Jump to content

Recommended Posts

Posted

An error has occured with you installation of Devious devices.  Please check the log for more information.

Posted

The first result on google is the exact same link I just said that I used.

 

Maybe that's just google "personalizing" my results though.  In any case, might I get some more information?

Posted

From the link you posted:

 

 

 

Yes. Open Skyrim.ini (My Documents/My Games/Skyrim) and add the following to it:

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

This will create a log, upon running skyrim. It doesn't require your game to crash.

Posted

I did that.  I changed the flags in the .ini file, and ran the game until the error messages came up.  Then I exited, and no log was created.

 

Then I purposefully loaded incompatible mods and started the game, getting a CTD.  A log was created for that.

 

 

So, maybe it's not exclusively for CTD, but it didn't generate a log regarding my problem.

Posted

Hi, I just installed this file along with the recommended and required files as well.  There appears to be one script file missing (should be 8 and only showing 7).  I was wondering if ZAZ is required, or just a suggestion and maybe that is where the missing script is?  Not sure, but definitely 1 file missing somewhere along the line.  My game CTD's when I have this installed, so removed for now until I find out what the file is.....

 

Thanks

Posted

Hi, I just installed this file along with the recommended and required files as well.  There appears to be one script file missing (should be 8 and only showing 7).  I was wondering if ZAZ is required, or just a suggestion and maybe that is where the missing script is?  Not sure, but definitely 1 file missing somewhere along the line.  My game CTD's when I have this installed, so removed for now until I find out what the file is.....

 

Thanks

 

kTJet60.jpg

 

TES5 Edit and WyreSmash can also tell you what Master files are missing.

Posted

Okay, some time later it has randomly spat out a log for some reason.  I don't know why it chose this run to actually do it, but it has.

 

Trouble is, it is a HUGE block of text.  And doesn't have any hard returns in the whole thing.  It's gotta be like ten pages of stuff I probably wouldn't understand even if it were formatted conveniently.  Is there a way to clean that up, is there a part I should post, or should I just post the whole thing?

 

 

Also, just FYI, I downloaded and ran tes5edit.  It gave a clean bill of health.

Posted

Okay, some time later it has randomly spat out a log for some reason.  I don't know why it chose this run to actually do it, but it has.

 

Trouble is, it is a HUGE block of text.  And doesn't have any hard returns in the whole thing.  It's gotta be like ten pages of stuff I probably wouldn't understand even if it were formatted conveniently.  Is there a way to clean that up, is there a part I should post, or should I just post the whole thing?

 

 

Also, just FYI, I downloaded and ran tes5edit.  It gave a clean bill of health.

 

If you're using just notepad to view the log, it doesn't recognize the newlines and breaks the formatting. You can use a proper editor like notepad++, but in any case, just zip the file and upload here.

Posted

Alright, here is the log.

 

There we are. Let's see...

 

You don't appear to have SkyUI installed.

Do you have SKSE installed?

My mod, Aroused, and Sexlab all appear to be missing most (All?) of their properties.

I'd suggest reinstalling all three, and starting a new game.

Posted

My Papyrus log is spitting out this:

 

[03/13/2014 - 05:29:31PM] Error: File "Devious Devices - Integration.esp" does not exist or is not currently loaded.
stack:
<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
[zadQuest (1E00F624)].zadbq00.VersionChecks() - "zadBQ00.psc" Line ?
[zadQuest (1E00F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line ?
[alias Player on quest zadQuest (1E00F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line ?
 
when I ctd.
Posted

 

My Papyrus log is spitting out this:

 

[03/13/2014 - 05:29:31PM] Error: File "Devious Devices - Integration.esp" does not exist or is not currently loaded.
stack:
<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
[zadQuest (1E00F624)].zadbq00.VersionChecks() - "zadBQ00.psc" Line ?
[zadQuest (1E00F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line ?
[alias Player on quest zadQuest (1E00F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line ?
 
when I ctd.

 

 

That "error" is 100% harmless, and is not related to your CTD. Read the text from DD above it.

Posted

 

 

My Papyrus log is spitting out this:

 

[03/13/2014 - 05:29:31PM] Error: File "Devious Devices - Integration.esp" does not exist or is not currently loaded.
stack:
<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
[zadQuest (1E00F624)].zadbq00.VersionChecks() - "zadBQ00.psc" Line ?
[zadQuest (1E00F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line ?
[alias Player on quest zadQuest (1E00F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line ?
 
when I ctd.

 

 

That "error" is 100% harmless, and is not related to your CTD. Read the text from DD above it.

 

Well, as long as it's harmless, my search continues.  Thank you. 

Posted

I decided to just uninstall every mod I have and start over.  That seems to have done the trick!

 

I had skyUI earlier, but it didn't seem to work with your mod, probably because the mod wasn't all there anyway.

 

thank you for the help.

Posted

Do you plan to add functionality to the cuffs in a future update?

I got that weird idea that they might be enchanced with magnetic magic and a magic to detect nearby enemies. When an enemy is nearby, the magneticism stops, allowing you to fight freely with the enemy, but when no enemy is nearby or you are in a safe zone like a city the magnetic effect applies again, forcing you to walk around severly restraint.

