qawsedrftg765 Posted July 9, 2018 Posted July 9, 2018 Bug Report: Â When using the straight jackets it places your invisible arms in the position of an armbinder. Â Which means if you have any skin tight extra armor slots like sleeves/rings that would normally be hidden with an armbinder, they are instead just hovering behind the PC's back. Â Â
Last_Light Posted July 9, 2018 Posted July 9, 2018 22 hours ago, SleepyJim said: The two quests (forbidden tome and Sergius' experiment) were removed in version 4.0. They were part of a separate Devious Deviants.esp included with earlier versions. Ah thanks. Gone forever then? Or is there somewhere you can download previous iterations.
SleepyJim Posted July 9, 2018 Posted July 9, 2018 18 hours ago, Sospice said: Oh I see. Is there a problem with those quests? Well, other than the choosing of a main quest line dwermer ruins issue as a destination for finding the objects. I liked the forbidden knowledge quest and wouldn't mind getting the esp file as a stand alone if that's allowed and it would work that way.  4 hours ago, light2222 said: Ah thanks. Gone forever then? Or is there somewhere you can download previous iterations. As far as I can remember the official position was that they were removed because they were old, didn't work very well and no one on the team had the time or the desire to bring them up to date. If someone did get around to fixing them up, though, they could possibly return one day.  I would assume the old esp would still function with the latest DDi if you can find it, though it looks like older versions aren't available to download any more and wouldn't be officially supported if you ran into any problems. I don't have any of the old versions myself, I'm afraid, so can't share the esp.
worik Posted July 9, 2018 Posted July 9, 2018 1 hour ago, SleepyJim said: If someone did get around to fixing them up, though, they could possibly return one day. I would pretty much assume that Kimy has it already on the DCL shopping list .... So it would be just a question of "when"
Kimy Posted July 9, 2018 Posted July 9, 2018 The old DDI quests wouldn't work so well anymore, which is why we removed the esp. Devious Deviants has been broken in several places by various updates and years of negligence. We talked about it in the team, but nobody wanted to take it on. At this point it's really easier to develop something new from scratch than trying to fix a broken mod. That and quests honestly don't even belong in a framework. DDI is a modder's resource. Â Now, I am totally not ruling out that something in the spirit of Devious Deviants will appear in DCL one day. The bookshelf quest was quite nice and the college is generally underused for devious stuff. 2
Pinute Posted July 9, 2018 Posted July 9, 2018 59 minutes ago, Kimy said: Now, I am totally not ruling out that something in the spirit of Devious Deviants will appear in DCL one day. The bookshelf quest was quite nice and the college is generally underused for devious stuff. Speaking as someone who will not be the 'one' to replace that esp, I do hope that Zad will still be that snarky fun dude again.
Guest Posted July 10, 2018 Posted July 10, 2018 On 6/9/2018 at 9:20 PM, Kimy said: VERSION 4.1 Â - Added: Pet suit. This extremely punishing and humiliating set of leg and arm binders will force the wearer into a crawl. Â Â Hello, how to have this pet suit ? I don't see it when i forge
SleepyJim Posted July 10, 2018 Posted July 10, 2018 8 hours ago, boubini said: Â Hello, how to have this pet suit ? I don't see it when i forge Use AddItemMenu. Or you could search in the console. Â help "pet suit" to get the 8-digit item code for the colour you want, then player.additem codehere 1 to get it.
Guest Posted July 11, 2018 Posted July 11, 2018 12 hours ago, SleepyJim said: Use AddItemMenu. Or you could search in the console.  help "pet suit" to get the 8-digit item code for the colour you want, then player.additem codehere 1 to get it. Thanks but it doesn't work. I only find a "KYWD" (don't know what it is) with this code : 0C086C1D and it's seems invalid to get in inventory  Could you give me the id of this item please ?
