Srende Posted June 20, 2014 Posted June 20, 2014 Publius- thanks. But that is the issue, I have real keys but not getting the option. If the unlock with key option shows up on the interaction menu, you have a key in your inventory, but that doesn't mean it's the correct key to the device you're wearing.
Guest LoganX Posted June 20, 2014 Posted June 20, 2014 What can I do, if one of items requested by Zad is in Nchardak; locked ruins on Solstheim? It's so annoying, I'm reloading save 7th time and always one of those three items is located on Solstheim.
Ryumidori Posted June 20, 2014 Posted June 20, 2014 hello all, i seem to have run in to a problem with this mod. before i state the problem i will the that i have started with a clean install and installed all the latest version of all the mod needed for this one. so on to the problem: i dont know why but if i install this mod correctly and run fnis like i always do, when i start up skyrim i instandly CTD every single time and when i remove this mod it works like a charm. i have not have installed any mods that should be conflicting with this on in any way. and with an older version i was running SD+ with no problem at all. so i am kind of at a loss here and now have no idea what to do. if anyone has any idea of what i can try plz let me know. thanking in advance
magicrealm Posted June 20, 2014 Posted June 20, 2014 I searched the forum but didn't find this exact issue. I apologize if this is old news to some of you... I am running 2.8.1 with the expansion. Also.. For the masses 2.6. My character is locked into various items and I have several keys - some labeled chastity some labeled restraints. Though I have not made any of my own (I find them on bandits). I was trying to remove some of the items and could find no way to use the keys. Clicking the items gives the same options as if there were no keys (and comments on my keyless state!), if I click on the keys they say they are unequippable. I feel like I am having a major noob moment. What am I missing? I have changed game settings so that everyone and their brother drops keys and they are 'real' to ensure that I was finding plenty of good keys, but it makes no difference. I appreciate any help because once a blindfold or gag is applied to my character (or starts out that way ) the game is effectively broken. Thanks. Thanks. For the masses will generate fake keys which are not usable. Just sell them. I beg of you....please put a disclaimer about your new version on the front page having a conflict with Dual Sheath Redux. I have spent well over 8 hours trying to figure out what is causing the problem, disabling hundreds of mods and then re-enabling them one-at-a-time. After a few hours I was running FNIS and the DSR patch proccer after every mod. It was ridiculous. ..... edit : after installing all mods, one Group after the other, always testing between, no flying horse happens. but when i start a new game , nothing changed to the last test, the flying horse happens. after deactivating ddintegration and the mods who requires it, incl sanguines debouchery +, no flkying horse. Try using LOOT to sort your mods and doing a proper cleaning of them with tes5edit. It may not be your issue but I can tell you I've never had these issues and I add and remove mods all the time. Good luck. thanks for your advice, but this matter has nothing to do with cleaning or load other other then Boss. People used Boss for three years now. i made one more large attempt, deleting all files except vanilla skyrim. then added sd+ and ddintegration and their requirements. Boss, finis. started a new character, everything ok , no flying horse. then i added all my Nexus files, quite some. same procedure : Boss, finis, new character, everything fine, no flying horse. then i added the rest of my Framework Folder, started a new character and flying horse happened. so i deleted everything again, back to the nexus state, made a new character to get sure, and everything was fine, no flying horse. now i had to add the rest of the Framework Folder single to see exactly which one it is. i added fuzrodoh , started new character and bang , flying horse. so skyrim2, you may test that. sd+ and fuzroh doh, save on horse, loading, flying horse. i think fuz roh doh will not be the only mod that will push sd+ and ddintegration to the flying horse. but it is enough to Research the matter from inside the mods. i cant do that. naturally you may say that another mod causes fuzrodoh to cause sd+ to load the flying horse. you can spin that endless. Point is fuzrodoh causes sd+ to load a flying horse on saves on horseback.