 

Something like this to allow adventuring while keeping you helpless otherwise might be quite interesting for player slave quests. I always like tales of warrior slave hero(ines) :)

Posted

Do you plan to add functionality to the cuffs in a future update?

I got that weird idea that they might be enchanced with magnetic magic and a magic to detect nearby enemies. When an enemy is nearby, the magneticism stops, allowing you to fight freely with the enemy, but when no enemy is nearby or you are in a safe zone like a city the magnetic effect applies again, forcing you to walk around severly restraint.

 

Something like this to allow adventuring while keeping you helpless otherwise might be quite interesting for player slave quests. I always like tales of warrior slave hero(ines) :)

 

 

That's.... a really awesome idea. 

I both love and hate the armbinder because I love the helplesness it inflicts, but hate that once I'm one, I'm pretty much forced to sit in a corner and struggle till I get out of it.

This whole 'magical' cuff idea would really give an angle for the restraints to stick, without you being unable to play the rest of the game.

I can see the use in other settings too, say you're forced to work on a farm or in a mine, while working you're free and able to move and walk. However, try to run and if you stray too far the cuffs kick in, trusting you up.  

Posted

 

Do you plan to add functionality to the cuffs in a future update?

I got that weird idea that they might be enchanced with magnetic magic and a magic to detect nearby enemies. When an enemy is nearby, the magneticism stops, allowing you to fight freely with the enemy, but when no enemy is nearby or you are in a safe zone like a city the magnetic effect applies again, forcing you to walk around severly restraint.

 

Something like this to allow adventuring while keeping you helpless otherwise might be quite interesting for player slave quests. I always like tales of warrior slave hero(ines) :)

 

 

That's.... a really awesome idea. 

I both love and hate the armbinder because I love the helplesness it inflicts, but hate that once I'm one, I'm pretty much forced to sit in a corner and struggle till I get out of it.

This whole 'magical' cuff idea would really give an angle for the restraints to stick, without you being unable to play the rest of the game.

I can see the use in other settings too, say you're forced to work on a farm or in a mine, while working you're free and able to move and walk. However, try to run and if you stray too far the cuffs kick in, trusting you up.  

 

 

Pretty friggen neat ideas, right here!

I think though the use of that would have to be in a separate mod, considering how spesific the idea sounds.

If the PC just wanted some self bondage, there is almost no reason for it. But, contextual in a player-slave mod, it sounds brilliant!

 

Posted

Are there plans to add electroshock features to the next release? It is included in the code but it does nothing sadly. The current electrostim feature is a bit mis-used in my eyes, or just named incorrect. Electrostim is used to get to orgasm, at the moment it fires 'onEdge'. I get the extra punishment idea for onEdge but the effect could be a bit longer.

 

My look on those 2:

-Make electrostim like vibration, a random firing (MCM) arousal booster with the shock effect (little longer and with GUI notifications/text in the upper left)

 

-Use Electroshock as a punishment, damage health, mana and stamina and drop the player to the ground/stagger on a large jolt/dosage.

 

-Allow remote interaction with these 2, i'm thinking of quest scenes ;)

 

-Make a collar with electroshock enchantment that fires randomly, remotely in quest based or player -> NPC or most important when you touch yourself  :sleepy:

Some electroplugs could also do the trick but the collar as a bit of extra I think.

 

This is not meant as a nagging post, just my look on things..The arousal thing should be fairly easy to do, just replace the vibrating sound with the shock effect code and change the GUI notifications.

 

 

Posted

Having a bit of an issue. The quest seems to be stuck after I returned to the arcaneum and no matter if I click "Go to Oblivion!" or "Please. I will do whatever you say." nothing happens. And there was no .esm in the file.

Posted

 

Do you plan to add functionality to the cuffs in a future update?

I got that weird idea that they might be enchanced with magnetic magic and a magic to detect nearby enemies. When an enemy is nearby, the magneticism stops, allowing you to fight freely with the enemy, but when no enemy is nearby or you are in a safe zone like a city the magnetic effect applies again, forcing you to walk around severly restraint.

 

Something like this to allow adventuring while keeping you helpless otherwise might be quite interesting for player slave quests. I always like tales of warrior slave hero(ines) :)

 

 

That's.... a really awesome idea. 

I both love and hate the armbinder because I love the helplesness it inflicts, but hate that once I'm one, I'm pretty much forced to sit in a corner and struggle till I get out of it.

This whole 'magical' cuff idea would really give an angle for the restraints to stick, without you being unable to play the rest of the game.

I can see the use in other settings too, say you're forced to work on a farm or in a mine, while working you're free and able to move and walk. However, try to run and if you stray too far the cuffs kick in, trusting you up.  

 

Funny that you guys should bring this up now: New cuff events / functionality was being discussed yesterday in the DD beta thread. :P. It's unlikely to make it in to 2.7 (Which is feature-frozen pending the new 2.7 release), but you will see something like this in the future. 2.7.1, perhaps.