SleepyJim Posted July 11, 2018 Posted July 11, 2018 2 hours ago, boubini said: Thanks but it doesn't work. I only find a "KYWD" (don't know what it is) with this code : 0C086C1D and it's seems invalid to get in inventory  Could you give me the id of this item please ? I can't get to my PC to check for a while, and there are probably six of them as well - black, red, white, and the ebonite varieties. The words you search for have to be an exact match for the item name - or part of it - though, and I can't remember how they're written in the mod. If help "pet suit" isn't finding them try petsuit or just pet.
jigwigigx Posted July 11, 2018 Posted July 11, 2018 Hi everyone. I have just done a cull of all my skyrim mods to cut down on junk/unwanted scripts etc. and to start a new game with only the devious mods installed. Can anyone suggest a good complimentary mod other than Cursed Loot (which I am waiting to be updated) but similar that I can use to equip/implement stuff? I already tried s.l.u.t.s. , shout like a virgin and devious followers but they are not quite what I'm looking for. Â
Mamango Posted July 11, 2018 Posted July 11, 2018 Hello Kimy, i'm curious, do you plan any new rope devices for the next update? Also, is it ok to ask for thigh high pony boots? ? 3
Popular Post Tyrant99 Posted July 11, 2018 Popular Post Posted July 11, 2018 Wondering why DD 4.1 is occupying 780 AA Slots that it makes 0 use of?:   FNIS_DD_List.txt takes 6 FNIS slots for the below 14 groups. As it is actually replacing some animations from each of these 14 AA groups, this one makes perfect sense.   ********************************************************************************************************  FNIS_DD2_List.txt is the same as the above, 6 slots for the same 14 groups:  However, DD2 does not replace any combat animations or shout animations, meaning it is occupying 216 AA Slots in these categories for no reason.  It could I believe be modified to this without losing any DD animations and free up those 216 unused AA Slots:  ********************************************************************************************************  FNIS_DD3_List.txt is the same, again using 6 sets of each of the below 14 groups:   As far as I can see, the only AA groups actually being replaced based on the animations in the DD3 folder are: _mtx _mt _mtidle  Meaning FNIS_DD3_List.txt is occupying 564 FNIS AA Slots that it doesn't use in any way.  It could I believe be modified to this without losing any DD animations and freeing up those 564 slots:   Between DD2 & DD3, that's 780 FNIS AA Slots being occupied that are not in use in any way. - Seems inefficient. There is a cap on these btw, FNIS documentation calls it 'arbitrary', but I've tested and there is a definite ceiling, meaning, grabbing all of these slots unnecessarily could easily break other Mods that may be legitimately using these Slots.  FNIS before and after .txt changes, rerun FNIS for Modders then Users on my end, showing exact same number of registered animations and AA files, but with a dramatic reduction in FNIS sets, groups, and file slots used:    Reduced 17 sets, 102 groups (17 x 6), and 780 FNIS AA Slots without losing any animations or AA replacements...   20
Pinute Posted July 11, 2018 Posted July 11, 2018 34 minutes ago, Tyrant99 said: Wondering why DD 4.1 is occupying 780 AA Slots that it makes 0 use of?:  Reduced 17 sets, 102 groups (17 x 6), and 780 FNIS AA Slots without losing any animations or AA replacements...   Tipped for effort and opening the discussion 1
