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Posted

I'm tired. I reinstalled my Skyrim, deleted old saves and finally wanted to have no issues. But staff happends =) So all mod are working properly. And this proplem with animation is only while my hero is walking - in some SexIS animations all works properly. So. what shall i do with this? XD

 

P.S. Of course i have FNIS and ZazAnimation Pack updated for the last version.

 

I just started a new game and all is working now... Thanks anyway)

 

P.S. Best mod ever =P

Posted

So the soulgem doesn't seem to be charging and I swear this mod knows when you're trying to use the fucking console to get out.

The key doesn't work... 

 

I'd probably suggest having an option in MCM to remove all locks and reset at all quests.

 

 

If someone can give me a walkthrough for the charged soulgem, that'd be great. I thought it was a thing for 100 arousal, but that's not it. I've waited for days. That's not it. I've tried all manner of shit and it doesn't work.

Posted

 

 

If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.

Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all.

 

 

I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option:

 

https://github.com/DeviousDevices/DDi/issues/69

 

 

Well, I do like the idea of panic buttons, given the nature of the shit this mod does and the fact I'm seeing quite a few posts where this mod is causing more frustration than fun.

Of course it would go without saying it would need to be accompanied with text saying that using the button may not be supported given mods that use the framework..

 

If you must, make it something you can equip that resets things. So it's not shown in the MCM menu. Or you can go the way of Beeing Female and put the "cheat" options there only when you select to a debugging logging option.

Posted

I'm not having any particular problems with this, but I do have a question.

 

When I run FNIS (Update FNIS Behavior) with Version 2.8.3 installed, I noticed the program still says "Reading DeviousDevices 2.8.2". I read the "FNIS_DeviousDevices_List.txt" file (dated 12/09/2014), and the first line still reads "Version V2.8.2". I assume this is where FNIS gets the version number from?

 

So, my question is .. if I edit the text file to "Version V2.8.3", will this correct the FNIS "Reading DeviousDevices ..." statement? Also, would editing this file cause any problems with the way the mod runs?  As I said, I'm not having problems now, and I don't want to create any.

 

P.S. - I know this is trivial, but I'd feel better knowing for sure FNIS is updated for the latest version.

Posted

I'm not having any particular problems with this, but I do have a question.

 

When I run FNIS (Update FNIS Behavior) with Version 2.8.3 installed, I noticed the program still says "Reading DeviousDevices 2.8.2". I read the "FNIS_DeviousDevices_List.txt" file (dated 12/09/2014), and the first line still reads "Version V2.8.2". I assume this is where FNIS gets the version number from?

 

So, my question is .. if I edit the text file to "Version V2.8.3", will this correct the FNIS "Reading DeviousDevices ..." statement? Also, would editing this file cause any problems with the way the mod runs?  As I said, I'm not having problems now, and I don't want to create any.

 

P.S. - I know this is trivial, but I'd feel better knowing for sure FNIS is updated for the latest version.

 

Nope, won't cause any problems. I forgot to update the version string in the FNIS file. Tis completely harmless. :)

Posted

 

I'm not having any particular problems with this, but I do have a question.

 

When I run FNIS (Update FNIS Behavior) with Version 2.8.3 installed, I noticed the program still says "Reading DeviousDevices 2.8.2". I read the "FNIS_DeviousDevices_List.txt" file (dated 12/09/2014), and the first line still reads "Version V2.8.2". I assume this is where FNIS gets the version number from?

 

So, my question is .. if I edit the text file to "Version V2.8.3", will this correct the FNIS "Reading DeviousDevices ..." statement? Also, would editing this file cause any problems with the way the mod runs?  As I said, I'm not having problems now, and I don't want to create any.

 

P.S. - I know this is trivial, but I'd feel better knowing for sure FNIS is updated for the latest version.

 

Nope, won't cause any problems. I forgot to update the version string in the FNIS file. Tis completely harmless. :)

 

 

I edited the file, and FNIS now says "Reading DeviousDevices 2.8.3", so I am happy! Thanks for your help.

