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Posted
8 minutes ago, Fraying9981 said:

may I ask if UD system is only for the UD devices or also for the standard DD devices?

If it's only for UD devices, how does one find these devices?

 

UD system works for UD devices. You can UDify most of standard DD devices by patching them using Synthesis to generate patch. It won't work for DDs with custom scripts, non-standard DD framework ones.

Posted (edited)
16 minutes ago, kurotatsu said:

 

UD system works for UD devices. You can UDify most of standard DD devices by patching them using Synthesis to generate patch. It won't work for DDs with custom scripts, non-standard DD framework ones.

Ah got it! thanks.

 

Then when using standard DD devices without patching, these devices follow the vanilla behavior right?

Then I don't have bugs I guess, because the debug function of UD equips a full set of UD and shows the device mini game system working correctly.

 

The only remaining question I have then is how do I get devices (without additem, I mean in game)?

I use many mods that add devices, like SLS, enchanted quests, Devious Followers continued etc.

I suppose simplest solution is to patch standard devices as you suggest. I already know how to use Synthesis, but can you share a bit more about this specific workflow?

If it's just a keyword change, I can use Quick Armor Rebalance to add the right keywords directly in game on vanilla DD devices. 

 

Edited by Fraying9981
Posted
3 minutes ago, Fraying9981 said:

Ah got it! thanks.

 

Then when using standard DD devices without patching, these devices follow the vanilla behavior right?

Then I don't have bugs I guess, because the debug function of UD equips a full set of UD and shows the device mini game system working correctly.

 

The only remaining question I have then is how do I get devices (without additem, I mean in game)?

I use many mods that add devices, like SLS, enchanted quests, Devious Followers continued etc.

I suppose simplest solution is to patch standard devices as you suggest. I already know how to use Synthesis, but can you share a bit more about this specific workflow?

If it's just a keyword change, I can use Quick Armor Rebalance to add the right keywords directly in game on vanilla DD devices. 

 

 

It's not simple keyword change, scripts has to be reassigned too. Read up on this:

https://github.com/Gamerooni/UDScripts/tree/master

Posted (edited)
2 hours ago, Fraying9981 said:

I've installed nightly build to enable DD NG compatibility but I have this error upon hitting . when under restrains

[03/30/2025 - 02:15:23PM] [UD,!ERROR!,T=2438.193115]: Can't set lastOpenedDevice
 
Anyone has a tip to fix?

 

 

Papyrus.0.log 2.34 MB · 0 downloads image.png.da9bf8e96069a85a958ec951650ce442.png

Hi!

You using it with DDNG 0.4 or 0.37?

 

If anyone manage to make it work with 0.4 I'm interested in learning how he did.

 

I tried to patch but failed.

Edited by try again.
Posted
41 minutes ago, try again. said:

Hi!

You using it with DDNG 0.4 or 0.37?

 

If anyone manage to make it work with 0.4 I'm interested in learning how he did.

 

I tried to patch but failed.

 

0.4

 

see instructions to patch here

 

 

Posted
4 hours ago, Fraying9981 said:

 

0.4

 

see instructions to patch here

 

 

Thanks!

 

Will try.

 

Im using vortex... I will try to figure it out how to do it.

Posted (edited)
19 minutes ago, try again. said:

Thanks!

 

Will try.

 

Im using vortex... I will try to figure it out how to do it.

 

switch to MO2, that's how to do it ;)

 

I used Vortex 7 years ago to reinstall Skyrim, didn't work. I used MO2 2 months ago, Skyrim was running with several mods within the hour

 

once in mo2:

1. add the synthesis exe as executable (along with fnis, bodyslide etc.) so you can reuse it with a shortcut

2. create a new profile for the synthesis patching (not for playing): select only the mods that are necessary for UD (list is in the thread above)

3. run synthesis, collect the esp, add it to a zip folder, reimport inside MO2, and simply add to the profile you play with (with the other 1000 mods you are running)

Edited by Fraying9981
Posted

not sure it's related to this mod, but now when using water, my character is swimming way above the line of water, more like hovering over it.

Any kind of water: indoors/outdoors.

Even though the head is way above water level (and most of the body is), I get the health damage over time for drowning. The swimming animations are correct to. And DD/UD drown notification is showing up.

 

Any idea what causes this?

I installed Bathing in Skyrim - Renewed https://www.nexusmods.com/skyrimspecialedition/mods/135288 but why would this make my character hover above water if it's not active?

Posted

Hello, I’m loving the mod so far! It’s an essential part of my load order.

 

I’m currently experiencing a crash to desktop (CTD) when unequipping the "Abadon Transparent High Heels." I’ve tested this with five different saves where the item was equipped, and every time I unequip it, the game crashes.

I've played for about 50 hours without any issues, so this is the first problem I've encountered, and I can't seem to find a solution.

Maybe someone has a fix or workaround so I can continue playing?

 

I’ll post my crash log and load order here.

 

loadorder.txt crash-2025-04-01-13-57-06.log

Posted (edited)

Hello there,

 

I tried the nightly build and it looks awesome. I just found some of the new modifiers. :) I like the new animations too.

