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Posted

I have Quest "Chastity Belt" showing as active in journal, with no chastity belt worn or in inventory.

Player.showinventory shows unnamed item 15040f0c as worn. I believe that one is the devicehider.

 

How do I clear the quest?

I tried consoling in a chastity belt and key and removing unsuccessfully.

is there a setstage level for zadquest i can use to end the quest?

 

 

EDIT: Issue resolved.

Equipped a chastity belt, "resetquest zadquest", saved, reloaded save and removed chastity belt.

 

How did you get the mod to work in the first place? xD

Posted

 

I have Quest "Chastity Belt" showing as active in journal, with no chastity belt worn or in inventory.

Player.showinventory shows unnamed item 15040f0c as worn. I believe that one is the devicehider.

 

How do I clear the quest?

I tried consoling in a chastity belt and key and removing unsuccessfully.

is there a setstage level for zadquest i can use to end the quest?

 

 

EDIT: Issue resolved.

Equipped a chastity belt, "resetquest zadquest", saved, reloaded save and removed chastity belt.

 

How did you get the mod to work in the first place? xD

 

 

If you check the MCM menu it likely isn't working (sure sign the scripts didn't start). Go to a small interior space with little going on, save the game and exit. Then disable Integration (and any mods that use it) and reload the game, save and exit again. Go back and enable Integration again and reload the game and it should start it up.

Posted

 

 

I have Quest "Chastity Belt" showing as active in journal, with no chastity belt worn or in inventory.

Player.showinventory shows unnamed item 15040f0c as worn. I believe that one is the devicehider.

 

How do I clear the quest?

I tried consoling in a chastity belt and key and removing unsuccessfully.

is there a setstage level for zadquest i can use to end the quest?

 

 

EDIT: Issue resolved.

Equipped a chastity belt, "resetquest zadquest", saved, reloaded save and removed chastity belt.

 

How did you get the mod to work in the first place? xD

 

 

If you check the MCM menu it likely isn't working (sure sign the scripts didn't start). Go to a small interior space with little going on, save the game and exit. Then disable Integration (and any mods that use it) and reload the game, save and exit again. Go back and enable Integration again and reload the game and it should start it up.

 

 

Still didn't work, thank you for trying though.

Posted

I have been getting fatal error since attempting to update to 2.7.6 so i havent been playing skyrim cuz i just didnt want to deal with the annoyance.  now ive updated to 2.8.1 and still getting the same problem.  both times i updated, i uninstalled then made a save without dd and then installed.  paradise halls was leaving alot of stuff in pap log so i tried uninstalling it, nothing changes.  i dont really know what to do, everything was working fine before trying to update to 2.7.6.  i would like to get this working again.

 

 

Posted

 

I have a suggestion.

 

I really like that several plug types have special (disabling) effects, but I have a suggestion for a new effects and (of course) questions.

 

Suggestion: Since soulgem plugs vibrate, and inflatable plugs have a chance to get 'bumped' and inflate, therefore stimulating you... have iron plugs stimulate you upon being hit by cold damage. Not everyone is into temperature play, so you might want to make this toggle-able in the MCM menu, even default to off and you have to turn it on. But ice damage (possibly fire damage) could be channeled by the, frankly bare metal belt and -plugs- in you to harass/disturb/stimulate your nether regions (possibly both holes?) when you get hit by them. Just a suggestion, trying to help. Couldn't come up with something sexual for primitive plugs. :( Anyone else gets ideas from this, say so... but 'primitive' could easily just be the only basic plug, or something.

 

Questions: The 'bump' event chance in the MCM mentions triggering it by things other than 'sitting' (Or using a crafting item). I specifically remember it mentions jumping, but I don't remember what else. <3 Can you really trigger it other ways right now? That would be fantastic.... if it just gets bumped as I'm running or jump, if so, please inform me.

 

I see health, magicka, and stamina drain effects in there in the effects chances sections. Are those used for anything yet? If so, what/how to get it to happen? Thank you for your time.

 

Other people have suggested special on-hit magic events. The reason that I've declined them thus far, is because OnHit is a pretty expensive event to monitor (The Papyrus event we would need to use in order to create such effects). This mod is currently a pretty light load on skyrim's script engine: I'd like to keep it that way.

 

There is an inflatable-plug specific message for sitting down, though I haven't created any for jumping/running/etc just yet.

 

The Magicka drain effect is used by the cursed soulgem plugs, the other two aren't used yet.