 

Guest poweredbipussie
Posted

is the book Chasity belts volume 2 suppose to be in a different language ? meaning i only know english and that volume in my game is so far from that lol! :/

Posted

is the book Chasity belts volume 2 suppose to be in a different language ? meaning i only know english and that volume in my game is so far from that lol! :/

 

Yup. Book 2 is a placeholder for (Formerly?) planned content. See http://www.lipsum.com/for more information. :P

Posted

Not sure if I'm posting in the right place here, but I just read integrations change log which says a bug where npcs would have their mouth open after having a gag equipped then removed, but I still have the bug. It's not a major issue as I have a quicksave from just before the gag was equipped (via the follower made for cursed loot) but I wondered if there is something I'm supposed to do? Also, this probably isn't relevant to integration but I have a clipping issue with a single devious device, the slave harness, everything else fits perfectly. I remember there being a unpb mesh in the file tree for assets(?) but before when I tried to delete it it caused ctd on save load. I won't post my load order or papyrus log now because it doesn't seem relevant, but if anyone wants it ask and I'll add them. Thanks in advance

Posted

Not sure if I'm posting in the right place here, but I just read integrations change log which says a bug where npcs would have their mouth open after having a gag equipped then removed, but I still have the bug. It's not a major issue as I have a quicksave from just before the gag was equipped (via the follower made for cursed loot) but I wondered if there is something I'm supposed to do? Also, this probably isn't relevant to integration but I have a clipping issue with a single devious device, the slave harness, everything else fits perfectly. I remember there being a unpb mesh in the file tree for assets(?) but before when I tried to delete it it caused ctd on save load. I won't post my load order or papyrus log now because it doesn't seem relevant, but if anyone wants it ask and I'll add them. Thanks in advance

 

That bug should be resolved. I haven't seen it recur myself, at least.

 

You can fix it yourself by opening your console, clicking the NPC, and typing 'mfg reset'. Or, by just saving and restarting Skyrim.

Posted

 

 

Not sure if I'm posting in the right place here, but I just read integrations change log which says a bug where npcs would have their mouth open after having a gag equipped then removed, but I still have the bug. It's not a major issue as I have a quicksave from just before the gag was equipped (via the follower made for cursed loot) but I wondered if there is something I'm supposed to do? Also, this probably isn't relevant to integration but I have a clipping issue with a single devious device, the slave harness, everything else fits perfectly. I remember there being a unpb mesh in the file tree for assets(?) but before when I tried to delete it it caused ctd on save load. I won't post my load order or papyrus log now because it doesn't seem relevant, but if anyone wants it ask and I'll add them. Thanks in advance

That bug should be resolved. I haven't seen it recur myself, at least.

 

You can fix it yourself by opening your console, clicking the NPC, and typing 'mfg reset'. Or, by just saving and restarting Skyrim.

My bad, I forgot to replace the old file with the updated one :(. Feel so stupid right now

Posted

 

 

 

If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.

Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all.

 

 

I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option:

 

https://github.com/DeviousDevices/DDi/issues/69

 

 

Well, I do like the idea of panic buttons, given the nature of the shit this mod does and the fact I'm seeing quite a few posts where this mod is causing more frustration than fun.

Of course it would go without saying it would need to be accompanied with text saying that using the button may not be supported given mods that use the framework..

 

If you must, make it something you can equip that resets things. So it's not shown in the MCM menu. Or you can go the way of Beeing Female and put the "cheat" options there only when you select to a debugging logging option.

 

 

I agree whole heartedly. I've got a pair of broken cuffs stuck on my character and literally no way to remove them. The cuffs were removed successfully earlier, and then tossed away, but after a few hours of playing that suddenly returned and locked me out of my inventory. No amount of NPC removal, "successful" player removal or console unequipitem will remove them now. Modders and game makers cannot force players to use utilities as intended, but not providing them at all only ruins the experience for the people who actually need them. If you have a player who gets tired of the item working as intended and cheats to remove it, that's their decision to make.

