NTK Posted September 21, 2014 Posted September 21, 2014 all the objects are blue to me wahtever mod im using all items from devious devices are blue I tried reinstalling the mods and the game but i still does'nt work anything that can fix this? some problem:
Veladarius Posted September 21, 2014 Posted September 21, 2014 all the objects are blue to me wahtever mod im using all items from devious devices are blue I tried reinstalling the mods and the game but i still does'nt work anything that can fix this? some problem: Those are all items from the ZAZ Animation Pack not Devious Devices, the textures are not installed for the items (they are in a separate download now).
NTK Posted September 21, 2014 Posted September 21, 2014 all the objects are blue to me wahtever mod im using all items from devious devices are blue I tried reinstalling the mods and the game but i still does'nt work anything that can fix this? some problem: Those are all items from the ZAZ Animation Pack not Devious Devices, the textures are not installed for the items (they are in a separate download now). ehm... I can't find where is it.... Can you give the link please?
Content Consumer Posted September 21, 2014 Posted September 21, 2014 all the objects are blue to me wahtever mod im using all items from devious devices are blue I tried reinstalling the mods and the game but i still does'nt work anything that can fix this? some problem: Those are all items from the ZAZ Animation Pack not Devious Devices, the textures are not installed for the items (they are in a separate download now). ehm... I can't find where is it.... Can you give the link please? http://www.loverslab.com/files/download/156-zaz-animation-pack-2014-08-29/ Download the file: ZazAnimationPack_Textures_V0600.7z
NTK Posted September 22, 2014 Posted September 22, 2014 TL;DR = Mod "Alternate Start: Live a Deviant Life Resurrection" + "SD+" + "DD" was my issue. Not using Alternate Start Deviant fixed my issue. Just wanted to follow up. My issue ended up being I was using the mod "Alternate Start: Live a Deviant Life Resurrection" to start the game with devious devices on my character. After starting I found talked to a guard and happened to see a dialogue option that said "Can you help me with my chains..." or some such. When choosing this I got a message claiming I had been released from my chains, and I could remove the chastity belt. I got the quest completion because the belt was technically removed, but I hadn't done it through devious devices' means. That dialogue option was from Sanguine's Debauchery +, which has DD integration. I can only assume that SD+ saw the belt and allowed the "help with chains" option as if I were enslaved, but DD was re-equiping the belt the instant it was removed due to the fact that I hadn't broken it or used a key. Also, This has probably been asked here before, but I can't read through all These 250 pages. So I have a Problem with the bound Animation. It lags heavy (the Animation starts, but stops and stars again, there are no longer animations), this can mostly be seen during the "struggle" Animation. The struggle Animation starts for a second, but then my char just stands there and waits for the next Phase. Again, next Phase, my char does the Animation for a few second but then just goes back to normal and waits until the Phase is over. Has anybody had the same issue and know how to solve it? I had this issue wen using custom Idle animations before. I simply removed them to fix it. Though, I'm sure they can be made to work together. I just didn't need them that bad. Hope you get it solved. same problem, but uninstal the idles didn't work... I can't figure other solutions. Maybe someone link the needed anim to work?
baitlob Posted September 23, 2014 Posted September 23, 2014 I love the mod, the quests, and the other things relating to this quests... i specifically like how customizable it is, giving me 'what i want'... that said, i found an incompatibility i thought i'd share as i searched through the thread and didn't find anything specifically relating to it... i was running this fine, until i installed an ENB shader mod, (it replaces the default shaders with more advanced shaders, it's a wrapper over the existing dx9 implementation, if you're unfamiliar) and when i did, the blindfolds stopped working. i could see clear as day when they were on or off. likely due to the way it handles shaders and the filter applied over vision for the effect. but i noticed in the thread a few people had problems with the blindfolds not working correctly and thought this might shed some light.... a workaround would be to have a... mostly opaque object in front of the first person skeleton's vision, obscuring it... but for now? this mod's too important to me and i disabled enb's prettiness.
