Spyder Arachnid Posted May 31, 2014 Posted May 31, 2014 Well I went into the Zaz MCM menu, and registered the animations in there. Maybe something I might of missed besides that?
Mord Sif Posted May 31, 2014 Posted May 31, 2014 Well I went into the Zaz MCM menu, and registered the animations in there. Maybe something I might of missed besides that? That should be enough to have "True" show up in the DD MCM. Maybe check the Zaz bound animations are marked as available in the SexLab MCM?
Spyder Arachnid Posted May 31, 2014 Posted May 31, 2014 Yeah ended up being a user error here. Went and checked Zaz in the MCM, and for some reason, it wasn't registered, though I remember registering it. Might of been in a different game probably. But went ahead and registered it, checked SexLab and it was all in there, and then checked DD and it was set to True now. So all is good to go, thanks.
windbrand123 Posted June 1, 2014 Posted June 1, 2014 After installing the latest Expansion 1.11, the non-Ebonite harness collar turns invisible (ebonite version works fine). When I equip it it will still give that roleplay window that says locking collar around my neck, and the locking scripts all work fine, but the object simply is not visible. When I wear the non-Ebonite harness (which is supposed to contain the harness collar), the harness shows up but the collar is still invisible. Does anyone know how to fix this?
wildtangent Posted June 1, 2014 Posted June 1, 2014 I am having an issue with the latest version. When I start a new game (vanilla start wagon ride to Helgen). While the screen is still black, I hear the sound of something being equipped. Then the wagon starts to uncontrollably spin. i have narrowed it down to this mod by deactivating esp's and activating them one by one.
Min Posted June 1, 2014 Author Posted June 1, 2014 I am having an issue with the latest version. When I start a new game (vanilla start wagon ride to Helgen). While the screen is still black, I hear the sound of something being equipped. Then the wagon starts to uncontrollably spin. i have narrowed it down to this mod by deactivating esp's and activating them one by one. Interesting: I'll look in to it.
Spyder Arachnid Posted June 1, 2014 Posted June 1, 2014 I am having an issue with the latest version. When I start a new game (vanilla start wagon ride to Helgen). While the screen is still black, I hear the sound of something being equipped. Then the wagon starts to uncontrollably spin. i have narrowed it down to this mod by deactivating esp's and activating them one by one. Pretty much any mod that adds items to you or any NPCs while in the cart at the intro will do that. Immersive Armors is another culprit for this too. Just keep it deactivated till you reach the point where you guys step off the cart, and then do a save when they start calling out names. Then exit, activate the mod/s and load your save. I've never found a fix for this issue with any of those mods that do that, so this is the only work around that I know of.
Min Posted June 1, 2014 Author Posted June 1, 2014 I am having an issue with the latest version. When I start a new game (vanilla start wagon ride to Helgen). While the screen is still black, I hear the sound of something being equipped. Then the wagon starts to uncontrollably spin. i have narrowed it down to this mod by deactivating esp's and activating them one by one. Pretty much any mod that adds items to you or any NPCs while in the cart at the intro will do that. Immersive Armors is another culprit for this too. Just keep it deactivated till you reach the point where you guys step off the cart, and then do a save when they start calling out names. Then exit, activate the mod/s and load your save. I've never found a fix for this issue with any of those mods that do that, so this is the only work around that I know of. I can fix that from a modder's PoV: I hadn't been aware that it was an issue.
windbrand123 Posted June 1, 2014 Posted June 1, 2014 After installing the latest Expansion 1.11, the non-Ebonite harness collar turns invisible (ebonite version works fine). When I equip it it will still give that roleplay window that says locking collar around my neck, and the locking scripts all work fine, but the object simply is not visible. When I wear the non-Ebonite harness (which is supposed to contain the harness collar), the harness shows up but the collar is still invisible. Does anyone know how to fix this? I just tested this. Uninstalled expansion (as well as captured dreams + male addon because these two need DD expansion), and the regular harness collar shows up again. Moment I install expansion it disappears again. Can someone please check this?
Coopervane Posted June 1, 2014 Posted June 1, 2014 After installing the latest Expansion 1.11, the non-Ebonite harness collar turns invisible (ebonite version works fine). When I equip it it will still give that roleplay window that says locking collar around my neck, and the locking scripts all work fine, but the object simply is not visible. When I wear the non-Ebonite harness (which is supposed to contain the harness collar), the harness shows up but the collar is still invisible. Does anyone know how to fix this? I just tested this. Uninstalled expansion (as well as captured dreams + male addon because these two need DD expansion), and the regular harness collar shows up again. Moment I install expansion it disappears again. Can someone please check this? It's not Expansion, because i know it makes no changes to any DDa content (this is by design), and i can't reproduce the problem (both the standalone leather harness collar and the one attached to the leather harness itself show up for me, i doubled checked it before posting this). Something else must be going wrong, though i am unsure what that could be.. a dirty edit from another plugin perhabs? Have you tried with only DDa/DDi/Expansion installed? No males addon and no CD or anything else?