Posted

 

 

 

 

If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.

Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all.

 

 

I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option:

 

https://github.com/DeviousDevices/DDi/issues/69

 

 

Well, I do like the idea of panic buttons, given the nature of the shit this mod does and the fact I'm seeing quite a few posts where this mod is causing more frustration than fun.

Of course it would go without saying it would need to be accompanied with text saying that using the button may not be supported given mods that use the framework..

 

If you must, make it something you can equip that resets things. So it's not shown in the MCM menu. Or you can go the way of Beeing Female and put the "cheat" options there only when you select to a debugging logging option.

 

 

I agree whole heartedly. I've got a pair of broken cuffs stuck on my character and literally no way to remove them. The cuffs were removed successfully earlier, and then tossed away, but after a few hours of playing that suddenly returned and locked me out of my inventory. No amount of NPC removal, "successful" player removal or console unequipitem will remove them now. Modders and game makers cannot force players to use utilities as intended, but not providing them at all only ruins the experience for the people who actually need them. If you have a player who gets tired of the item working as intended and cheats to remove it, that's their decision to make.

 

 

I have no idea how easy would be to implement something like this, but I think a good compromise would be a panic button, that force unequips all DD items, resets/destroys them or what ever and then equips them/new ones back on. Hopefully doing something like that would refresh all the required states and fix broken items.

 

 

Posted

 

 

 

 

 

If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.

Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all.

 

 

I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option:

 

https://github.com/DeviousDevices/DDi/issues/69

 

 

Well, I do like the idea of panic buttons, given the nature of the shit this mod does and the fact I'm seeing quite a few posts where this mod is causing more frustration than fun.

Of course it would go without saying it would need to be accompanied with text saying that using the button may not be supported given mods that use the framework..

 

If you must, make it something you can equip that resets things. So it's not shown in the MCM menu. Or you can go the way of Beeing Female and put the "cheat" options there only when you select to a debugging logging option.

 

 

I agree whole heartedly. I've got a pair of broken cuffs stuck on my character and literally no way to remove them. The cuffs were removed successfully earlier, and then tossed away, but after a few hours of playing that suddenly returned and locked me out of my inventory. No amount of NPC removal, "successful" player removal or console unequipitem will remove them now. Modders and game makers cannot force players to use utilities as intended, but not providing them at all only ruins the experience for the people who actually need them. If you have a player who gets tired of the item working as intended and cheats to remove it, that's their decision to make.

 

 

I have no idea how easy would be to implement something like this, but I think a good compromise would be a panic button, that force unequips all DD items, resets/destroys them or what ever and then equips them/new ones back on. Hopefully doing something like that would refresh all the required states and fix broken items.

 

 

 

 

Integration already resets items if you take a worn item and move the Inventory part to a container, it forces the worn part to replace it with the correct Inventory item for it.

 

As for removing items that are broken and putting it into a container does not work you can remove it with the console. Use showinventory on your character and look for items with no name but show as worn and remove them (an item ending in 40f0c should stay, that is the device hider). Some items, like belts, that have a quest that runs with them will need to be replaced and removed properly for the quest to shut down.

 

For removing items that are unable to be removed you will need to first remove the Worn part (part with no name) using the console then go into the inventory menu and unequip the item there. As with the broken items that have quests you should equip another of that type then remove it properly. Please note that if the item is for a quest from a mod it may break that quest and/or mod as any dialogue that would be used may only play if that item is equipped. If you do this and break the quest or anything else you are on your own.

Posted

Suggestion 2: An option for girls not run when vibes are on but a sort of sprint that spent stamina is possible (just enable run with some hotkey like LAlt while spending stamina) and is not possible to sprint at all when the vibes are too strong or the girls are near to edge.

