Kendo 2 Posted March 19, 2015 Posted March 19, 2015 I referred CC here, since I don't have the answers. In my mod, the only similarity to DD is the use of Body Slots and the SexlabNoStrip keyword. It is otherwise a plain-jane esp. If you guys do have an answer I'd really appreciate it so I can do a work around for this and future releases.
Mord Sif Posted March 19, 2015 Posted March 19, 2015 I'm having a problem with Kendo's leather harness armor (starting here), and was referred here. Specifically, the pauldrons aren't showing up. Is slot 57 used by anything in particular from this mod? Slot 57 is the vaginal plug EDIT: here's a reference list https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference
Kendo 2 Posted March 19, 2015 Posted March 19, 2015 You guys use every slot there is. There's no way avoid a conflict. Oh well, at least CC has his answer. Thanks for taking the time to address this.
Coopervane Posted March 19, 2015 Posted March 19, 2015 You guys use every slot there is. There's no way avoid a conflict. Oh well, at least CC has his answer. Thanks for taking the time to address this. Yeah just about There's really no way around it, and belive you me, even mentioning "slots" around anyone on the DD team well send us curling into the fetal position, we've had a lot of discussions about it and how best to pull it off. But there's so many devices, so few slots, there's just no perfectly elegant solution to it all Give is more slots to use next time Bethesda, please?
Content Consumer Posted March 19, 2015 Posted March 19, 2015 You guys use every slot there is. There's no way avoid a conflict. Oh well, at least CC has his answer. Thanks for taking the time to address this. Yeah just about There's really no way around it, and belive you me, even mentioning "slots" around anyone on the DD team well send us curling into the fetal position, we've had a lot of discussions about it and how best to pull it off. But there's so many devices, so few slots, there's just no perfectly elegant solution to it all Give is more slots to use next time Bethesda, please? Hur hur hur...
Coopervane Posted March 19, 2015 Posted March 19, 2015 Hur hur hur... ! You have a dirty mind CC! I can respect that
Kendo 2 Posted March 19, 2015 Posted March 19, 2015 Yeah just about There's really no way around it, and belive you me, even mentioning "slots" around anyone on the DD team well send us curling into the fetal position, we've had a lot of discussions about it and how best to pull it off. But there's so many devices, so few slots, there's just no perfectly elegant solution to it all Give is more slots to use next time Bethesda, please? That is not your fault. The blame falls on the users who insist on stuffing every orifice and filling every slot on ONE CHARACTER. Goddamned perverts, learn some restraint, and not on your CG girlfriend.
Mord Sif Posted March 19, 2015 Posted March 19, 2015 Well, all my slots are currently filled, and I'm proud of it
Content Consumer Posted March 19, 2015 Posted March 19, 2015 Hur hur hur... ! You have a dirty mind CC! I can respect that I just sat up one day and realized that everything in the world... everything... can be an innuendo (a.k.a. in-you-end-OH!). Well, all my slots are currently filled, and I'm proud of it The world would be a happier place if everyone would just fill their slots every so often.
Princessity Posted March 20, 2015 Posted March 20, 2015 "slots"*suddenly drops to the ground and starts hyperventilating and convulsing in seizures*
ZaZ Posted March 20, 2015 Posted March 20, 2015 If the Armor Item is skinned to just a single bone , like plugs etc , they can be used as art objects , like the Animated Dragon Wings , Though it would be equipped via an enchantment or spell I suppose
Koffii Posted March 21, 2015 Posted March 21, 2015 They can, but we've found art objects extremely unreliable, particularly on npcs.
Nalessa Posted March 21, 2015 Posted March 21, 2015 If the Armor Item is skinned to just a single bone , like plugs etc Single bone Plug You cheeky bastard you
Draconianscion Posted March 21, 2015 Posted March 21, 2015 Hi, I'm having the dreaded MCM Assets older version issue at load screen, even when i have the most up to date version installed. I have assets integration and expansion in the optimal load order and i also have the Captured Dreams installed. For some reason the Assets message appears twice and also it's menu appears twice in the MCM menu. If there's anything you could think of that may be conflicting please let me know.