FoggyHunter Posted June 1, 2014 Posted June 1, 2014 I have a few questions. First of all, I have only attempted using the items from this mod on Lydia, so I guess my understanding of my problems may be limited, but I'm going to ask anyways. The harness, gag, and blindfold appear on her just fine when I give them to her as a follower, and when I use the armbinder, her arms take the necessary position. However, Her shield and sword remain equipped, so ultimatly there's this big ol' shield sticking out of the armbinder behind her. Any way I can fix this? Also, I noticed pictures of NPCs in a submissive, kneeling position in the thread. How exactly do I get Lydia to take that position as well. I tried using the Padded Cuffs Set as well as both Padded Cuffs for her Arms and Legs, but all I end up with is what looks like arm bands and leg bands that don't attach to each other what-so-ever. Using the cuffs for her arms does not bring her arms behind her. Another thing I encountered is that even with the gag on, Lydia will still talk when I interact with her. Is this normal?
xiaomiza Posted June 1, 2014 Posted June 1, 2014 I can't wear the nipple piercingset from SED7 Accessoire Piercingset for CBBE V1.4. Who knows why?
Nayomi Posted June 1, 2014 Posted June 1, 2014 Hi, not sure if this has been answered yet, but im having trouble with the Forbidden Tome quest. I can complete the quest fine, but is my character suppost to be able to give Urag the volume 2 book? I cant have him take the book or translate it no matter what route of quest paths I do. Not 100% sure if there is even a translated version. Thanks!
Slorm Posted June 1, 2014 Posted June 1, 2014 Hi, not sure if this has been answered yet, but im having trouble with the Forbidden Tome quest. I can complete the quest fine, but is my character suppost to be able to give Urag the volume 2 book? I cant have him take the book or translate it no matter what route of quest paths I do. Not 100% sure if there is even a translated version. Thanks! Volume 2 stays in the player's inventory as a quest item for now, so you cannot get Urag to take it
Nalaenir Posted June 1, 2014 Posted June 1, 2014 Found small bug from forbidden book quest. If you read book from the bookshelf, it doesn't give ability to make belts and keys. you need to first take it and then read it from inventory.
stobor Posted June 1, 2014 Posted June 1, 2014 I can't wear the nipple piercingset from SED7 Accessoire Piercingset for CBBE V1.4. Who knows why? Most likely: a slot conflict with DDi "devices underneath". Try changing the slot.
KappaLima Posted June 1, 2014 Posted June 1, 2014 hello mister min my problem is still the same as before that my polled event list is empty after install and load the save game here is the log file of loading a saved game right after all my mod is inistialized in mcm and here is my load order of sexlab and other mods wish these helps
Pinute Posted June 1, 2014 Posted June 1, 2014 I can't wear the nipple piercingset from SED7 Accessoire Piercingset for CBBE V1.4. Who knows why? Most likely: a slot conflict with DDi "devices underneath". Try changing the slot. SED7 uses slot 60 for nipple piercings, as does the devices underneath handler. You can set the handler to use slot 61 in DDi's mcm menu. The long term fix would be someone converting SED7 to use the same slot as the DDa/i piercings. I don't use CBBE so don't look at me
pavelius_pavlentius Posted June 1, 2014 Posted June 1, 2014 I am having an issue with the latest version. When I start a new game (vanilla start wagon ride to Helgen). While the screen is still black, I hear the sound of something being equipped. Then the wagon starts to uncontrollably spin. i have narrowed it down to this mod by deactivating esp's and activating them one by one. Interesting: I'll look in to it. i have the same issue. toggling off expansion, then save after creating character, and finally toggling it on have worked for me fine.
LordZulten Posted June 1, 2014 Posted June 1, 2014 I have a few questions. First of all, I have only attempted using the items from this mod on Lydia, so I guess my understanding of my problems may be limited, but I'm going to ask anyways. The harness, gag, and blindfold appear on her just fine when I give them to her as a follower, and when I use the armbinder, her arms take the necessary position. However, Her shield and sword remain equipped, so ultimatly there's this big ol' shield sticking out of the armbinder behind her. Any way I can fix this? Also, I noticed pictures of NPCs in a submissive, kneeling position in the thread. How exactly do I get Lydia to take that position as well. I tried using the Padded Cuffs Set as well as both Padded Cuffs for her Arms and Legs, but all I end up with is what looks like arm bands and leg bands that don't attach to each other what-so-ever. Using the cuffs for her arms does not bring her arms behind her. Another thing I encountered is that even with the gag on, Lydia will still talk when I interact with her. Is this normal? Amazing Follower Tweaks allows you to completely re-equip your NPCs without using the console, while also allowing you to choose animations for them (such as the bound kneeling animation). You can also dismiss your follower while forcing them to keep the animation you chose.
pavelius_pavlentius Posted June 1, 2014 Posted June 1, 2014 Is there a possibility that "toggle" option will be added to the plugs on next update?
Srende Posted June 1, 2014 Posted June 1, 2014 Is there a possibility that "toggle" option will be added to the plugs on next update? You can already disable the hardcore mode, so they won't go off mid-combat. Or to disable them completely, set the activation chance to 0 in the events tab.
pavelius_pavlentius Posted June 1, 2014 Posted June 1, 2014 Is there a possibility that "toggle" option will be added to the plugs on next update? You can already disable the hardcore mode, so they won't go off mid-combat. Or to disable them completely, set the activation chance to 0 in the events tab. I mean, toggle them on, and here we go, like a remote in real ones.
Slorm Posted June 1, 2014 Posted June 1, 2014 I mean, toggle them on, and here we go, like a remote in real ones. Just cast a spell, that usually gets them going (depending on the spell strength)
pavelius_pavlentius Posted June 1, 2014 Posted June 1, 2014 I mean, toggle them on, and here we go, like a remote in real ones. Just cast a spell, that usually gets them going (depending on the spell strength) I know that, i mean turn them on, and they'll keep working.(until you turn them off)
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