 

To try to simulate LD555 mechanics:

Vibrators/Anal Plugs, etc. etc. work as advertised. Which means using them as a female makes you move slower, as well as stopping you momentarily if you max out the ecstasy bar.
Guest poweredbipussie
Posted

The arousal is stuck at 100 I keep using shouts spells.. etc and it gives a notification sayings it's charging then cooling off...but that's it been over 2 days in game time and it still won't proceed for the soul gem sagauris* curse lol

Posted

 

I'm not having any particular problems with this, but I do have a question.

 

When I run FNIS (Update FNIS Behavior) with Version 2.8.3 installed, I noticed the program still says "Reading DeviousDevices 2.8.2". I read the "FNIS_DeviousDevices_List.txt" file (dated 12/09/2014), and the first line still reads "Version V2.8.2". I assume this is where FNIS gets the version number from?

 

So, my question is .. if I edit the text file to "Version V2.8.3", will this correct the FNIS "Reading DeviousDevices ..." statement? Also, would editing this file cause any problems with the way the mod runs?  As I said, I'm not having problems now, and I don't want to create any.

 

P.S. - I know this is trivial, but I'd feel better knowing for sure FNIS is updated for the latest version.

 

Nope, won't cause any problems. I forgot to update the version string in the FNIS file. Tis completely harmless. :)

 

 

so this is the reason why i get a message DI is outdated from SD+ at every loading ? ? ?

 

 

Edit : no, this isnt the reason. found the file, changed it to 2.83, SD+ message still appears.

Edit 2 : deleted all loose files, reinstalled them, no  message anymore. so it matters which mod is installed first ?

 

Posted

 

 

 

 

 

 

 

 

 

 

 

If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.

Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all.

I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option:

 

https://github.com/DeviousDevices/DDi/issues/69

Well, I do like the idea of panic buttons, given the nature of the shit this mod does and the fact I'm seeing quite a few posts where this mod is causing more frustration than fun.

Of course it would go without saying it would need to be accompanied with text saying that using the button may not be supported given mods that use the framework..

 

If you must, make it something you can equip that resets things. So it's not shown in the MCM menu. Or you can go the way of Beeing Female and put the "cheat" options there only when you select to a debugging logging option.

I agree whole heartedly. I've got a pair of broken cuffs stuck on my character and literally no way to remove them. The cuffs were removed successfully earlier, and then tossed away, but after a few hours of playing that suddenly returned and locked me out of my inventory. No amount of NPC removal, "successful" player removal or console unequipitem will remove them now. Modders and game makers cannot force players to use utilities as intended, but not providing them at all only ruins the experience for the people who actually need them. If you have a player who gets tired of the item working as intended and cheats to remove it, that's their decision to make.

I have no idea how easy would be to implement something like this, but I think a good compromise would be a panic button, that force unequips all DD items, resets/destroys them or what ever and then equips them/new ones back on. Hopefully doing something like that would refresh all the required states and fix broken items.

 

 

Integration already resets items if you take a worn item and move the Inventory part to a container, it forces the worn part to replace it with the correct Inventory item for it.

 

As for removing items that are broken and putting it into a container does not work you can remove it with the console. Use showinventory on your character and look for items with no name but show as worn and remove them (an item ending in 40f0c should stay, that is the device hider). Some items, like belts, that have a quest that runs with them will need to be replaced and removed properly for the quest to shut down.

 

For removing items that are unable to be removed you will need to first remove the Worn part (part with no name) using the console then go into the inventory menu and unequip the item there. As with the broken items that have quests you should equip another of that type then remove it properly. Please note that if the item is for a quest from a mod it may break that quest and/or mod as any dialogue that would be used may only play if that item is equipped. If you do this and break the quest or anything else you are on your own.

If you all can download Cursed Loot the escape tab in the MCM has a 'safe word' option which, unless specifically disabled unequips all Devious items. Just activate it and wait a few minutes.