 

EDIT:

Forgot to mention, there's also a unique interaction option with the inflatable plugs in your inventory, if you're wearing them. Pretty short, but hey. :P

 

The Devoius device mods arent working for me , I can craft them and picking up the book too with key for the forbidden bookschelf , but no quest occurs and the effects arent working too...

 

MCM menu didnt showing up either , I can put on the cluffs and belts but nothing of them showing up , I have all the required files , Sexlab Aroused , the resource pack 2.50 CBBE. and the latest sexlab.

 

Sounds like the scripts aren't running: Are you sure that you installed the mod correctly? If you are, upload a copy of your log, and I'll take a look.

 

@eradawn: I had that trouble too. But, it's because the mod isn't registering in the menu, and therefore not starting properly.

 

What I do is make sure the DD menu gets added before continuing playing. If I start a new game, I always look for DD's entry, because it's about 50/50 that it does activate (or that's what it feels like). So, I keep trying until it does come up (along with all the other mods). Hope this helps you.

 

No idea why that happens for a small set of you: I've never once seen that issue, nor have any of the users that beta-test releases. I've seen other users report that problem for other mods, too: Perhaps you guys are running a very out of date SkyUI installation or something?

 

 

Posted

I seem to be having some trouble with the armbinder, when I equip it I end up with some kind of audio bug *click click* 

 

is it the script refreshing or something and is there a simple way to remove it?

Posted

@CobaltStarr

 

CheckDeviceEscape now actually has three results, with a positive<100 value being critical faliure, which breaks a lockpick (see ZadEquipScript section "Lockpick Menu"). It can easily be expanded upon by extension mods, which is good enough for a framework mod (not that I've seen it done properly, yet).

 

I'll second the rest.

zadEquipScript.psc : Line 489 : Function DeviceMenuMagic()

if unlockChance >= 100
    out += ...Fail()
elseif unlockChance >= 0
    out += ...Moderate()
else
    out += ...Success()
    RemoveDevice(libs.PlayerRef, destroyDevice=true)
Endif

The code above (with flavor text snipped out and made generic for clarity) is what's confusing me. See how the high chance option is the FAIL option? It's the same on all three paths that have a chance to work. Took another look and DeviceMenuPickLock does do it differently. So this is only true on the magic paths. Still confusing seeing success as -1.  <_<

 

This is why I suggested the change. If you used my code, the snip above would change to:

 

if escapeResult < -100
    out += ...Fail()
elseif escapeResult < 0
    out += ...Moderate()
else
    out += ...Success()
    RemoveDevice(libs.PlayerRef, destroyDevice=true)
Endif

Not a huge change, but far more clear. I like clarity in code. I'm not the best when it comes to regularly commenting my work, so I tend to let the code describe itself, and only comment the bits that really need it. Note how I changed the variable name from unlockChance to escapeResult? That's due to the fact the original CheckDeviceEscape returns the player's skill + a random value (0 to 100), mine does that and subtracts the device's resistance (threshold + 20% arousal + 100) so that my function actually tells you how much you succeeded or failed by. Which means that if you fail by more than 100, you never had a chance, so let the player know that so they don't waste time trying the impossible (unless they want to for fun/roleplaying/etc. :) ).

 

I know this is quibbling on my part somewhat, but the original code says, "the higher your skill and random chance, the more likely it is you'll receive the WORST FAILURE MESSAGE." That's very, very backwards to my way of thinking. :(

 

Please consider my suggestions?

Posted

i am really surprised that nothing has changed here. after these months i downloaded steam and skyrim, took the new sexlab, fnis, skse , installed all requirements.

Boss still does not recognize ddintegration, but places it at the right Position.  wyre bash still shows ddintegration as an orange file, which it is.

and of course after alternate start in whiterun, buying a horse, quicksave on horseback, loading that save, the horse still flies around like always.

great you still ignored all that.  you keep that basic error , although a couple more mods use this mod as requirements. i just can shake my head about  such arrogance.

of course you dont Need to check this, not necessary because you are king.

Posted

i am really surprised that nothing has changed here. after these months i downloaded steam and skyrim, took the new sexlab, fnis, skse , installed all requirements.

Boss still does not recognize ddintegration, but places it at the right Position.  wyre bash still shows ddintegration as an orange file, which it is.

and of course after alternate start in whiterun, buying a horse, quicksave on horseback, loading that save, the horse still flies around like always.

great you still ignored all that.  you keep that basic error , although a couple more mods use this mod as requirements. i just can shake my head about  such arrogance.

of course you dont Need to check this, not necessary because you are king.

 

Who do YOU think you are? King?

 

You take your timeout, come back from whatever you did, and expect others to work to your liking?