Coopervane Posted June 20, 2014 Posted June 20, 2014 hello, you surely know the hdt highheels slave boots that skyrim bound and live a defiants life use. i would like to know from where these boots are, because i only see the shiny silver unlockable ones in the assets and zairas restraints. i dont like to use hdt only for these boots , but their colour fits better to the cuffs and harness than the shiny silver. so i wonder if there are darkiron ones without hdt. lockable boots have an advantage and a disadvantage. the disadvantage is that you cannot wear other boots and this way being unable to continue the normal game as long as you wear them. the advantage is, that in situations where you get your clothes off to become a slave, like captured dreams, sanguine, etc. you are not bare feet, but have your boots on. so i would like to keep the advantage and avoid the disadvantage by using your underwear System. but honestly, i have no idea how that works and if it is possible to take normal boots over your locked highheels ( i know this is highly unrealistic, but it is easier to do than getting the other modders to add the highheels when you get your things off). so if it is possible, please give me a short discription how to make it. another way would be to give the slave heels a different spot. maybe this is the easiest way to do. thanks mr The boots are the ones from Zaria's Restraints, or rather, that's where they came from. They were modified by AlbertAffe to make them HDT-HHS compatible, and the new texture and shine effects that let them blend in with the padded gear were made by myself. And yes, i am aware that loading HHS just for one pair of footwear is perhabs a bit much, and it is something that i hope i can change in the future. However, when it comes to HHS compatible footwear there exists an unfortunate situation, 90% of them exist only for CBBE, or only for UNP, which means they are of no use to DDx, i can't add it unless it works for both supported bodies (and of course i'd need permission aswell, but there's no point even asking for that as long as the meshes are not converted). So that's why there's only one pair right now. I desperately hope to change it, i would love to add more, but i'm not a 3D-artist, so i'm at the mercy of what's avalible and what i can get perms for. It's a goal though, and so help me, at some point i'll find something i can add! In the meantime, there's quite a few armor mods out there that use HHS, might aswell grab a few so you get your septim's worth out of HHS, nothing's stopping you from using it as it was intended. As for the rest about changing slots and making them wearable with other boots and... no, just no, that would defeat the entire point of it, they are supposed to be restrictive, wearing them is ment to cause you some trouble, they are "Devious Devices"
magicrealm Posted June 20, 2014 Posted June 20, 2014 thanks for your answer. cant you simply add a non- hdt Version of exactly these boots with that colour (darkiron, not shinysilver) ? you just need to take those slave boots light from zaira and do your colour on it. thats it.
Coopervane Posted June 20, 2014 Posted June 20, 2014 thanks for your answer. cant you simply add a non- hdt Version of exactly these boots with that colour (darkiron, not shinysilver) ? you just need to take those slave boots light from zaira and do your colour on it. thats it. No, and for the following reasons: 1) The origional meshes from Zaria does not come in both CBBE/UNPB versions, only the modified HHS-enabled ones have been converted. The boots contain a bare-foot mesh, which means textures are beeing loaded from your body-install, and the foot textures of CBBE and UNP bodies are not compatible with eachother. Like i said, nothing gets added to DDx unless it supports both the bodies supported by DDa. 2) DDx is as much a framework as it is an assets-pack, it is beeing used an relied upon by other DD mods that put the items into the game. This means i can't just add a non-HHS version of the boots (even if i did have a working conversion, which i don't) and have it work, all the other DD mods that make use of the boots would then have to be re-written to include a "use HHS/non-HHS boots" option. And that's not going to happen because: 3) Non-HHS footwear is not a feature i can or plan to support in the future. It would be possible to add it for this particular pair of footwear if someone made a conversion for it, but then what? Findining meshes i can use is already a daunting task considdering i need both CBBE and UNP versions of them, if i would now also have to require that they exists for not only both bodies, but also for both bodies in both HHS and non-HHS versions, it's going to become pretty much impossible to add any new footwear to DDx in the future. Getting more kinky footwear added to DD is one of, if not the most requested features that keeps comming up time and time again, people want it, i also want it, and since Zadil is understandably cautious about adding to many requirements to DDa, DDx is the logical place to put them. But i'm going to need HHS to do a proper job of it, so it's here to stay. Considder it future-proofing.
Nogurnot Posted June 20, 2014 Posted June 20, 2014 For some reason the MCM menu no longer shows up, I tried setstage for all the menu, but it isn't registering. It was there, my game froze after playing it for about 5 hours and then when I reloaded the game it was gone, I have unistalled and reinstalled trying to get it to come back. Any ideas?
Trainee Posted June 21, 2014 Posted June 21, 2014 I don't understand how the hide slot system works. A question. Does it hide itself or does it make sure that no other items got in the way of its slot? Bumping my question
alex61821 Posted June 21, 2014 Posted June 21, 2014 I noticed there was a nipple pierce event in the list but i couldnt figure out where to find the nipple piercing item. i added the soulgem one via console but it wont equip it says i dont have pierced nipples. i tried to add the perk via console and the same message happened when i tried to put them on.