Veladarius Posted September 23, 2014 Posted September 23, 2014 I love the mod, the quests, and the other things relating to this quests... i specifically like how customizable it is, giving me 'what i want'... that said, i found an incompatibility i thought i'd share as i searched through the thread and didn't find anything specifically relating to it... i was running this fine, until i installed an ENB shader mod, (it replaces the default shaders with more advanced shaders, it's a wrapper over the existing dx9 implementation, if you're unfamiliar) and when i did, the blindfolds stopped working. i could see clear as day when they were on or off. likely due to the way it handles shaders and the filter applied over vision for the effect. but i noticed in the thread a few people had problems with the blindfolds not working correctly and thought this might shed some light.... a workaround would be to have a... mostly opaque object in front of the first person skeleton's vision, obscuring it... but for now? this mod's too important to me and i disabled enb's prettiness. A number of enb's mess with effects like that, I have had the same problem with vampire / werewolf nightvision and enb's. I ended up disabling the OriginalObjectsPostProcessing in the enb and making modifications to a number of settings from there.
darkconsole Posted September 23, 2014 Posted September 23, 2014 Current issue: when effects like vibrators cause the player to stop and rub themselves, you can still move. So the animation goes on but you can slide her around where ever. I've been going through the chain of control disabling functions, and honestly I don't understand why its made to be as hard as it is currently. zadLibs.StartThirdPersonAnimation() -> zadLibs.DisableControls(void); --> zadPlayerControl.SetDiabledControls(true, true, false, true true) ---> zadPlayerControl.InternalReapplyPlayerControls(void) ----> zbfBondageShell.ReapplyPlayerControls(void) ----? *magic* -----> Game.DisablePlayerControls(values) long story short. i can't figure out why the fuck i can still move when devices trigger third person animations. help please? lol
Min Posted September 23, 2014 Author Posted September 23, 2014 Current issue: when effects like vibrators cause the player to stop and rub themselves, you can still move. So the animation goes on but you can slide her around where ever. I've been going through the chain of control disabling functions, and honestly I don't understand why its made to be as hard as it is currently. zadLibs.StartThirdPersonAnimation() -> zadLibs.DisableControls(void); --> zadPlayerControl.SetDiabledControls(true, true, false, true true) ---> zadPlayerControl.InternalReapplyPlayerControls(void) ----> zbfBondageShell.ReapplyPlayerControls(void) ----? *magic* -----> Game.DisablePlayerControls(values) long story short. i can't figure out why the fuck i can still move when devices trigger third person animations. help please? lol Haha. The system is as complex as it is (Not that bad!) in order to better support mod interoperability. Initially, DD managed the player controls independently (And did so well). The problem with this approach, being that other mods (Zaz based mods, etc) could override DD's controls (And vice-versa), leading to undesirable results. Zaz utilizes a semaphore (Reference counting) in order to properly handle individual aspects of player controls. Thus, if multiple mods require that certain aspects of the player's controls be disabled, that behavior is not lost if one mod no longer requires that the player's ability to move (Or to open the menu, etc) are disabled. Given Zaz's position as a top level dependency for many mods, it makes sense for this functionality to belong there. As to your problem, the most likely culprit is that you have a mod not utilizing the Zaz scripts which is reenabling the controls. Failing that, try resetting the player controls (Through the zaz mcm menu).
darkconsole Posted September 23, 2014 Posted September 23, 2014 Current issue: when effects like vibrators cause the player to stop and rub themselves, you can still move. So the animation goes on but you can slide her around where ever. I've been going through the chain of control disabling functions, and honestly I don't understand why its made to be as hard as it is currently. zadLibs.StartThirdPersonAnimation() -> zadLibs.DisableControls(void); --> zadPlayerControl.SetDiabledControls(true, true, false, true true) ---> zadPlayerControl.InternalReapplyPlayerControls(void) ----> zbfBondageShell.ReapplyPlayerControls(void) ----? *magic* -----> Game.DisablePlayerControls(values) long story short. i can't figure out why the fuck i can still move when devices trigger third person animations. help please? lol Haha. The system is as complex as it is (Not that bad!) in order to better support mod interoperability. Initially, DD managed the player controls independently (And did so well). The problem with this approach, being that other mods (Zaz based mods, etc) could override DD's controls (And vice-versa), leading to undesirable results. Zaz utilizes a semaphore (Reference counting) in order to properly handle individual aspects of player controls. Thus, if multiple mods require that certain aspects of the player's controls be disabled, that behavior is not lost if one mod no longer requires that the player's ability to move (Or to open the menu, etc) are disabled. Given Zaz's position as a top level dependency for many mods, it makes sense for this functionality to belong there. As to your problem, the most likely culprit is that you have a mod not utilizing the Zaz scripts which is reenabling the controls. Failing that, try resetting the player controls (Through the zaz mcm menu). alright, i'll start digging through these other addons to see if they are fighting. my addon list hasn't changed in a long time though, just version updates. so here we go...