Maycroft Posted July 14, 2018 Posted July 14, 2018 Well, didn't find the answer to my problem anywhere so it is time to ask here.  All devices work fine, except for the armbinders: while animations are ok, they do not block acess to inventory, magic and skills, and struggling is only accessible through inventory (no pop-up massages befor opening inventory). I suspect that might be aeser problem with Devious Training or ZAZ in that case, but mayby someone knows better  Mod order Spoiler Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 actorEvents.esm=1 hdtHighHeel.esm=1 Schlongs of Skyrim - Core.esm=1 ApachiiHair.esm=1 SexLab.esm=1 SexLabAroused.esm=1 ZaZAnimationPack.esm=1 CreatureFramework.esm=1 RidingStyles2.esm=1 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Devious Devices - Expansion.esm=1 SkyUI.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 FNIS.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 Weapons & Armor Fixes_Remade.esp=1 Schlongs of Skyrim.esp=1 SOS - Smurf Average Addon.esp=1 Complete Crafting Overhaul_Remade.esp=1 Weapons & Armor_TrueWeaponsLvlLists.esp=1 xazPrisonOverhaulPatched.esp=0 Captured Dreams.esp=1 SexLab-Stories.esp=1 DeviousTraining.esp=1 Populated Lands Roads Paths Legendary.esp=1 SexLabNudeCreatures.esp=1 SexLabNudeCreaturesDG.esp=1 SexLabNudeCreaturesDB.esp=1 HentaiCreatures.esp=1 sanguinesDebauchery.esp=1 Deviously Cursed Loot.esp=1 S_L_U_T_S.esp=1 SexLab_Dialogues.esp=1 SexLab-StoriesDevious.esp=1 TheEyesOfBeauty.esp=1 SlaveTats.esp=1 SlaveTatsEventsBridge.esp=1 XPMSE.esp=1 CleanStart-Skills_start_at_level_1.esp=1 MoreNastyCritters.esp=1 SLAnimLoader.esp=1 SexLab Aroused Creatures.esp=1 SLAL_AnimationsByLeito.esp=1 SexLabDefeat.esp=1 EstrusChaurus.esp=1 EstrusSpider.esp=1 LADL - No Starting Spells.esp=1 SLALAnimObj.esp=1 RaceMenuMorphsUUNP.esp=1 Tiwa44_Minidresses_Dragonborn.esp=1 Tiwa44_Minidresses.esp=1 Alternate Start - Live Another Life.esp=1 Deviously Cursed Loot LAL AddOn.esp=1 Alternate Start - Live A Deviant Life.esp=1 Â
El_Duderino Posted July 14, 2018 Posted July 14, 2018 15 minutes ago, Maycroft said: All devices work fine, except for the armbinders: while animations are ok, they do not block acess to inventory, magic and skills, and struggling is only accessible through inventory (no pop-up massages befor opening inventory). I suspect that might be aeser problem with Devious Training or ZAZ in that case, but mayby someone knows better That is working as intended. You can *look* into your inventory, maps, skills etc. with hands tied, but not *use* everything in it. Try equipping a weapon or a spell and it won't work! Bound Combat is your only fighting option with bound hands if you can't / don't want to escape from the armbinder right away.  It was done that way after the addition of Bound Combat so that armbinders won't be the complete game stoppers like they were in earlier versions of DD.
Maycroft Posted July 14, 2018 Posted July 14, 2018 1 hour ago, El_Duderino said: That is working as intended. You can *look* into your inventory, maps, skills etc. with hands tied, but not *use* everything in it. Try equipping a weapon or a spell and it won't work! Bound Combat is your only fighting option with bound hands if you can't / don't want to escape from the armbinder right away. Â It was done that way after the addition of Bound Combat so that armbinders won't be the complete game stoppers like they were in earlier versions of DD. Oh, thanks for the quick reply. Didn't expect that being a thing. Anyway, when I think of it, changes make sence - I don't want to be stuck in bondage AND owerweight
divinefire Posted July 14, 2018 Posted July 14, 2018 Tried tyrant99's post and I only lost 1 average size animal slal pack compared to 6 packs. I played for a few hours and did not encounter any problems with the mod at all so thanks for the tip.