 

I'm looking forward to the official release.

 

Here is a Synthesis Patch for DDNG v0.4.0 for the March 23 nightly UD build (use it at your own risk!) :

 

Synthesis.esp

 

 

Peace,

M

Edited by monsta88
Posted

Hello ihatemykite,

 

a question about the Prerelease. I got some boots with the new Exploration modifier. Here is what it says after discovering a lot of new map markers (vanilla and Atlas ones too).

 

Spoiler

image.png.ca108ccb9b1f301a4903e69e7b8e1c59.png

 

 

I expected the Accumulator change by now. Or I'm simply not understanding how this modifier works, that is also possible. So I have the usual question: is this a bug or feature?  :)  I understand this is a PreRelease and can't be expected to be 100% working.

 

 

 

 

Posted
6 hours ago, monsta88 said:

I expected the Accumulator change by now. Or I'm simply not understanding how this modifier works, that is also possible. So I have the usual question: is this a bug or feature?  :)  I understand this is a PreRelease and can't be expected to be 100% working.

 

 

This modifier doesn't work in Nightly Release @ 20250323, but the accumulator should change because it registers game stat events.

I'm beginning to suspect that some builds of the game don't register stat events at all. What version of the game are you running, and the SKSE version?

Posted

@monsta88

 

If it's not too much trouble, enable logging in the mod (Go to MCM -> UD -> General. And set Logging Level to 3).

 

After that you should see entries in the Papyrus.log (and console) when statistics change. On events like “Locations Discovered”, “Locks Picked”, etc.

 

Something like that:

[xx/xx/xxxx - xx:xx:xxAM] [UD,3,T=296.397003]: UD_ModifierManager_Script::OnTrackedStatsEvent() arStatName = Locks Picked, aiStatValue = 58

 

At least it will be clear is that events are registered by the game or not.

 

The next place where failure may occur is the delivery of this event to the devices. In the current build there may be such a situation that not all devices are reachable in the processing cycles. This is easy to check. A long press on the '.' button to open the list of all devices. If a certain device is not in the list, events will not be delivered to it.

 

If this is the case, I honestly don't know how to get such devices back. Remove devices using debugging functions and try again.

Posted (edited)
7 hours ago, iivanvv said:

What version of the game are you running, and the SKSE version?

 

Thank you for clarifying.

 

I'm running SSE, SKSE 1.5.97  New game, started with PreRelease installed.

I have the Atlas Map Markers v3.0.4 mod installed, and also enabled the Skyshards map markers too.

 

6 hours ago, iivanvv said:

If it's not too much trouble, enable logging in the mod (Go to MCM -> UD -> General. And set Logging Level to 3).

 

Sure, no problem.

 

Here is the 1st hit, as screenshot for now:

 

Spoiler

image.png.ee4e854d1e43c12ecf09dcfc27272b5a.png

 

It seems UD does register location discoveries. At the next discovery the counter went up to 54.

 

Also, I see a possible cornercase: What if the player already explored all locations? That would mean the character is stuck, right? Maybe the modification should be about Traveling? Visit x amount of locations or specific places? Without Fast Travel, of course.

 

 

 

6 hours ago, iivanvv said:

This is easy to check. A long press on the '.' button to open the list of all devices. If a certain device is not in the list, events will not be delivered to it

 

I will try this too. Currently I'm sure that the Device in question does appear in the equipped device list in the Debug MCM. It also counts the Hours worn (60ish so far, on timescale 6). I can also confirm that the "." list shows the item.

 

 

Edited by monsta88
Posted

@monsta88

I think I figured it out. The trigger works fine, the problem was in the Outcome script (the bug has already been fixed in PR, which is being prepared for merge in the repository). 

 

In your situation the StatEvent Trigger had already triggered, and went to inactive state, since no repeats were planned. In the accumulator was written "-1.0", which were incorrectly converted to integer 0 (looks like a bug). And if the Outcome script had worked properly, you would have had a chance to remove the device by now.

 

If the player unlocks all locations, then yes, the explore trigger will never work. I'll probably add a timeout so that the block is removed after a fixed time (1/2 hour real time), like in the Demanding modifier.

Posted
4 hours ago, monsta88 said:

Maybe the modification should be about Traveling? Visit x amount of locations or specific places? Without Fast Travel, of course.

 

I haven't looked very deeply into the matter, but from a superficial glance I concluded that I won't be able to set up everything easily and quickly.

 

In Skyrim, anything can be a new location of some level, and you'll have to be very careful about the conditions, otherwise the transition from one house to another will be counted. Or vice versa, whole areas will fall out of counting.

 

If the Location Discovered events didn't work, I'd probably give it a try. But everything seems to work as it is :)

 

Your suggested approach has potential in terms of registering visits to locations (stores, dungeons) of different types. Maybe I'll add such a trigger when we finish the existing ones, and I'll figure out how to apply the new trigger in an interesting way.

Posted (edited)
1 hour ago, iivanvv said:

 

I haven't looked very deeply into the matter, but from a superficial glance I concluded that I won't be able to set up everything easily and quickly.