Posted

Hello All.  I am having an issue with the Flowering Spriggan quest over on SD+.  Skyrimll thought it might be a DDi issue and I am at a loss (as is he) so I am posting here.  Basically, once the quest completes, the spriggan body armor and mask remain stuck on the PC while the hands and feet are removed.  I can not remove them by any means, even with the console.  Any thoughts as to what might be causing this?  

 

If I try it via the console, I get this in the log:

 

534   [Zad]: Caught remove-all. Re-equipping device.

 

Guest poweredbipussie
Posted

So kinda posted about the serguis experiment and we'll funny that I finally completed ..but is there anything else meaning other quests?

Posted

Hey +Min :)

Not entirely sure if the typos I'm gonna show you below are from Integration. I imagined they would be... though they could also be from Devious Cidhna as that's the mod that forced the armbiner on me. It all comes down to not knowing who actually has access to writing these little dialogue pop-up thingy-majiggies. If anything, maybe you can point me in the right direction :P

 

Anyway! Picture below, and underneath that I'll type in what I think would be the fixed paragraph:

post-48796-0-20139700-1419237784_thumb.jpg

 

 

"As I turned around, she started working on the laces of the armbinder, pulling with force and taking out any slack. I lost my breath when my elbows touched. Still not satisfied, she rebuckled all the straps as tight as possible. I will never undo the armbinder this tight by myself. As my arms go numb I feel more helpless than ever."

 

 

 

Again, let me know if I should post this entire thing over at Devious Cidhna instead. Typos don't actually bother me as much as it sounds xD just trying to help iron things out :P

I do love English though =P

 

Cheers!

 

EDIT: Come to think of it though, the pop-up could also come from the "Gag" mod I'm using. The mod that introduced the little mini-game to allow the player character to still interact with NPCs via dialogue... and I just never removed it (I hear it's Integrated in... Integration now?).

The message must have a source D:!

Posted

Hey +Min :)

Not entirely sure if the typos I'm gonna show you below are from Integration. I imagined they would be... though they could also be from Devious Cidhna as that's the mod that forced the armbiner on me. It all comes down to not knowing who actually has access to writing these little dialogue pop-up thingy-majiggies. If anything, maybe you can point me in the right direction :P

 

Anyway! Picture below, and underneath that I'll type in what I think would be the fixed paragraph:

attachicon.gif2014-12-22_00002.jpg

 

 

"As I turned around, she started working on the laces of the armbinder, pulling with force and taking out any slack. I lost my breath when my elbows touched. Still not satisfied, she rebuckled all the straps as tight as possible. I will never undo the armbinder this tight by myself. As my arms go numb I feel more helpless than ever."

 

 

 

Again, let me know if I should post this entire thing over at Devious Cidhna instead. Typos don't actually bother me as much as it sounds xD just trying to help iron things out :P

I do love English though =P

 

Cheers!

 

EDIT: Come to think of it though, the pop-up could also come from the "Gag" mod I'm using. The mod that introduced the little mini-game to allow the player character to still interact with NPCs via dialogue... and I just never removed it (I hear it's Integrated in... Integration now?).

The message must have a source D:!

 

I'm pretty sure that gag talk mod is built into Integration now, the typos might have been fixed after it stopped being a standalone.

Posted

Yeah I heard somewhere (can't recall where) that it was part of Integration now. I should probably read the patch notes for this mod :P but I never need to lol. Whenever there's an update for Integration I just blindly update xD

Still would be nice to get confirmation if that's the case about the typos, or if the pop-up message is even coming directly from this *or* the other one. Right now the source could be 3 separate, inter-linked mods.

Posted

Sorry if someone posted a solution, but I didn't see it. Whenever I have an armbinder equipped, I keep hearing equip noises. I tried reinstalling the devious mods, but I'm not seeing anything.

 

I assume you use SPERG? In the SPERG MCM, set Unarmed Mode to Manual. The sounds you're hearing are SPERG trying to equip "fists" over and over again, which the armbinder won't allow. It'll mean you'll need to equip the fists manually from your inventory if you ever want to use them.

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