that the orgasm resist minigame is allowed to start when the player is animating (rewrote it so that the horny anim doesn't play if animating) This opens up lots of new scenarios that aren't possible with SLSO alone, I think. I'm writing the event so that the increase to orgasm rate is variable based on animation tags. So instead of having a set of tags which allow orgasm, whether and how fast orgasm happens can be determined by some tracked history, aphrodisiac status, simultaneous vibrate events, etc...plus the UD minigame is more fun than the SLSO constant clicking. The only thing I can't figure out is how to make the orgasm progress widget display during the SL scene. Does anyone know how to do this? Is it a check specifically built here to hide the widget, or is there some work to be done to allow any widget to play during a SL scene? 1
ihatemykite Posted May 14, 2022 Author Posted May 14, 2022 6 hours ago, DayTri said: I've almost got UD working during SL scenes as a replacement for SLSO. All I needed to do was: - Write an event that raises orgasm rate on SL scene start - Edit UDCustomDeviceMain so that the orgasm resist minigame is allowed to start when the player is animating (rewrote it so that the horny anim doesn't play if animating) This opens up lots of new scenarios that aren't possible with SLSO alone, I think. I'm writing the event so that the increase to orgasm rate is variable based on animation tags. So instead of having a set of tags which allow orgasm, whether and how fast orgasm happens can be determined by some tracked history, aphrodisiac status, simultaneous vibrate events, etc...plus the UD minigame is more fun than the SLSO constant clicking. The only thing I can't figure out is how to make the orgasm progress widget display during the SL scene. Does anyone know how to do this? Is it a check specifically built here to hide the widget, or is there some work to be done to allow any widget to play during a SL scene? This is more of a problem with skyrim engine. I guess that when sexlab animation starts, it calls DisablePlayerControls. "Disabling movement also disables the UI (at least partially), and other actors can't attack a player with a disabled movement. You may want to consider using Game.GetPlayer().SetDontMove() or Game.GetPlayer().SetRestrained() instead.". SetDontMove() and SetRestrained() do disable movement, but it doesn't prevent player from opening menus (like inventory). Only function which I have found that disables movement but doesn't disable HUD is SetPlayerAiDriven. If sexlab use DisablePlayerControls, then you will also have to somehow patch it to use something like this instead if akActor == Game.getPlayer() Game.DisablePlayerControls(abMovement = False) Game.SetPlayerAiDriven(True) else akActor.SetDontMove(True) endif 1
naaitsab Posted May 14, 2022 Posted May 14, 2022 Nice work on the tutorial. I've made a keyboard layout that is a bit more clear. Maybe also add a screenshot ingame with the new bars? If you want to edit it you can paste the code below in http://www.keyboard-layout-editor.com/ (pick Raw Data) Spoiler ["Esc",{x:1},"F1","F2","F3","F4",{x:0.5},"F5","F6","F7","F8",{x:0.5},"F9","F10","F11","F12",{x:0.25},"PrtSc","Scroll Lock","Pause\nBreak"], [{y:0.5},"~\n`","!\n1","@\n2","#\n3","$\n4","%\n5","^\n6","&\n7","*\n8","(\n9",")\n0","_\n-","+\n=",{w:2},"Backspace",{x:0.25},"Insert","Home","PgUp",{x:0.25},"Num Lock","/","*","-"], [{w:1.5},"Tab","Q","W",{c:"#ff7f27",t:"#ffffff"},"E",{c:"#cccccc",t:"#000000"},"R","T","Y","U","I","O","P","{\n[","}\n]",{w:1.5},"|\n\\",{x:0.25},"Delete","End","PgDn",{x:0.25},"7\nHome","8\n↑","9\nPgUp",{h:2},"+"], [{w:1.75},"Caps Lock",{c:"#00a2e8",t:"#ffffff"},"A",{c:"#ed1c24"},"S",{c:"#22b14c"},"D",{c:"#cccccc",t:"#000000"},"F","G","H","J","K","L",{c:"#0000ff",t:"#ffffff"},":\n;",{c:"#a349a4"},"\"\n'",{c:"#cccccc",t:"#000000",w:2.25},"Enter",{x:3.5},"4\n←","5","6\n→"], [{w:2.25},"Shift","Z","X","C","V","B","N","M","<\n,",{c:"#fff200"},">\n.",{c:"#cccccc"},"?\n/",{w:2.75},"Shift",{x:1.25},"↑",{x:1.25},"1\nEnd","2\n↓","3\nPgDn",{h:2},"Enter"], [{w:1.25},"Ctrl",{w:1.25},"Win",{w:1.25},"Alt",{a:7,w:6.25},"",{a:4,w:1.25},"Alt",{w:1.25},"Win",{w:1.25},"Menu",{w:1.25},"Ctrl",{x:0.25},"←","↓","→",{x:0.25,w:2},"0\nIns",".\nDel"]