Rdm Posted June 21, 2014 Posted June 21, 2014 What armor is being used min? For the screenshot with the gag with the sort of helmet
UmbraEternus Posted June 21, 2014 Posted June 21, 2014 I beg of you....please put a disclaimer about your new version on the front page having a conflict with Dual Sheath Redux. I have spent well over 8 hours trying to figure out what is causing the problem, disabling hundreds of mods and then re-enabling them one-at-a-time. After a few hours I was running FNIS and the DSR patch proccer after every mod. It was ridiculous. There are posts over on nexus at the Dual Sheath Redux page who are spending oodles of time trying to fix this. The symptoms are very abnormal and confusing. Few mods conflict like this, in that it only affects the PC and not NPCs. Basically DSR was working for NPCs but not the player. I love that you have an option to change the undies slot from 60 to something else. I don't really understand the hidden undies addition to this mod, but I believe it has value and is a good addition. Just please put a disclaimer about a conflict with DSR. And yes, I know you can run the DSR patch proccer and set a slot other than 60. But how many people do that? Most people just run the skyproccer and walk away for 5 minutes while it does it's thing. I provided an in-game MCM option to change what slot the device hider uses, in order to prevent incompatibilities. You could have just opened up the MCM menu, and changed the device hider's slot from there. I'll add a note that slot 60 is the default under the OP. I beg of you....please put a disclaimer about your new version on the front page having a conflict with Dual Sheath Redux. I have spent well over 8 hours trying to figure out what is causing the problem, disabling hundreds of mods and then re-enabling them one-at-a-time. After a few hours I was running FNIS and the DSR patch proccer after every mod. It was ridiculous. There are posts over on nexus at the Dual Sheath Redux page who are spending oodles of time trying to fix this. The symptoms are very abnormal and confusing. Few mods conflict like this, in that it only affects the PC and not NPCs. Basically DSR was working for NPCs but not the player. I love that you have an option to change the undies slot from 60 to something else. I don't really understand the hidden undies addition to this mod, but I believe it has value and is a good addition. Just please put a disclaimer about a conflict with DSR. And yes, I know you can run the DSR patch proccer and set a slot other than 60. But how many people do that? Most people just run the skyproccer and walk away for 5 minutes while it does it's thing. i dont use dsr, but i quote you, because i did just the same what you did, reinstalling, mod by mod acivation and deactivation, a pain of work. i have the following bug : loading a save that was made on horseback makes the flying horse. it is caused by dd Integration and some sanguine +. sanguine+ checks for dd, thats the common point. i spend yesterday afternoon till after midnight, today early morning till midday to check all possibilities. ddintegration causes the flying horse, but if i start a new game without any mod other then dd and it s requirement, the flying horse does not happen. so some other mod causes ddintegration to defunction. it will take me a while to find out which one. edit :complete new Installation vanilla game, fresh from steam. after installing all mods, one Group after the other, always testing between, no flying horse happens. but when i start a new game then , and changed nothing from the last test, the flying horse happens. after deactivating ddintegration and the mods who requires it, incl sanguines debouchery +, no flying horse. i spend over 20 hours on that bug, i cant do anything more here. I have the flying horse glitch too. I first noticed it when I stole and rode a horse for the first time on a new save but I didn't bother to track down the cause of it. The horse overall seemed to be glitched and wasn't acting like a normal stolen horse. It was staying with me and not going back to its original position, so I just let it go and didn't think more of it; just another odd Skyrim glitch... After seeing your post, Magicrealm, and how you narrowed down the cause to DDI or SD+ I looked into the glitch more on my end. I decided to look at the DDI end of it because the new hidden item slot feature has been giving me minor issues with other things and is a newish change to my game. I just started a new game with updated mods. One of the issues is every time I load a save, the DDI hidden slot "none" resets back to default slot "60". I thought slot "60" was possibly messing up the horse since I was having issues with that slot being used for another mod, LC_Immersive Looting. It seems slot "60" is also used for the magic feathers from that mod. After testing it a bit more, it turns out I was on the right track...more or less. It turns out the issue is not with slot "60" being taking but with the hidden slot changing while mounted. Whenever you change the hidden item slot while mounted, the horse beings to act up, flying and bouncing all over the place. It doesn't matter what you change the hidden slot item to...as long as you change it while mounted...the horse goes crazy. I believe the reason it happens when a save is loaded is because Min has the hidden item slot check to see which slot the user selected and changes the hidden slot to it. Min, please correct me if I'm wrong but that's what the mod is doing right? Every time you load the game the mod does a check on the hidden item slot and changes it to what the user set it to, thus if you load a save and are mounted, the horse starts to go crazy because you are mounted when the hidden slot is being changed. There could be something else behind it but as far as I can tell that is what is happening. Maybe others can change the hidden slot setting while mounted and see if the same happens to them as well or if it's just me and I messed up my Skyrim game somehow. TLDR: Bug 1) Changing the hidden item slot while mounted causes the horse to fly away. Bug 2) Hidden item slot "none" does not save and goes back to default slot "60" when game is reloaded. Thanks everyone for taking the time to read this long post. A very big thank you to Min for creating this awesome mod and updating/adding to it!!! You along with the other mod creators here are Skyrim Modding Rockstars!!!