nunyabidnez Posted March 21, 2015 Posted March 21, 2015 Ok, I'm not sure whether this is an Expansion issue or an Assets issues, so I'll be posting in both topics. Just today I started having the weirdest error, or at least I'm assuming it's an error. Whenever I get a set of cuffs equipped, my toon ends up with a mismatched set. As in I'll have a white set on my left side, and a black or red set on the right, or vice versa or any combination of colors. The entire left side always matches and the entire right side always matches, but they don't match each other. Weird or what? I have absolutely no idea where to begin looking, I have Assets, Integration, Expansion, Captured Dreams, Devious Enchanted Loot and Deviously Helpless installed, have already disabled, re-enabled and reinstalled each of them with no change. Any suggestions are appreciated, thanks in advance.
wubwubwub Posted March 22, 2015 Posted March 22, 2015 Hi, I'm having the dreaded MCM Assets older version issue at load screen, even when i have the most up to date version installed. I have assets integration and expansion in the optimal load order and i also have the Captured Dreams installed. For some reason the Assets message appears twice and also it's menu appears twice in the MCM menu. If there's anything you could think of that may be conflicting please let me know. Guesses: -There's an old version of assets in your load order in addition to your new one. -Another mod cloned part of assets for some reason, and with the latest update to assets it's breaking things. Use TESVedit and see if something is overwriting parts of assets?
Slorm Posted March 22, 2015 Posted March 22, 2015 Ok, I'm not sure whether this is an Expansion issue or an Assets issues, so I'll be posting in both topics. Just today I started having the weirdest error, or at least I'm assuming it's an error. Whenever I get a set of cuffs equipped, my toon ends up with a mismatched set. As in I'll have a white set on my left side, and a black or red set on the right, or vice versa or any combination of colors. The entire left side always matches and the entire right side always matches, but they don't match each other. Weird or what? I have absolutely no idea where to begin looking, I have Assets, Integration, Expansion, Captured Dreams, Devious Enchanted Loot and Deviously Helpless installed, have already disabled, re-enabled and reinstalled each of them with no change. Any suggestions are appreciated, thanks in advance. Are you using the old bodyslide conversions from Skeuomorph (psb or cbbe version) as that's the only time I've seen this happen. If you are you can fix it by removing the cuffs entries from the xml files if you don't want to use the later HDT version
nunyabidnez Posted March 22, 2015 Posted March 22, 2015 Ok, I'm not sure whether this is an Expansion issue or an Assets issues, so I'll be posting in both topics. Just today I started having the weirdest error, or at least I'm assuming it's an error. Whenever I get a set of cuffs equipped, my toon ends up with a mismatched set. As in I'll have a white set on my left side, and a black or red set on the right, or vice versa or any combination of colors. The entire left side always matches and the entire right side always matches, but they don't match each other. Weird or what? I have absolutely no idea where to begin looking, I have Assets, Integration, Expansion, Captured Dreams, Devious Enchanted Loot and Deviously Helpless installed, have already disabled, re-enabled and reinstalled each of them with no change. Any suggestions are appreciated, thanks in advance. Are you using the old bodyslide conversions from Skeuomorph (psb or cbbe version) as that's the only time I've seen this happen. If you are you can fix it by removing the cuffs entries from the xml files if you don't want to use the later HDT version Nope, Storm, I've never used cbbe or bodyslide, always a UNP and now 7Base person. The Assets and Expansion I have are the 7Base versions. Thanks, though.
Mord Sif Posted March 22, 2015 Posted March 22, 2015 Ok, I'm not sure whether this is an Expansion issue or an Assets issues, so I'll be posting in both topics. Just today I started having the weirdest error, or at least I'm assuming it's an error. Whenever I get a set of cuffs equipped, my toon ends up with a mismatched set. As in I'll have a white set on my left side, and a black or red set on the right, or vice versa or any combination of colors. The entire left side always matches and the entire right side always matches, but they don't match each other. Weird or what? I have absolutely no idea where to begin looking, I have Assets, Integration, Expansion, Captured Dreams, Devious Enchanted Loot and Deviously Helpless installed, have already disabled, re-enabled and reinstalled each of them with no change. Any suggestions are appreciated, thanks in advance. Are you using the old bodyslide conversions from Skeuomorph (psb or cbbe version) as that's the only time I've seen this happen. If you are you can fix it by removing the cuffs entries from the xml files if you don't want to use the later HDT version Nope, Storm, I've never used cbbe or bodyslide, always a UNP and now 7Base person. The Assets and Expansion I have are the 7Base versions. Thanks, though. That is really weird. Is it only with the leather family of cuffs (black, red, white and the three ebonite versions) or also the padded ones (metal, silver, bronze)? The thing is, the padded versions have only one branch in each nif, so the same texture should always be applied to both the left and right cuffs. The leather versions have two branches per nif, but it's split into the base cuffs and the ringed strips that pass around the middle of them so, again, left and right should always match. Has it only happened with the 7Base conversion?