 

Are there plans to add electroshock features to the next release? It is included in the code but it does nothing sadly. The current electrostim feature is a bit mis-used in my eyes, or just named incorrect. Electrostim is used to get to orgasm, at the moment it fires 'onEdge'. I get the extra punishment idea for onEdge but the effect could be a bit longer.

 

My look on those 2:

-Make electrostim like vibration, a random firing (MCM) arousal booster with the shock effect (little longer and with GUI notifications/text in the upper left)

 

-Use Electroshock as a punishment, damage health, mana and stamina and drop the player to the ground/stagger on a large jolt/dosage.

 

-Allow remote interaction with these 2, i'm thinking of quest scenes ;)

 

-Make a collar with electroshock enchantment that fires randomly, remotely in quest based or player -> NPC or most important when you touch yourself  :sleepy:

Some electroplugs could also do the trick but the collar as a bit of extra I think.

 

This is not meant as a nagging post, just my look on things..The arousal thing should be fairly easy to do, just replace the vibrating sound with the shock effect code and change the GUI notifications.

The current electro-shock feature was added in at another developer's request: There's certainly a lot more that could be done with the idea though, I agree.

 

Having a bit of an issue. The quest seems to be stuck after I returned to the arcaneum and no matter if I click "Go to Oblivion!" or "Please. I will do whatever you say." nothing happens. And there was no .esm in the file.

Post a copy of your Papyrus.0.log

Posted

 

 

Do you plan to add functionality to the cuffs in a future update?

I got that weird idea that they might be enchanced with magnetic magic and a magic to detect nearby enemies. When an enemy is nearby, the magneticism stops, allowing you to fight freely with the enemy, but when no enemy is nearby or you are in a safe zone like a city the magnetic effect applies again, forcing you to walk around severly restraint.

 

Something like this to allow adventuring while keeping you helpless otherwise might be quite interesting for player slave quests. I always like tales of warrior slave hero(ines) :)

 

 

That's.... a really awesome idea. 

I both love and hate the armbinder because I love the helplesness it inflicts, but hate that once I'm one, I'm pretty much forced to sit in a corner and struggle till I get out of it.

This whole 'magical' cuff idea would really give an angle for the restraints to stick, without you being unable to play the rest of the game.

I can see the use in other settings too, say you're forced to work on a farm or in a mine, while working you're free and able to move and walk. However, try to run and if you stray too far the cuffs kick in, trusting you up.  

 

Funny that you guys should bring this up now: New cuff events / functionality was being discussed yesterday in the DD beta thread. :P. It's unlikely to make it in to 2.7 (Which is feature-frozen pending the new 2.7 release), but you will see something like this in the future. 2.7.1, perhaps.

 

Are there plans to add electroshock features to the next release? It is included in the code but it does nothing sadly. The current electrostim feature is a bit mis-used in my eyes, or just named incorrect. Electrostim is used to get to orgasm, at the moment it fires 'onEdge'. I get the extra punishment idea for onEdge but the effect could be a bit longer.

 

My look on those 2:

-Make electrostim like vibration, a random firing (MCM) arousal booster with the shock effect (little longer and with GUI notifications/text in the upper left)

 

-Use Electroshock as a punishment, damage health, mana and stamina and drop the player to the ground/stagger on a large jolt/dosage.

 

-Allow remote interaction with these 2, i'm thinking of quest scenes ;)

 

-Make a collar with electroshock enchantment that fires randomly, remotely in quest based or player -> NPC or most important when you touch yourself  :sleepy:

Some electroplugs could also do the trick but the collar as a bit of extra I think.

 

This is not meant as a nagging post, just my look on things..The arousal thing should be fairly easy to do, just replace the vibrating sound with the shock effect code and change the GUI notifications.

The current electro-shock feature was added in at another developer's request: There's certainly a lot more that could be done with the idea though, I agree 

 

 

 

 

Awesome, 2.7 and beyond is shaping up to be better by the day. 

Just want to take a moment to thank you, Zadil and everyone else who works on the DD project. 

It's not just something amazing in it's own right, but a great backbone for others to create even more content with.

So I think I speak for us all when I say, thank you. 

Posted

where exactly do you start with this mod? like.. i kinda just impulse downloaded it. then everything it relies on.

 

also, Enhanced Blood Textures has stopped functioning since i added this (but i also added SexLab Aroused, Submit and LC.)

 

should i just get rid of EBT or is there a way to make it function properly with all of these?

Posted

where exactly do you start with this mod? like.. i kinda just impulse downloaded it. then everything it relies on.

 

also, Enhanced Blood Textures has stopped functioning since i added this (but i also added SexLab Aroused, Submit and LC.)

 

should i just get rid of EBT or is there a way to make it function properly with all of these?

This mod adds many craftable devices (Gags, Chastity belts, plugs of all sorts, restraints, etc) to the game. To get started, visit the Arcanaeum. There's a key on Urag's desk that will unlock the Forbidden Bookshelf. Inside, there is a book that will teach you how to craft the devices from this mod.

 

Of course, other mods that require this one will add the devices to the world in other ways as well. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...