ihatemykite Posted May 14, 2022 Author Posted May 14, 2022 9 minutes ago, naaitsab said: Nice work on the tutorial. I've made a keyboard layout that is a bit more clear. Maybe also add a screenshot ingame with the new bars? If you want to edit it you can paste the code below in http://www.keyboard-layout-editor.com/ (pick Raw Data) Reveal hidden contents ["Esc",{x:1},"F1","F2","F3","F4",{x:0.5},"F5","F6","F7","F8",{x:0.5},"F9","F10","F11","F12",{x:0.25},"PrtSc","Scroll Lock","Pause\nBreak"], [{y:0.5},"~\n`","!\n1","@\n2","#\n3","$\n4","%\n5","^\n6","&\n7","*\n8","(\n9",")\n0","_\n-","+\n=",{w:2},"Backspace",{x:0.25},"Insert","Home","PgUp",{x:0.25},"Num Lock","/","*","-"], [{w:1.5},"Tab","Q","W",{c:"#ff7f27",t:"#ffffff"},"E",{c:"#cccccc",t:"#000000"},"R","T","Y","U","I","O","P","{\n[","}\n]",{w:1.5},"|\n\\",{x:0.25},"Delete","End","PgDn",{x:0.25},"7\nHome","8\n↑","9\nPgUp",{h:2},"+"], [{w:1.75},"Caps Lock",{c:"#00a2e8",t:"#ffffff"},"A",{c:"#ed1c24"},"S",{c:"#22b14c"},"D",{c:"#cccccc",t:"#000000"},"F","G","H","J","K","L",{c:"#0000ff",t:"#ffffff"},":\n;",{c:"#a349a4"},"\"\n'",{c:"#cccccc",t:"#000000",w:2.25},"Enter",{x:3.5},"4\n←","5","6\n→"], [{w:2.25},"Shift","Z","X","C","V","B","N","M","<\n,",{c:"#fff200"},">\n.",{c:"#cccccc"},"?\n/",{w:2.75},"Shift",{x:1.25},"↑",{x:1.25},"1\nEnd","2\n↓","3\nPgDn",{h:2},"Enter"], [{w:1.25},"Ctrl",{w:1.25},"Win",{w:1.25},"Alt",{a:7,w:6.25},"",{a:4,w:1.25},"Alt",{w:1.25},"Win",{w:1.25},"Menu",{w:1.25},"Ctrl",{x:0.25},"←","↓","→",{x:0.25,w:2},"0\nIns",".\nDel"] Nice, thanks. I will add the screenshots later, as I will need first to take them.
DayTri Posted May 14, 2022 Posted May 14, 2022 3 hours ago, ihatemykite said: This is more of a problem with skyrim engine. I guess that when sexlab animation starts, it calls DisablePlayerControls. "Disabling movement also disables the UI (at least partially), and other actors can't attack a player with a disabled movement. You may want to consider using Game.GetPlayer().SetDontMove() or Game.GetPlayer().SetRestrained() instead.". SetDontMove() and SetRestrained() do disable movement, but it doesn't prevent player from opening menus (like inventory). Only function which I have found that disables movement but doesn't disable HUD is SetPlayerAiDriven. If sexlab use DisablePlayerControls, then you will also have to somehow patch it to use something like this instead if akActor == Game.getPlayer() Game.DisablePlayerControls(abMovement = False) Game.SetPlayerAiDriven(True) else akActor.SetDontMove(True) endif OK Thanks, widgets and health bars display w/ SLSO so Ed must have matched Sexlab to allow it, I'll just use whatever was changed there. 1
physicsphail Posted May 14, 2022 Posted May 14, 2022 (edited) So I'm wondering if maybe I just have something configured wrong, or if it's because I used the downgrade patcher on the CK so the fixes mod works. When I try to apply DD or UD scripts to a device I'm making it tells me the script had errors while loading and can't be applied. I'm able to duplicate an existing device into my mod but it then tells me "Errors encountered while attempting to reload the script." when I go to change the properties to give the desired effects. I'm able to make the changes I need to make my devices using SSEedit but I just wanted to see if anyone had insight on if I'm doing something wrong with the CK. Edit. Also wondering, is it possible to make a custom lockpick and have the mini game call for them instead of the vanilla picks? Edited May 14, 2022 by physicsphail
ihatemykite Posted May 16, 2022 Author Posted May 16, 2022 On 5/14/2022 at 7:17 PM, physicsphail said: So I'm wondering if maybe I just have something configured wrong, or if it's because I used the downgrade patcher on the CK so the fixes mod works. When I try to apply DD or UD scripts to a device I'm making it tells me the script had errors while loading and can't be applied. I'm able to duplicate an existing device into my mod but it then tells me "Errors encountered while attempting to reload the script." when I go to change the properties to give the desired effects. I'm able to make the changes I need to make my devices using SSEedit but I just wanted to see if anyone had insight on if I'm doing something wrong with the CK. Edit. Also wondering, is it possible to make a custom lockpick and have the mini game call for them instead of the vanilla picks? Do you have source files for DD? You need to select them from FOMOD when installing the mod. Regarding the lockpick. I don't think that is possible. The minigame uses default skyrim lockpick minigame, so if the minigame can't use custom lockpicks, neither can UD.