Seandels199 Posted July 14, 2018 Posted July 14, 2018 Thanks this is an amazing mod, really enjoying all the features, playing Skyrim this way is a blast. I'm having a bit of an issue where I can't seem to get the quests to start, have tried dropping the books and picking them up again as suggested, and still no luck, the dialog box for Urag does not appear, I'm quite new to this myself, so if someone could maybe just point me in the right direction, I'd really appreciate it. Also, where would I be able to find the Papyrus Logs? Â Really appreciate it thanks guys
SleepyJim Posted July 14, 2018 Posted July 14, 2018 23 minutes ago, Seandels199 said: Thanks this is an amazing mod, really enjoying all the features, playing Skyrim this way is a blast. I'm having a bit of an issue where I can't seem to get the quests to start, have tried dropping the books and picking them up again as suggested, and still no luck, the dialog box for Urag does not appear, I'm quite new to this myself, so if someone could maybe just point me in the right direction, I'd really appreciate it. Also, where would I be able to find the Papyrus Logs? Â Really appreciate it thanks guys The quests are no longer included. While some of the things they used - such as the bookcase and books - are part of the DDi master file, the quests themselves were contained in a separate plug-in. From version 4.0 onwards that plug-in hasn't been part of the download.
volanthh Posted July 15, 2018 Posted July 15, 2018 I have a question more on the modding integration side of things rather than an issue with the mod. Not quite sure if this is the right Devious variant to post it at, but figured it makes sense regardless.  If I'm writing a mod that had this, DDe, and DDa as dependencies and I'm writing a function/scene that involves removing all equipped items from a character, is there a recommended/preferred/pre-written way to check for and leave alone equipped DD items? I've done some brief looking around but couldn't find anything that stood out and I just wanted to verify before I go re-inventing the wheel. Thanks.
Seandels199 Posted July 15, 2018 Posted July 15, 2018 16 hours ago, SleepyJim said: The quests are no longer included. While some of the things they used - such as the bookcase and books - are part of the DDi master file, the quests themselves were contained in a separate plug-in. From version 4.0 onwards that plug-in hasn't been part of the download. Aaah ok that's a bummer, were the quests any fun though? I suppose it wouldn't work if I downloaded the files separately? Still thanks a bunch for the speedy reply, you guys here are awesome!
SleepyJim Posted July 15, 2018 Posted July 15, 2018 2 hours ago, Seandels199 said: Aaah ok that's a bummer, were the quests any fun though? I suppose it wouldn't work if I downloaded the files separately? Still thanks a bunch for the speedy reply, you guys here are awesome! It's been a long time since I played those quests, so I can't remember exactly what was involved (except for being sent to three random Dwemer ruins, one or more of which could have been on Solstheim, and possibly quest-locked and high level, which wasn't ideal.) Kimy discussed the removal of them a few days ago, here.
Slagblah Posted July 15, 2018 Posted July 15, 2018 6 hours ago, volanthh said: I have a question more on the modding integration side of things rather than an issue with the mod. Not quite sure if this is the right Devious variant to post it at, but figured it makes sense regardless.  If I'm writing a mod that had this, DDe, and DDa as dependencies and I'm writing a function/scene that involves removing all equipped items from a character, is there a recommended/preferred/pre-written way to check for and leave alone equipped DD items? I've done some brief looking around but couldn't find anything that stood out and I just wanted to verify before I go re-inventing the wheel. Thanks. If I understand you correctly and you want to unequip all non-DD items while leaving the DD items on, then check out either the SexLab StripActor() function (sslActorLibrary.psc), or the strip() function from Cursed Loot (dcur_library.psc). The SexLab version will return an array of the items removed, which can then be used to re-equip them later with the UnstripActor routine.
Slagblah Posted July 15, 2018 Posted July 15, 2018 5 minutes ago, SleepyJim said: It's been a long time since I played those quests, so I can't remember exactly what was involved (except for being sent to three random Dwemer ruins, one or more of which could have been on Solstheim, and possibly quest-locked and high level, which wasn't ideal.) Kimy discussed the removal of them a few days ago, here. Yeah, I remember running into the problem with the quest-locked targets for that quest. It was one of the reasons I avoided it, but I did like the other one with the rechargeable soul gems. In fact, I made some custom tweaks to it that expanded the available types of rechargeable gems from Petty to Grand, depending on how aroused you were when you created the gem. The better quality gems of course took much longer to fully charge. I also added Anal rechargeable soul gems, which got cold (rather than hot) when charging, and when worn along with a Vaginal rechargeable gem, both would charge faster and produce shock effects.
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