Zyox Posted September 24, 2014 Posted September 24, 2014 My Papyrus log is getting spammed with this: [09/23/2014 - 09:29:02PM] Dumping stack 130570:[09/23/2014 - 09:29:02PM] Frame count: 1 (Page count: 1)[09/23/2014 - 09:29:02PM] State: Waiting on other stack for call (Freeze state: Freezing)[09/23/2014 - 09:29:02PM] Type: Normal[09/23/2014 - 09:29:02PM] Return register: None[09/23/2014 - 09:29:02PM] Has stack callback: No[09/23/2014 - 09:29:02PM] Stack trace:[09/23/2014 - 09:29:02PM] [zadNPC (1502F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 84[09/23/2014 - 09:29:02PM] IP: 22 Instruction: 1 Line: 84[09/23/2014 - 09:29:02PM] [::temp19]: None[09/23/2014 - 09:29:02PM] [::temp20]: 0[09/23/2014 - 09:29:02PM] [::temp21]: False[09/23/2014 - 09:29:02PM] : 0[09/23/2014 - 09:29:02PM] [akActor]: None[09/23/2014 - 09:29:02PM] [::temp22]: None[09/23/2014 - 09:29:02PM] [::temp23]: None[09/23/2014 - 09:29:02PM] [::temp24]: None[09/23/2014 - 09:29:02PM] [::temp25]: False[09/23/2014 - 09:29:02PM] [::NoneVar]: None Dunno if it's normal or if it's been brought to your attention yet, but I think it's causing my scripts to lag beyond playability. I skimmed through the block of code around that line in the source files, but couldn't see what's wrong. My apologies if it's not the cause of my script engine lagging, would appreciate some assistance pointing me in the direction of the culprit. Here's a thread where I'm trying to fix my game.
Veladarius Posted September 24, 2014 Posted September 24, 2014 My Papyrus log is getting spammed with this: [09/23/2014 - 09:29:02PM] Dumping stack 130570: [09/23/2014 - 09:29:02PM] Frame count: 1 (Page count: 1) [09/23/2014 - 09:29:02PM] State: Waiting on other stack for call (Freeze state: Freezing) [09/23/2014 - 09:29:02PM] Type: Normal [09/23/2014 - 09:29:02PM] Return register: None [09/23/2014 - 09:29:02PM] Has stack callback: No [09/23/2014 - 09:29:02PM] Stack trace: [09/23/2014 - 09:29:02PM] [zadNPC (1502F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 84 [09/23/2014 - 09:29:02PM] IP: 22 Instruction: 1 Line: 84 [09/23/2014 - 09:29:02PM] [::temp19]: None [09/23/2014 - 09:29:02PM] [::temp20]: 0 [09/23/2014 - 09:29:02PM] [::temp21]: False [09/23/2014 - 09:29:02PM] : 0 [09/23/2014 - 09:29:02PM] [akActor]: None [09/23/2014 - 09:29:02PM] [::temp22]: None [09/23/2014 - 09:29:02PM] [::temp23]: None [09/23/2014 - 09:29:02PM] [::temp24]: None [09/23/2014 - 09:29:02PM] [::temp25]: False [09/23/2014 - 09:29:02PM] [::NoneVar]: None Dunno if it's normal or if it's been brought to your attention yet, but I think it's causing my scripts to lag beyond playability. I skimmed through the block of code around that line in the source files, but couldn't see what's wrong. My apologies if it's not the cause of my script engine lagging, would appreciate some assistance pointing me in the direction of the culprit. Here's a thread where I'm trying to fix my game. The Dump Stack error basically mean papyrus was overloaded so everything waiting to be done was tossed out by it. These errors are a result of whatever killed everything, you may not be able to fix your current save. If you want to find the culprit, start looking for errors that happened before this, the likely issue is another mod's scripts were erroring as every time I see these it was not Integration that started it.
