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DBF beta and testing for Skyrim Special Edition (April 2023)


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I'm not sure if this is just me or I'm missing a file I was supposed to download, but the hormone morphs through SLIF don't seem to be working. I think it's because the morphs hormones tries to change always start with "slif_[morph]" instead of just being the morph in SLIF. I'm using 3BA if that affects anything.

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  • 2 weeks later...
On 10/11/2023 at 5:51 PM, PenitentFleece said:

Has there been a fix for the issue of kneeling/crawling animations not working? 
I've gone from the old SE version to this version and whether i'm enslaved or not I can't get my character to kneel or crawl. @~@ 

i think you need the OAR patch, otherwise oar/dar animations overide them. i don't have the link on hand though sorry!

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  • 3 weeks later...

So, altering the Sisterhood clothing and state manager a bit to give Senna, Orla, and Anwen their own personal custom pure/corrupted temple outfits like Hamal and Fjotra. But, on recompiling the sl_dibellasisters_qst_controller.psc with the changes (minor redirects to the new outfits), it's kicking a huge amount of errors and refusing to compile. The unchanged original source .psc is as well, with the exact same errors.

 

No scripting specialist am I, only a dabbler, so diagnosing what appears correct is beyond me. Obviously the original did at some point compile, so I am uncertain where the problem lies. Any ideas?

 

 

Edited by EvlTwinz
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  • 3 weeks later...

Hello, I've noticed that when starting a new game, Hormones is pretty random at initialising in the MCM and showing the message that says changes will not start until going to bed. I wonder if it's just a bug for me or anyone else. Sometimes it properly initialises in a new game, and other times it just doesn't. I'm not quite sure what may be causing this

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Being enslaved with the SD mod... when I draw my weapon and try to kill my owner. This unequips my weapon and takes me out of combat... then a notification about my punishment tells me that they are going to equip me with an 'armbinder', however, nothing is equipped and in its place another notification appears: '[sd ] no override found - aborting device'... is there any solution to this?

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Just wanted to point out that SD+ for SE is no longer compatible with Simple Slavery as some of the collars cannot be removed, at least not in any way I've been able to discover. If I'm missing something, please do point it out. I've been playing with SD+ for years and have enjoyed it, I'm hoping it gets fixed!

 

 

 

https://www.loverslab.com/topic/208830-dbf-beta-and-testing-for-skyrim-special-edition-april-2023/?do=findComment&comment=4100580

 

I guess I wasn't the only one that noticed this.

Edited by Lenore
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13 hours ago, Lenore said:

Just wanted to point out that SD+ for SE is no longer compatible with Simple Slavery as some of the collars cannot be removed, at least not in any way I've been able to discover. If I'm missing something, please do point it out. I've been playing with SD+ for years and have enjoyed it, I'm hoping it gets fixed!

https://www.loverslab.com/topic/208830-dbf-beta-and-testing-for-skyrim-special-edition-april-2023/?do=findComment&comment=4100580

I guess I wasn't the only one that noticed this.

Judging by the linked comment you cant unequip some collars from sd+ and its not about the collars you get equipped by simple slavery during auction? If I understood that right that is a sd problem, but the mod is still compatible with simple slavery.
If you needa a way to get out of the devices you can always try to struggle/pick/cut your way out of the devices they are not too difficult to get out of with the base dd settings or you could probably also change the key required to open the lock to a regular restraints key with xedit.

I always used cursed loots debug option in the mcm at the beginning of the enslavement to remove the devices and equip devices that I prefer as often times sd+ equips devices that dont fit like the heretical leg cuffs that look weird without the rest of the chain harness. I never encountered a issue removing the devices that way even while the enslavement was ongoing, but obviously this is a debug option and not your intended to be your regular way out of devices. The devices sd uses are generic devices, so its enough if you pick the remove generic devices option. Devious devices also has a debug option, but that will also remove quest items just like cursed loots second option and therefore needs to be used with more caution if you have any ongoing custom device quests running. Just because I never encountered any issues doesnt mean there isnt one, so up to you if you do it that way.

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2 hours ago, Alpia said:

Judging by the linked comment you cant unequip some collars from sd+ and its not about the collars you get equipped by simple slavery during auction? If I understood that right that is a sd problem, but the mod is still compatible with simple slavery.

 

Simple slavery throws up a message (it frees you) if it's unable to unequip a collar, and some like sanguine's collar or the spider one .. are unequippable. I haven't tried DCL because I don't use that mod, it doesn't fit well my playstyle but i can try the DD one. Thank you for responding!

Edited by Lenore
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3 hours ago, Lenore said:

 

Simple slavery throws up a message (it frees you) if it's unable to unequip a collar, and some like sanguine's collar or the spider one .. are unequippable. I haven't tried DCL because I don't use that mod, it doesn't fit well my playstyle but i can try the DD one. Thank you for responding!

Ah I see so its about being send to SS while wearing a collar from SD+ that SS doesnt remove. Not sure if that is something that should or will be "fixed" as its intentional that items with certain keywords are not removed by other mods, thats to avoid potentially breaking something related to that items "special" unlocking mechanism. For that same reason DD and DCL warn you about using the debug option to remove these kinda devices.
Usually these devices have specific conditions to get out of, e.g. cursed loot high security devices require a black smith to unlock them (cant be struggled out of). Those devices feature one of two keywords and should be removed the way intended by the mod that adds them. I've never encountered the web collar, but looking at it it can be struggled out off despite having the zad_blockgeneric like the high security restraints. The struggling would also bypass any special mechanism intended to unlock it from the way I look at it.
Logical conclusion based on these two things, either you shouldnt be able to struggle out of the device or it should be safe to remove by skipping the intended way of unlocking it. Just my personal assessment tho without in depth knowledge on how the scripts work. Be aware of the risk you take using debug to remove a item that has a keyword telling other mods to not remove it.