Tara26 Posted June 21, 2014 Posted June 21, 2014 I appreciate the several responses but my issue is not one of having the wrong or fake keys. I mentioned that I already tested for that - there are settings in DD-masses that allow for everyone to give you keys of either type and to ensure that they are all real keys, so neither of those is the issue. My issue is that I never get the option to try a key. No matter how many I have of what kind. clicking on the item skips right to the 'force it open' option and clicking on the keys give the 'can't equip that' error. Is there something else that I am supposed to be doing? Or do I simply have some kind of mod conflict or bad install? Thanks again.
magicrealm Posted June 21, 2014 Posted June 21, 2014 thanks for your answer. cant you simply add a non- hdt Version of exactly these boots with that colour (darkiron, not shinysilver) ? you just need to take those slave boots light from zaira and do your colour on it. thats it. No, and for the following reasons: 1) The origional meshes from Zaria does not come in both CBBE/UNPB versions, only the modified HHS-enabled ones have been converted. The boots contain a bare-foot mesh, which means textures are beeing loaded from your body-install, and the foot textures of CBBE and UNP bodies are not compatible with eachother. Like i said, nothing gets added to DDx unless it supports both the bodies supported by DDa. 2) DDx is as much a framework as it is an assets-pack, it is beeing used an relied upon by other DD mods that put the items into the game. This means i can't just add a non-HHS version of the boots (even if i did have a working conversion, which i don't) and have it work, all the other DD mods that make use of the boots would then have to be re-written to include a "use HHS/non-HHS boots" option. And that's not going to happen because: 3) Non-HHS footwear is not a feature i can or plan to support in the future. It would be possible to add it for this particular pair of footwear if someone made a conversion for it, but then what? Findining meshes i can use is already a daunting task considdering i need both CBBE and UNP versions of them, if i would now also have to require that they exists for not only both bodies, but also for both bodies in both HHS and non-HHS versions, it's going to become pretty much impossible to add any new footwear to DDx in the future. Getting more kinky footwear added to DD is one of, if not the most requested features that keeps comming up time and time again, people want it, i also want it, and since Zadil is understandably cautious about adding to many requirements to DDa, DDx is the logical place to put them. But i'm going to need HHS to do a proper job of it, so it's here to stay. Considder it future-proofing. well, you make it complicated. it is just the shiny silver colour of the zairas boots that does not fit to the cuffs and other items from dd. you have made the colour on the hdt boots already, so you know how to do it. if you dont want to include that coloured non hdt boots into dd, then maybe just a separate optional file. please.for cbbe. i would use hdt if there would be a complete tera boots in hdt. but it isnt and i have no idea how to do it. so these dd boots are the only one thing for hdt. about the flying horse : after two days of testing it turned out that it is caused by sanguines debouchery + (also when installed only with it s own requirements as described on it s page) and deviously helpless. Independent from each other. it must be the way they acess to dd. skyrim bound and captured dreams do not have the flying horse, so they acess in the right way and may help here. i am happy that ddintegration does not cause it at all and run to my favoured mod, captured dreams.