 

I just shake MY head about such arrogance.

 

 

PS. to all others.

Sorry for this rant, but I just couldn't keep quiet here. I never ever read such an arrogant post in my life. 

Posted

PS. to all others.

Sorry for this rant, but I just couldn't keep quiet here. I never ever read such an arrogant post in my life. 

 

Don't worry, you're just putting into words what the rest of us are thinking.

Posted

Boss still does not recognize ddintegration,

 

BOSS will never recognize any of these new files, because it is not kept up to date anymore.

We have moved to it's successor LOOT.

 

https://loot.github.io/

 

I have mentioned this change in several occasions here in LL. Other members have advised players to move in to it as well.

 

It is daily mentioned in Steam discussions and especially in pinned threads there - which you should occasionally follow, because there is no other common for all channel to inform all players about vital changes related to applications around this game.

 

You can't accuse LL modders, if your game is a mess only because you are unwilling to keep up with the progress.

 

Seriously.

It is your own ignorance at work here.

 

Posted

My responses are in orange.

This mod is awesome and I thank everyone involved for bringing it into the world. That being said I've had a few issues and found somethings I wish worked a little differently, but overall, these things are minor while the rest works awesomely!  :wub:


Issues:
 
If any of this has been mentioned previously, I apologize, but the thread is over 200 pages long! I, unfortunately, am about to begin hunting for a job, so I don't have the time to read all of that to see if these things have been mentioned before.

1 - The "Manipulate Locks" option on armbinders is global and permanent.

This means that I just need to get one armbinder, manipulate the locks and I have freedom instantly from any armbinder there after. Given that I cannot cheat my way out of a device using the console (Kudos for that! Whether it's deliberate or accidental doesn't matter, it's still a nice touch. :) ), this definitely feels cheaty.

 

Intentional! And, hmm. Noted. An application of PapyrusUtil would easily fix that (The library was much more infantile when I implemented the armbinder's than it is now). Added to the list.

Off the top of my head, maybe using the option applies a scriptless magic effect to the player with a duration of 1 second (or less?). (So if you leave the inventory screen, the effect wears off near-instantly.) If an armbinder is equipped while the effect is in place, then enable the flag that lets you escape easily, otherwise disable it? If that won't work, I apologize, just throwing out an idea.  :shy:

2 - Ebonite ball and ring gags seem to be confused as to which is what.

That is, the ebon ring gag thinks it should be blocking food and drink, while the ball doesn't. :P I need to do a simplified install to make sure it's not some other mod that's causing this. Just letting you know what I've noticed.

 

Odd: I can't reproduce this one.

If this isn't the place for expansion issues, I again apologize.

3 - Swimming with a blindfold removes the blindfold effect.

I'm not sure what you can do about this since it seems to be a limitation of the engine, but I thought I'd mention it since I'm in full "bug squasher mode".

 

Engine issue. Could potentially be worked around, if there are animation events that I can register for to track player submergence / emergence. I'm not sure as to whether or not those exist, however.

4 - Food and drink while ball gagged.
 
I had a request regarding this, but after thinking about it, it just didn't work. If it's not possible to simply disable the consumption of food-like items then I have no idea how to make this system work better without causing more problems.  :( But since I'm "squashing bugs" I'll let you know about the issues I have with the current system.

  • Food-like items can still be consumed when they're in another container.

Known issue. Can't resolve that, short of blocking access to other containers (Which would be very detrimental to the player's gameplay experience, obviously).

  • You can "carry" unlimited food and drink while gagged without affecting your carry weight.

And again, it seems to be a limitation of the engine that's causing these issues and you're already doing your best to work around those limits. :(
 

Indeed. More trouble than it's worth to try to fix this, probably.

5 - Improve the escape threshold's linkage to skill level.
 

Base escape difficulty threshold. Higher is harder, lower is easier. At skill 100 and threshold 185, you would have a 15% chance to escape if not particularly aroused. At skill 100 and threshold 150, you would have a 50% chance to escape, and so forth. Note, that this is the base threshold, and that your actual mileage will vary depending on the skill you attempt to escape with.
Default: 185

 
When I first read that, I was left confused as to what that actually meant, math wise. Here's how I would have done things. :P
 

Minimum skill level needed to escape a device without a key. For every skill level higher than the threshold, you add 1% to your escape chance. Note that high arousal levels will make things harder!
Default: 85

 
...Or something like that. I wouldn't change the math at all, just make the slider more directly correspond with skill levels and quietly add 100 to it when doing the check.
 