Zyox Posted September 24, 2014 Posted September 24, 2014 Thank you for the prompt reply and explanation! Had no clue it worked that way. But anyways... Disregard that post, I had the previous version of DD - Integration, just updated it. Yes, I'm with stupid when alone.
moddingnoob Posted September 24, 2014 Posted September 24, 2014 So, I'm sure this has been asked before, but I don't know how to use this site's search, and even if I did, I don't know what I would search for. Anyway, sometimes, when I go to unequip a device, it unequips in the inventory without bringing up a sub-menu, but it is still equipped on my character. There is no way to remove it, because it is already unequipped, and I've tried using the console to remove the items, but that won't work either.
Srende Posted September 24, 2014 Posted September 24, 2014 So, I'm sure this has been asked before, but I don't know how to use this site's search, and even if I did, I don't know what I would search for. Anyway, sometimes, when I go to unequip a device, it unequips in the inventory without bringing up a sub-menu, but it is still equipped on my character. There is no way to remove it, because it is already unequipped, and I've tried using the console to remove the items, but that won't work either. Removing it will only remove the item you see in your inventory, the item shown and actually equipped on your character is a separate one you can't interact directly with. Instead it's equipped through the scripts when you use the menu from inventory items. So, easiest way to fix the issue is to equip the inventory item through console.
Coopervane Posted September 24, 2014 Posted September 24, 2014 Thank you for the prompt reply and explanation! Had no clue it worked that way. But anyways... Disregard that post, I had the previous version of DD - Integration, just updated it. Yes, I'm with stupid when alone. I can always appreciate when people share how they came to fix their issue (so other posters who may be in the same boat can get a solution), and most certainly when they can do so with a bit of humour. Well played
galgat Posted September 25, 2014 Posted September 25, 2014 when i college winter hold. some son of bitch come to me and said charging gem. and i insert goddamm gem almost weak. but that son of bitch still said not enogh. how long i must do this? I am beginning to think this one needs its own thread..LOL 1. I know is not funny, is very flustrating. 2. You have to have arousel at 100. 3. stand next to Sergious, stand naked you will arouse faster. set anything in "Sexlab Aroused" MCM that will make it build arousel faster. 4. be ready to click on Sergious at any time, but wait until arousel is 100, and vibrations start, might have to sleep once or twice too. 5. Main thing is you have to click him at the right time, if you miss, your character will hit the floor, and go into the mastibation animation, and your screwed again until next time your Arousel reaches orgasimic propotions. 6. when those vibrations start begin trying to click Sergious. once you do it right it will finally be over. 7. It can be tough to catch at the right time, and hard to understand just what you need to do. I found myself lip syncing every response that Sergious said, as I had heard them so many times. I wore that thing for over 2 month's game time (my first, and last time, Meaning I don't think I will ever pick it up again ), it was very tiresome, and troubling. 8. but you do get a rather usefull Item if you finally finish it the right way.