The simple slavery thing is a warning that you should be aware of wearing such a item and you should know what you are doing if you proceed. That means you are fine if you know the mods you get send to as outcome wont forcefully remove devices it shouldnt or interfere with it in any way. Its like a safety label on a product, you can ignore it if you know what you are doing or willing to take the risk, but thats the same for removing the collar with the debug.
Hope that helps you making a assessment on how you want to handle it until the problem has been addressed in another way.

Edited by Alpia
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36 minutes ago, Alpia said:

Not sure if that is something that should or will be "fixed" as its intentional that items with certain keywords are not removed by other mods, thats to avoid potentially breaking something related to that items "special" unlocking mechanism.

 

Well no, those things are meant to be able to be removed through a wizard I believe .. they just don't work right on the SE version of SD+ .. no matter, I just won't use it. It does need fixing but, until it is .. I just will keep it out of my load order. There currently is NO way to remove those collars, once equipped you're stuck unless you reload. I mostly wanted to post this here for anyone else finding this issue.

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4 hours ago, Alpia said:

I was talking about the Simple Slavery compatibility in regard to the fixing

Yes, you can run both so long as you don't mind not being able to use SS once you're in one of these collars. Thanks for the tips and the info!

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On 12/6/2023 at 3:32 PM, Lenore said:

Sanguine's collar doesn't come off :(

Yes, I also noticed this.  There is no way to trick the mod as it is to get the collar off, so...

 

Use TESVedit and find Sanguines's Deadric Artifact in the Armor category of the mod.  There should be three instances (one male, one female, and one lust).  In the keyword list there is one called SD_nounequip (or something similar).  Delete it for all three entries.

 

After these changes the collar behaves  better,  It's still locked on but now you can remove it with the console.  I think also now a mage could get it off (and possibly SS could remove it) although I haven't tested that.

 

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3 hours ago, rjn said:

Yes, I also noticed this.  There is no way to trick the mod as it is to get the collar off, so...

 

Use TESVedit and find Sanguines's Deadric Artifact in the Armor category of the mod.  There should be three instances (one male, one female, and one lust).  In the keyword list there is one called SD_nounequip (or something similar).  Delete it for all three entries.

 

After these changes the collar behaves  better,  It's still locked on but now you can remove it with the console.  I think also now a mage could get it off (and possibly SS could remove it) although I haven't tested that.

 

Thank you! I'll try this :)

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9 hours ago, rjn said:

It's still locked on but now you can remove it with the console.

 

SS is the same and court wizard still takes money without removing it. Do you know, by chance, the console command to remove it?

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7 minutes ago, Lenore said:

 

SS is the same and court wizard still takes money without removing it. Do you know, by chance, the console command to remove it?

 I used player.showinventory -- then located the ID of the collar and found a similar ID (xxxxxxx) for an unlisted worn item.  This is the ID I used in the console command:  player.removeitem xxxxxxxx  After I closed the console the collar disappeared off my character, but my inventory still showed it equipped so I just clicked in the inventory to unequip it there.

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On 11/19/2023 at 12:19 PM, peanut404 said:

i think you need the OAR patch, otherwise oar/dar animations overide them. i don't have the link on hand though sorry!

Does anyone know the patch this person is mentioning? can;t find it anywhere ;-;

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  • 4 weeks later...

I seem to be getting a crash on going to the dreamworld. 

 

prior to completing a night to remember everything worked fine, but afterwards attempting to sleep causes the game to instantly close. 

 

this is the crashlog

 

Quote

PROBABLE CALL STACK:
    [0 ] 0x7FFCABCC4BFA          skee64.dll+0144BFA
        mov r8,[rcx+28h]
    [1 ] 0x7FFCABC42DB0          skee64.dll+00C2DB0
        test al,al
    [2 ] 0x7FFCABCBB137          skee64.dll+013B137
        xor eax,eax
    [3 ] 0x7FF777092B86        SkyrimSE.exe+01C2B86
        mov r11d,eax
    [4 ] 0x7FFCCB14DF26 skse64_1_6_1130.dll+000DF26
        add rsp,20h
    [5 ] 0x7FF7775F759C        SkyrimSE.exe+072759C
        mov rcx,rsi
    [6 ] 0x7FF77752830A        SkyrimSE.exe+065830A
        jmp 0FFFFFFFFFFFFF1F0h
    [7 ] 0x7FF777524F60        SkyrimSE.exe+0654F60
        jmp short 0FFFFFFFFFFFFFFE0h
    [8 ] 0x7FFCCB15893C skse64_1_6_1130.dll+001893C
        lea rcx,[0FB704h]
    [9 ] 0x7FF777517EF1        SkyrimSE.exe+0647EF1
        mov rcx,[2B3813Fh]
    [10] 0x7FF7775A3A5F        SkyrimSE.exe+06D3A5F
        nop
    [11] 0x7FF777BC3048        SkyrimSE.exe+0CF3048
        mov ecx,[rbx+0Ch]
    [12] 0x7FF777BC3611        SkyrimSE.exe+0CF3611
        mov r15d,eax
    [13] 0x7FF777BC199A        SkyrimSE.exe+0CF199A
        movzx eax,byte ptr [rbx+0A74h]
    [14] 0x7FF777B9C57D        SkyrimSE.exe+0CCC57D
        mov rcx,[24E6A5Bh]
    [15] 0x7FFD4BF2257D        KERNEL32.DLL+001257D BaseThreadInitThunk
        mov ecx,eax
    [16] 0x7FFD4D7CAA58           ntdll.dll+005AA58 RtlUserThreadStart
        jmp short 0000000000000021h

 

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