Dawndrake Posted May 17, 2022 Posted May 17, 2022 Anyone ahve BHUNP(LE) conversions for the Abbadon catsuit?
DayTri Posted May 18, 2022 Posted May 18, 2022 On 5/16/2022 at 4:25 PM, ihatemykite said: Do you have source files for DD? You need to select them from FOMOD when installing the mod. Regarding the lockpick. I don't think that is possible. The minigame uses default skyrim lockpick minigame, so if the minigame can't use custom lockpicks, neither can UD. On 5/14/2022 at 2:47 PM, physicsphail said: So I'm wondering if maybe I just have something configured wrong, or if it's because I used the downgrade patcher on the CK so the fixes mod works. When I try to apply DD or UD scripts to a device I'm making it tells me the script had errors while loading and can't be applied. I'm able to duplicate an existing device into my mod but it then tells me "Errors encountered while attempting to reload the script." when I go to change the properties to give the desired effects. I'm able to make the changes I need to make my devices using SSEedit but I just wanted to see if anyone had insight on if I'm doing something wrong with the CK. Edit. Also wondering, is it possible to make a custom lockpick and have the mini game call for them instead of the vanilla picks? I think you need the source files for every script which is a property of the script you are applying, all those script's properties...etc. You need Sexlab and SLA, probably the SkyUI source, and also ZaZ (I don't think Zaz sources are needed for DD now but seems like UD scripts require zbfbondageshell). For some reason I believe you also need Racemenu sources, maybe it's somehow a sexlab script dependency. On 5/14/2022 at 11:47 AM, DayTri said: OK Thanks, widgets and health bars display w/ SLSO so Ed must have matched Sexlab to allow it, I'll just use whatever was changed there. Update for whoever is interested in this, I could do it by just calling Game.EnablePlayerControls() in a mod event after the SL scene starts, no need to patch the SL script!
hungvipbcsok Posted May 18, 2022 Posted May 18, 2022 So I am having trouble with Devices equip on follower. Everytime I chose help struggle or something similar I always get the message 'she is busy doing something else'. I think some others mod conflict cause this, maybe DD helper or better support NPC. Also @ihatemykite did you intent to overhaul the contraption? Those contraption escape method is annoying me too much
physicsphail Posted May 19, 2022 Posted May 19, 2022 On 5/16/2022 at 2:55 PM, ihatemykite said: Do you have source files for DD? You need to select them from FOMOD when installing the mod. Regarding the lockpick. I don't think that is possible. The minigame uses default skyrim lockpick minigame, so if the minigame can't use custom lockpicks, neither can UD. Kind of figured that was the case on the lockpicking, thought it'd be cool to make some custom picks with some magic lore on why only they work for the device but didn't really figure it'd be doable. at least I can do custom keys On 5/17/2022 at 8:54 PM, DayTri said: I think you need the source files for every script which is a property of the script you are applying, all those script's properties...etc. You need Sexlab and SLA, probably the SkyUI source, and also ZaZ (I don't think Zaz sources are needed for DD now but seems like UD scripts require zbfbondageshell). For some reason I believe you also need Racemenu sources, maybe it's somehow a sexlab script dependency. After going through and making sure I have all the ones mentioned I'm not sure what I'm missing, or if I just have some other problem. Also to make sure I'm not just being stupid or something I don't need those mods actively loaded in the ck just have their scripts in it right? Is there a way to track down which properties are being called for to figure out what might be missing? Also is there a command in papyrus to make add and remove stuff commands silent? as in not pop up in the corner with other status messages And I gotta say after starting down the papyrus rabbit hole I have even more respect for most modders than I did before. That stuff can get confusing, of course I'm still just scratching the surface.
DayTri Posted May 19, 2022 Posted May 19, 2022 11 hours ago, physicsphail said: Is there a way to track down which properties are being called for to figure out what might be missing? For the script you can't add properties to, figure out what properties it has and try compiling the scripts associated with them. If you can find/compile them all it should work. That should be sufficient but not necessary, I don't think you need to be able to compile them all, but if you can compile them you should be able to add them
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now