 

In Skyrim, anything can be a new location of some level, and you'll have to be very careful about the conditions, otherwise the transition from one house to another will be counted. Or vice versa, whole areas will fall out of counting.

 

If the Location Discovered events didn't work, I'd probably give it a try. But everything seems to work as it is :)

 

Your suggested approach has potential in terms of registering visits to locations (stores, dungeons) of different types. Maybe I'll add such a trigger when we finish the existing ones, and I'll figure out how to apply the new trigger in an interesting way.

 

Thanks for looking into this, I was just trying to come up with something which can't go wrong.

 

Another idea I had to use traveled distance (no Fast Travel). Or steps done. Devious Training II has a step counter so it might be doable. But in this case it is easier just to do what you came up with, the emergency timer. :) I mean, I don't think I ever had a playthrough where I discovered all locations, and I have 6K hours in Skyrim. I'd expect that the chance for running out of unexplored locations for the average player is extremely low.

 

 

2 hours ago, iivanvv said:

I think I figured it out. The trigger works fine, the problem was in the Outcome script (the bug has already been fixed in PR, which is being prepared for merge in the repository). 

 

Great news, thank you! Are there plans for another PreRelease in the close future? I'm asking if I should just use the Debug menu to remove the Modification from this item or not. I'm also fine to use this item for a few more days, I have yps Fashion in the load order too, good high heel training opportunity. :) Although if I understand what you wrote correctly, the fix will not help with this item, as the event already triggered for the Outcome, so there won't be another.

 

Edit: As it turned out, removing the Modifier is not enough, because it does not change the Impossible flags/statuses. The Locks option became available, but the locks are Unreachable, so no way to open it. So the whole thing must be removed with Debug in one go.

 

Edited by monsta88
Posted (edited)
43 minutes ago, monsta88 said:

Although if I understand what you wrote correctly, the fix will not help with this item, as the event already triggered for the Outcome, so there won't be another.

 

I hadn't thought of that, but yes, that's correct. This device can only be removed through the debug functions.

 

In any case, I recommend starting a new game in each new build, because property values of global scripts (or rather, scripts on persistent objects) can change. When you load an existing save, old values are restored, and zero out possible fixes and improvements.

 

Or before each esp update clean the save from traces of the old version, which is not always possible, and may break something.

Edited by iivanvv
Posted
On 4/1/2025 at 4:32 PM, monsta88 said:

Hello there,

 

I tried the nightly build and it looks awesome. I just found some of the new modifiers. :) I like the new animations too.

 

I'm looking forward to the official release.

 

Here is a Synthesis Patch for DDNG v0.4.0 for the March 23 nightly UD build (use it at your own risk!) :

 

Synthesis.esp 2.63 MB · 13 downloads

 

 

Peace,

M

If I use this, what options do I select when I install UD?

Posted
2 hours ago, Seph64 said:

If I use this, what options do I select when I install UD?

 

DD patches: None, the rest is what you have. Also make sure you have all the DD 5.2 parts, MO2 will warn you if the Synthesis patch is missing masters.

Posted
11 hours ago, Seph64 said:

It says that 5 devices are patched incorrectly, is that normal?

I have the same message but I only have 1 devices patched incorrectly.

 

So far I'm playing without problems.

Posted (edited)

I am wondering if the 5 "incorrectly patched" devices are related to DD FH and BRRF?

 

EDIT: Does this mod randomly start equipping items after a specific amount of time? If so, anyway to disable that?

Edited by Seph64
Posted (edited)

Hi there,

 

I have another possibly problematic Modifier in the Marc 23 NB.

 

I have worn this for over 2 hours (according to the device's own stat), and now it displays this:

 

Spoiler

image.png.e1b23abf92e93d404ae23061ef700b50.png

 

That -1 hours in the Accumulator is suspicious to me. I have no escape options for this device. This is a bug, right?

 

 

Also, the above item equipped a "Red Leather Catsuit (Tight)" on my character. It also has multiple problems, chief among them that it is invisible. I'm sure I have built the whole mod in Outfit Studio, but I'll doublecheck. I also checked DD's Device Hider, nothing hides slot 32 (and I would have noticed that earlier anyway). Edit: My mistake, I did not build the NG stuff. I rebuilt it now, and it appeared.

 

The other problem, that it is also inescapable, for no apparent reason:

 

Spoiler

image.png.6cb4078f1a1c116496c0ebfdedda0401.pngimage.png.75f48ab68a2bf0986541ff388a029dad.pngimage.png.afda01132553c3f1792366dd679d6f19.png

 

For some reason, the locks are not accessible, and even though it is Loose, no struggling is allowed. Could this be a bug also?

 

One more observation: It is somewhat funny when a "Tight" catsuit gets a "Loose" modifier. :) 

 

 

 

 

 

 

 

Edited by monsta88
Posted

So, is there a way to prevent troublesome modifiers from attaching to devices, or am I really going to have to debug them one by one when I equip them to prevent them from doding weird things?

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