Slorm Posted March 22, 2015 Posted March 22, 2015 That is really weird. Is it only with the leather family of cuffs (black, red, white and the three ebonite versions) or also the padded ones (metal, silver, bronze)? The thing is, the padded versions have only one branch in each nif, so the same texture should always be applied to both the left and right cuffs. The leather versions have two branches per nif, but it's split into the base cuffs and the ringed strips that pass around the middle of them so, again, left and right should always match. Has it only happened with the 7Base conversion? I've only seen the effect with the CBBE conversion, but what happens is the left side always shows as black and the right side will show as the correct colour. It's only the leather cuffs that are affected (from memory).
Mord Sif Posted March 23, 2015 Posted March 23, 2015 That is really weird. Is it only with the leather family of cuffs (black, red, white and the three ebonite versions) or also the padded ones (metal, silver, bronze)? The thing is, the padded versions have only one branch in each nif, so the same texture should always be applied to both the left and right cuffs. The leather versions have two branches per nif, but it's split into the base cuffs and the ringed strips that pass around the middle of them so, again, left and right should always match. Has it only happened with the 7Base conversion? I've only seen the effect with the CBBE conversion, but what happens is the left side always shows as black and the right side will show as the correct colour. It's only the leather cuffs that are affected (from memory). Right. I've heard of it with the bodyside conversion, too. nunyabidnez, I'd suggest testing without the conversion installed and see if the cuffs included in the DD mods themselves still show the problem. If they do then maybe it's a case of too much happening in the game/scripting and things going a bit screwy. If they don't then it could be an issue with the specific conversion, but I'm still scratching my head as to how it could happen. If the conversion simply alters the shape of the meshes, but doesn't make changes to how many branches are in the nif, or the textures they path to - as should be the case - then it should be impossible for left and right cuffs to be different colours. The left and right sides collectively point to a single set of textures for the black version. In order to get the different colours, texture sets are included in the DDx esm. So a pair of standard black leather cuffs use the default DDa nif without anything else needed to be done. A pair of red leather cuffs are pointed to the same nif, but then have an alternate texture set applied so the red colour shows up in-game instead of the black. The same goes for the white, and the three ebonite versions. Any conversion should simply change the shape of the branches within the nif (both the 0 and 1 versions) and make no other alterations. If the esm finds unexpected differences in the nif beyond just shape then things can go wrong. A while back I tried the Aradia Kato no-panties mod, and had a weird issue where it turned all skirts in that mod the default brown colour. The mod simply deleted the panties branch from the skirt nif, but in the esp texture sets were applied to the nif to give the different colours. With one of the branches the esp was expecting to apply a new texture to gone, it simply didn't apply the texture to the rest of the nif and produced the default colour in the game. So eventually I remade the mod for myself, going in and editing the esp to manually apply the texture set to each item.