Actually, re-reading the code, I would change the math. Because the way you've got it now is confusing. Your code returns -1 on success or the chance on failure. But subsequent code then uses that high chance to display the worst failure message.  :blink: Huh? I thought a high chance would be a good thing since you need to beat the threshold to win. May I recommend the following code change?

int Function CheckDeviceEscape(int skillThreshold, string skillName)
    int playerSkill = PlayerRef.GetAV(skillName) As Int
    int effort = playerSkill + Utility.RandomInt()
    int threshold = skillThreshold + Aroused.GetActorExposure(PlayerRef)/5
    return effort - threshold - 100
    ; Returns >= 0 on success, < 0 on failure
EndFunction

Nice, simple, and straightforward. Positive results are good things, while negative results are bad things. :)

 

Haha. The code change is a bit pedantic (Same functionality either way!). The "Low results being good things" probably comes from my AD&D 2.0 days. A low AC is good: A negative AC is better!

The MCM change would certainly make things easier to read, though. I'll implement that one.

Requests:
 
Now that I've got the negativity out, let's get positive! And add new things! :D
 
1 - Change the "Destroy Key" option from a toggle into a probability slider.

I really can't see this taking more than an hour (and that's stretching it!) to implement, and honestly, if I had the time to learn skyrim modding from scratch, I'd just do this myself. Instead, I have to go job hunting.  :(

I've been rather busy myself the last couple of months with the whole "job" prospect (Picked up a big contract): Hence, the gap between updates. (Contrary to what some users seem to think, it's not due to me arrogantly believing that I am a king, who does not need to distribute updates!).

I just don't like the whole binary, "I need 1 key [per device] to escape them all." Instead, I'd rather there be a degree of tension in, "I have 1 key and 5 devices on. I have a 20% chance to destroy my key every time I use it. How many devices can I get out of before it breaks?" Doesn't that sound more evil fun? :D
 
If you still want the one key per device setting, just set the slider to 100%. No breakage, would be 0%. Simple, effective, efficient. :)

 

Sure, this change makes sense, and would be very easy to implement. Added to the list.

 

1a - Add a slider to allow arousal to affect the key break probability.

'Cause let's face it, fully worked up and about to escape to get that much needed relief, your hands would be shaking like a leaf. :s  The fine control needed to turn a fragile key and not break it? >_> Yeah, not happening. :P And like all things, my idea of balanced vs evil is not yours, so let us have another slider! :D
 
And keep the math simple. Like this:

final_break = base_break + (arousal * arousal_break_mult)

I need to go complain to the author of Cursed Loot about their arousal modifier math. *gah*  :P

 

No reason not to add this while adding the other feature. Sure.

1b - If the key breaks, maybe you didn't manage to get the lock open after all?

Yup, another slider. This time for the probability of a successful escape when you broke your key in the attempt.

1c - If you broke your key and failed to get the lock open, maybe you jammed the lock?

It's critical failure time. You got your key, you try to open the lock, but the key broke and you failed to escape. Maybe the key broke off in the lock and you can't clear the obstruction to try again?

This is probably the biggest question mark on my list, but is designed for integration with Captured Dreams. I want a real reason to go to the shop and ask one of them to remove my devices. This would absolutely HAVE to default to zero, no question. Maybe even disable it unless a mod that implements an alternative removal option enables it.

But as I said, this is my biggest question mark, so if you don't implement this, I won't mind.

 

Hmm. I would have this feature (probably) only work on devices that lack the BlockGeneric keyword (Thus, no interference with quests!). I do like the idea though. Added to the list.

2 - Split the blindfold options so I can independently control 1st and 3rd person behavior.

This is part issue, part request, because I find that the immersive 1st person option doesn't work. At least not beyond the first save after I've turned it on. And I'd just love to be able to customize my blindfold experience more than is possible at present. 

I love the darkness of the DD blindfold, but being able to switch to 3rd person to look around even if I can't move feels cheaty to me. So I normally play in Leeches mode, but that doesn't feel dark enough to make it feel like I'm wearing a blindfold. Instead it feels like I'm wearing goggles with grease smeared over the inside of them.

And if you could disable modification of those settings once you have a blindfold on... :3 Bwahahahaha! *coughs* Right, forgot I'm being evil to myself. :shy:  Eep!
 
To clarify my doesn't work after saving: I'll turn on the option, and it works like expected. I'll save, quit, reload, and it's like the toggle stops working leaving me with clear vision and a frozen character in immersive first person mode. And the toggle will be on. :(
 

This is more due to the mod not completely interfacing with Immersive First Person, than anything: IFP switches your view-point to third person, in order to properly render your character. A side-effect of this, is that this third-person is indistinguishable from non IFP third-person. Thus, the first mode restricts your controls.
 