Slorm Posted June 21, 2014 Posted June 21, 2014 clicking on the item skips right to the 'force it open' option and clicking on the keys give the 'can't equip that' error. Is there something else that I am supposed to be doing? Or do I simply have some kind of mod conflict or bad install? Thanks again. What you are doing is correct, when you click on the item you should also get an option "Unlock with key" (or something similar). You could trying spawning a key using the console to see if that works, that will at least test if that part is working. If it does it would indicate that your DDftM has been setup incorrectly or is glitching and giving you fake keys instead of real ones,
Quisling Posted June 21, 2014 Posted June 21, 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. There's a similar problem with the Touring Carriages mod. Get in a cart with a Devious Device on and it goes into an uncontrollable spin. This mod seems to fix the issue with a patch to the cart itself http://www.nexusmods.com/skyrim/mods/46703/?
Slorm Posted June 21, 2014 Posted June 21, 2014 There's a similar problem with the Touring Carriages mod. Get in a cart with a Devious Device on and it goes into an uncontrollable spin. This mod seems to fix the issue with a patch to the cart itself http://www.nexusmods.com/skyrim/mods/46703/? I've never had that problem with Touring Carriages. The only issues I've found with DD it is the pc will fall through the floor of the cart if any vibrating plugs go off that cause an animation but the pc is still carried along under the driver and leaves the cart as normal when the disembark animation cuts in. The only problem I've had with the cart going haywire is using Deviously Helpless, as the bandits can hook you out of the cart but the camera still thinks you are in the cart and where you got pulled out as well. The cart bounces around and the pc turns invisible, the camera is then free and noclipping before the game crashes. Unfortunately that patch doesn't help with the DH problem so DH has to be turned off before starting the journey.
galgat Posted June 21, 2014 Posted June 21, 2014 Hey. I have a problem; Restraints keys don't help me get out of my collar/cuffs. Any idea why? I had to re install everything after messing with estrus, I knew better. But it is a nicely done mod. It was always a game crusher in Oblivion as well anyway I have been having that problem with the gag's, and even the soulstone's do not seem to want to pull out, as the menu for removal won't pop up. Even when I have a Key the menu's for removal just do not pop up.. Some items they do, but some they don't, mouth gags of most any kind are very prone to this for me. 1. I have been getting around it by pressing the left, and right mouse buttons rapidly which brings up the "pick it", "use magic" what ever menu. And then am able to remove them. I am sure it is something I have installed wrong, I will surly figure it out latter. I just wanted to share the way I have been getting around my self inflicted problem.
Coopervane Posted June 21, 2014 Posted June 21, 2014 I don't understand how the hide slot system works. A question. Does it hide itself or does it make sure that no other items got in the way of its slot? Bumping my question It's simple enough really once you get your head wrapped around it. Say you're wearing a Chasity-belt, you put on a piece of armor that should cover the belt, but the belt clips through it and it looks rather ugly. You can then go into the MCM menu and find Slot-32 (this is the armor, 32 is the main body slot), click an empty catagory under it and set that to hide Slot-49 (49 is the slot used by the Chastity belt). This makes it so that when you are wearing something in Slot-32 (any armor or clothes), Slot-49 (the belt) becomes invisible, so it doesen't clip through your armor. Same thing for the rest, maybe you're wearing bracers and leather arm-cuffs at the same time, and the thick cuffs are clipping through the bracers. Bracers/gloves/gauntlets use Slot-33 (hands), the cuffs use Slot-59, so set Slot-33 to hide Slot-59, and the cuffs then become invisible when you put on bracers/gloves, fixing the clipping issue. Of course, the downside is that you need to develop an understanding of what Slot's are used by what items, and there's really no getting around that, but for starters, the main ones used by all vanilla armors and clothes, and most modded ones too are: Main body armor - 32 Gloves/Bracers - 33 Boots - 37 Helmets - 30 The slots used by DD you can find on Zadil's first post of the Assets thread.
Ashra XIII Posted June 21, 2014 Posted June 21, 2014 So I don't even know what is going on with my game these days. I made a new character and was derping around, but my game froze (not usual for me) and I decided to check the log just to see if there was anything that might need help. The 71MB log I saw sitting there horrified me! I'm posting it here because although the beginning of the log shows other mods having some errors, this doesn't seem uncommon at game start from my experience. The problem, from what I can see, is 'zadNPCQuestScript.psc' spamming my log for the better part of half an hour while the game was running, even though I was sitting idle for at least part of that time. Any idea what's going on? Is my DD install corrupt, or is it more likely that something is interfering? Log of doom attached. Beware it is hugenormous.