nunyabidnez Posted March 23, 2015 Posted March 23, 2015 Hey Squirell GIrl, Storm Thanks a million for the disscussion and suggestions, most likely won't get to try them until this weekend, will let you know what happens. Just for more food for thought, I've run the same exact set of mods with previous builds and have not had this happen before, it just happened out of the blue. And, earlier in this playthrough, the cuffs were behaving normally. I've been going back through my current build to see if I had recently installed or updated any mods, but really don't recall doing any for several weeks now. That is really weird. Is it only with the leather family of cuffs (black, red, white and the three ebonite versions) or also the padded ones (metal, silver, bronze)? The thing is, the padded versions have only one branch in each nif, so the same texture should always be applied to both the left and right cuffs. The leather versions have two branches per nif, but it's split into the base cuffs and the ringed strips that pass around the middle of them so, again, left and right should always match. Has it only happened with the 7Base conversion? I've only seen the effect with the CBBE conversion, but what happens is the left side always shows as black and the right side will show as the correct colour. It's only the leather cuffs that are affected (from memory). Right. I've heard of it with the bodyside conversion, too. nunyabidnez, I'd suggest testing without the conversion installed and see if the cuffs included in the DD mods themselves still show the problem. If they do then maybe it's a case of too much happening in the game/scripting and things going a bit screwy. If they don't then it could be an issue with the specific conversion, but I'm still scratching my head as to how it could happen. If the conversion simply alters the shape of the meshes, but doesn't make changes to how many branches are in the nif, or the textures they path to - as should be the case - then it should be impossible for left and right cuffs to be different colours. The left and right sides collectively point to a single set of textures for the black version. In order to get the different colours, texture sets are included in the DDx esm. So a pair of standard black leather cuffs use the default DDa nif without anything else needed to be done. A pair of red leather cuffs are pointed to the same nif, but then have an alternate texture set applied so the red colour shows up in-game instead of the black. The same goes for the white, and the three ebonite versions. Any conversion should simply change the shape of the branches within the nif (both the 0 and 1 versions) and make no other alterations. If the esm finds unexpected differences in the nif beyond just shape then things can go wrong. A while back I tried the Aradia Kato no-panties mod, and had a weird issue where it turned all skirts in that mod the default brown colour. The mod simply deleted the panties branch from the skirt nif, but in the esp texture sets were applied to the nif to give the different colours. With one of the branches the esp was expecting to apply a new texture to gone, it simply didn't apply the texture to the rest of the nif and produced the default colour in the game. So eventually I remade the mod for myself, going in and editing the esp to manually apply the texture set to each item.
CovertDemon Posted March 23, 2015 Posted March 23, 2015 You guys use every slot there is. There's no way avoid a conflict. Oh well, at least CC has his answer. Thanks for taking the time to address this. Yeah just about There's really no way around it, and belive you me, even mentioning "slots" around anyone on the DD team well send us curling into the fetal position, we've had a lot of discussions about it and how best to pull it off. But there's so many devices, so few slots, there's just no perfectly elegant solution to it all Give is more slots to use next time Bethesda, please? Yeah, because of that, I'll be pretty much unable to use the Devious Devices with SydneyB's Imperial outfit.
evergrey Posted March 24, 2015 Posted March 24, 2015 is there a chance to add more colors to the ebonite harness sets?? i just like to personalize and give personality to my slaves and color coding them helps
Coopervane Posted March 26, 2015 Posted March 26, 2015 Ok, I'm not sure whether this is an Expansion issue or an Assets issues, so I'll be posting in both topics. Just today I started having the weirdest error, or at least I'm assuming it's an error. Whenever I get a set of cuffs equipped, my toon ends up with a mismatched set. As in I'll have a white set on my left side, and a black or red set on the right, or vice versa or any combination of colors. The entire left side always matches and the entire right side always matches, but they don't match each other. Weird or what? I have absolutely no idea where to begin looking, I have Assets, Integration, Expansion, Captured Dreams, Devious Enchanted Loot and Deviously Helpless installed, have already disabled, re-enabled and reinstalled each of them with no change. Any suggestions are appreciated, thanks in advance. Possibility 1: The conversion you're using was not set up correctly to use TextureSet's. DDx was created with optimization in mind, and for that reason it's using code to swap in textures instead of duplicate meshes whenever possible. This reduces disc usage, memory footprint and draw-calls, it quite simply makes things load and run faster, and uses less RAM. However, the method requires meshes that are set up for it, the NiTriShapes must be in the same order, have the same names, and exist in the same quantity that the code was set up for. If the author of the conversion you're using has changed anything at all about the order, names or quantity of the NiTriShapes, then it will fail to render textures. The meshes must be set up identical to the provided ones or the textures will not work. Possibility 2: Your game is under too much load. If there is enough script-lag present durring game-load, TextureSet data is one of the things that can break, and yes, it can result in this odd half and half texturing where one side renders correctly and the other not (i've had it happen myself when the game loaded a save incorrectly due to an Anti-virus scan starting up in the background, causing lag-spikes to happen durring load. I'm sure similar problems would arise if you try to load more mods than your game/system can actually handle. Skyrim is rather.. fickle and easilly broken like that, sadly).
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