Conclusion:
 
I just want to reiterate that THIS. MOD. IS. AWESOME!  :heart: It may look like I'm asking for a lot, but that's just because of my elaboration on each point. Really, the TL;DR is that I found a few bugs/issues, was confused by the way some of the code worked, and want a few more customization options. The mod is still awesome as is. I just want it to be MORE awesome. :P

Thanks for the feedback. Glad you're enjoying the mod. :)

Posted

i am really surprised that nothing has changed here. after these months i downloaded steam and skyrim, took the new sexlab, fnis, skse , installed all requirements.

Boss still does not recognize ddintegration, but places it at the right Position.  wyre bash still shows ddintegration as an orange file, which it is.

and of course after alternate start in whiterun, buying a horse, quicksave on horseback, loading that save, the horse still flies around like always.

great you still ignored all that.  you keep that basic error , although a couple more mods use this mod as requirements. i just can shake my head about  such arrogance.

of course you dont Need to check this, not necessary because you are king.

 

Hmm. I'm not sure that I should bother responding to this or not. Ah well, here goes.

 

I'm not sure how you can justify a post such as this: "The author of this mod had IRL commitments other than helping me get my jollies, thus he's an arrogant dick!". I don't owe you a thing. I don't owe you *any* future updates. I don't even owe you an explanation for updates being sparse. This mod is something that I develop as a hobby, in my spare time. You sir, have serious mental issues if you believe for a moment that you're somehow entitled to more than I've provided.

 

Addressing your points:

 

Boss still does not recognize ddintegration, but places it at the right Position. 

Firstly, boss is a third-party tool. It's not my problem whether or not it properly recognizes integration. Secondly, Boss is, and has been for quite some time, dead.

 

wyre bash still shows ddintegration as an orange file, which it is.

This has absolutely no in-game impact.

 

and of course after alternate start in whiterun, buying a horse, quicksave on horseback, loading that save, the horse still flies around like always.

Yup, this one is still a known (low priority) bug.

 

great you still ignored all that.  you keep that basic error , although a couple more mods use this mod as requirements. i just can shake my head about  such arrogance.

of course you dont Need to check this, not necessary because you are king.

 

I don't have anything else to say in regards to this, but "lol".

Posted

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

Posted

He has a tendency to make those kind of posts, which is why he's been on my ignore list for a long, long time.  Pay no attention to the seagull, just continue working on this nice mod, and remember that even though we may not speak up enough ( <pointing at self> "guilty as charged") we do appreciate the work you and all of the DD mod developers have put into the mods :heart:  .

Posted

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

You need Assets its on another page, To check and see if you have assets it would be in

 

Data\Devious Devices Assets\mesh\Devices\ the meshes

 

You have to not be wearing any devices when you pull the book off the shelf, sometimes it doesn't always fire.

So just put the book back and take it off the shelf again, Ulrag might look like a buff varascular ork but in fact he's quite aged and failed to comply with ork beliefs by suiciding himself on a stronger opponent.

 

Actually in the future Ulrag is found dead beneath a pile of books from a collapsed bookshelf his boney hands clutching the last known copy of "Chastity Belts and The Empire" a disrotation on there practical uses by Zaid.

Posted (edited)

I've encountered an issue where none of the items I equip seem to show up on my character (the same goes for NPCs). The items show up just fine in game (eg: in the crafting menu, on the ground, etc.) but for some reason they won't show up on characters. Please help?

Edited by superpyromaniac
Posted

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

Posted

Horse flying glitch has nothing to do with DDi but is instead introduced by Racemenu.

 

ECE had the same issue, they got around it by having the player dismount and remount the horse as soon as a game is loaded.

Posted

This comment:

 

I've been rather busy myself the last couple of months with the whole "job" prospect (Picked up a big contract): Hence, the gap between updates. (Contrary to what some users seem to think, it's not due to me arrogantly believing that I am a king, who does not need to distribute updates!).

 

was so pointed, and so correct, that it almost made it worthwhile to read MagicRealm's earlier post.  Bravo.

Posted

 

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

 

 

No, the MCM menu is there, I can check and uncheck everything, if I have Captured Dreams enabled, some of the textures work, whereas I can not load save games. ( Even post installation new games).

 

 

Posted

 

 

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

 

 

No, the MCM menu is there, I can check and uncheck everything, if I have Captured Dreams enabled, some of the textures work, whereas I can not load save games. ( Even post installation new games).

 

 

Are you using the UNP or CBBE body?

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