magicrealm Posted June 21, 2014 Posted June 21, 2014 I don't understand how the hide slot system works. A question. Does it hide itself or does it make sure that no other items got in the way of its slot? Bumping my question It's simple enough really once you get your head wrapped around it. Say you're wearing a Chasity-belt, you put on a piece of armor that should cover the belt, but the belt clips through it and it looks rather ugly. You can then go into the MCM menu and find Slot-32 (this is the armor, 32 is the main body slot), click an empty catagory under it and set that to hide Slot-49 (49 is the slot used by the Chastity belt). This makes it so that when you are wearing something in Slot-32 (any armor or clothes), Slot-49 (the belt) becomes invisible, so it doesen't clip through your armor. Same thing for the rest, maybe you're wearing bracers and leather arm-cuffs at the same time, and the thick cuffs are clipping through the bracers. Bracers/gloves/gauntlets use Slot-33 (hands), the cuffs use Slot-59, so set Slot-33 to hide Slot-59, and the cuffs then become invisible when you put on bracers/gloves, fixing the clipping issue. Of course, the downside is that you need to develop an understanding of what Slot's are used by what items, and there's really no getting around that, but for starters, the main ones used by all vanilla armors and clothes, and most modded ones too are: Main body armor - 32 Gloves/Bracers - 33 Boots - 37 Helmets - 30 The slots used by DD you can find on Zadil's first post of the Assets thread. but what if both items have the same Slot ? can i wear armor boots over the slave boots ? if i give the slaveboots a different Slot in the ck, will they still be worn on the feet ?
marmed911 Posted June 21, 2014 Posted June 21, 2014 I am having trouble putting people into bondage appliances or putting in plugs. Tried adding it to there inventories after defeat, puppet, enslave and even the NPC recruitable, they just won't put them on or in. Where am I screwing up at?
msuk25 Posted June 21, 2014 Posted June 21, 2014 I remember this being brought up, but cant find the right keywords in the search.... I recently started skyrim from scratch installing everything again. I was having problems with captured dreams and then started having multiple problems. As i reinstalled devious devices, seems everything now works fine but when i try use plugs and etc, none of the animations work. It will start to vibrate, but immediately stop. Or when it says, "your hands absently wander..." nothing occurs. Any pointers? Current Load OrderSkyrim.esm=1Update.esm=1daymoyl.esm=1SexLab.esm=1SexLabAroused.esm=1ZaZAnimationPack.esm=1Devious Devices - Assets.esm=1Devious Devices - Integration.esm=1Devious Devices - Expansion.esm=1ApachiiHair.esm=1OBlHairFinal.esm=1RaceCompatibility.esm=1SkyUI.esp=1Alternate Start - Live Another Life.esp=1CharacterMakingExtender.esp=1EnhancedCharacterEdit.esp=1Devious Deviants.esp=1Captured Dreams.esp=1Devious Cidhna.esp=1zzEstrus.esp=1Apropos.esp=1AngrimApprentice.esp=1SlaversGuild.esp=1GagSFX.esp=1sanguinesDebauchery.esp=1MF_RadiantProstitution.esp=1SexLabDefeat.esp=1animal_mansion.esp=1FNISSexyMove.esp=1SexLab SexChat.esp=1SexLab Sound FX Replacer.esp=1SexLab-StoriesDevious.esp=1SexLab_DibellaCult.esp=1TheEyesOfBeauty.esp=1CharGen ECE Morphs.esp=1SGEyebrows.esp=1Iridum Eyes RT.esp=1CustomRaces.esp=1
five_by_five Posted June 21, 2014 Posted June 21, 2014 So I don't even know what is going on with my game these days. I made a new character and was derping around, but my game froze (not usual for me) and I decided to check the log just to see if there was anything that might need help. The 71MB log I saw sitting there horrified me! I'm posting it here because although the beginning of the log shows other mods having some errors, this doesn't seem uncommon at game start from my experience. The problem, from what I can see, is 'zadNPCQuestScript.psc' spamming my log for the better part of half an hour while the game was running, even though I was sitting idle for at least part of that time. Any idea what's going on? Is my DD install corrupt, or is it more likely that something is interfering? Log of doom attached. Beware it is hugenormous. Well you aren't the first experiencing the loop of doom http://www.loverslab.com/topic/32712-devious-devices-scripts-causing-major-script-and-fps-lag-log-included/
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