galgat Posted September 25, 2014 Posted September 25, 2014 My Papyrus log is getting spammed with this: [09/23/2014 - 09:29:02PM] Dumping stack 130570: [09/23/2014 - 09:29:02PM] Frame count: 1 (Page count: 1) [09/23/2014 - 09:29:02PM] State: Waiting on other stack for call (Freeze state: Freezing) [09/23/2014 - 09:29:02PM] Type: Normal [09/23/2014 - 09:29:02PM] Return register: None [09/23/2014 - 09:29:02PM] Has stack callback: No [09/23/2014 - 09:29:02PM] Stack trace: [09/23/2014 - 09:29:02PM] [zadNPC (1502F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 84 [09/23/2014 - 09:29:02PM] IP: 22 Instruction: 1 Line: 84 [09/23/2014 - 09:29:02PM] [::temp19]: None [09/23/2014 - 09:29:02PM] [::temp20]: 0 [09/23/2014 - 09:29:02PM] [::temp21]: False [09/23/2014 - 09:29:02PM] : 0 [09/23/2014 - 09:29:02PM] [akActor]: None [09/23/2014 - 09:29:02PM] [::temp22]: None [09/23/2014 - 09:29:02PM] [::temp23]: None [09/23/2014 - 09:29:02PM] [::temp24]: None [09/23/2014 - 09:29:02PM] [::temp25]: False [09/23/2014 - 09:29:02PM] [::NoneVar]: None Dunno if it's normal or if it's been brought to your attention yet, but I think it's causing my scripts to lag beyond playability. I skimmed through the block of code around that line in the source files, but couldn't see what's wrong. My apologies if it's not the cause of my script engine lagging, would appreciate some assistance pointing me in the direction of the culprit. Here's a thread where I'm trying to fix my game. These ::temp are as best i have understood are Alias call's but for and Alias that has not been given a ref. (and this is intentional, and a feature in the CK) and will be assigned one in script, quite often with Do while loop. But I could easy be wrong on this. I do know that bethesda will fire some of these off on the insect creating activators, when the time is not right for Day/night insects, to remove and add them, and if you jump and area during this time they take quite a while to clear out. You have probably tried Savetool, as it is the easiest save cleaner to use, and is a very good one. But you may wish to take the time to learn how to use "PDTWrapper" Papyrus Scrip scalpel ("Well worth learning how to use") (Its interface can be a little daunting) http://www.nexusmods...im/mods/53045/? It is not as hard to use as you would think for standard fixes, and is way more powerful than "savegamecleaner" Study the makers info on how to use it well Most problems can be done with the button "Remove Unattached Instances" some really messed up save files may need to run more than once, testing the save each time, and returning to PDTWrapper to do "Remove Unattached Instances" again. each time it will find if they are there, and attempt to repair. 1. basic use is very simple it does not over write your save when you load your .ess save file, and tell it which log file to use. you make changes, and it makes a new save file when you close it. If you are using ModOrganizer Be sure to get the save file from you Profile in ModOrganizer Folder. You log file will or should still be in the normal C:\Users\Kim\Documents\My Games\Skyrim\Logs [Also be sure to add the Data path to any mod you have installed in ModOganizer to the Data path area of PDTWrapper] 2. "wipe your log records so you will have new logs, and test the new save file in your game after you have made your edits, and see if log is improved, and nothing is mucked up. if so then save game. 3.look at log, see what is there that is still error causing, and needs to be clean (Read, think, and be sure), reload your new .ess save file back up in "society " these errors that are still there can be filtered, and removed in "PDTWrapper", once done again close "PDTWrapper" you will once again get a new save to test. 4. wipe logs, and test this new save, and see if improved. some times will take many attempts to get cleaned up but is worth it, if you muck up your game just return to one of the earlier saves that was functioning fine, be sure to keep the backup .ess save file that is functioning always until are fully sure you have everything right. 5. It is the best Save game cleaner out there, and it is trickier to use, but learning how to use it is worth it, the power to resque games that can be resqued no other way are there. 6. Also if you are not running "OneTweak" you might try it, I find it helps me a lot with stutter problems, in fact it removed all of them for me. 7. Do read the Doc's that the maker has posted, and study them well, and look for other more detailed info on PDTWrapper where you can find it. You may have already done all this, I am only trying to help, and am sorry if what i have tried to tell you is useless. 8.One other thing you might try if you have not already done so is In you data/SKSE folder make and SKSE.ini [with a text editer] files and place in the text file these lines. [General] ClearInvalidRegistrations=1 I am sure you have already done all this, but I am only trying to help.
moddingnoob Posted September 25, 2014 Posted September 25, 2014 So, I'm sure this has been asked before, but I don't know how to use this site's search, and even if I did, I don't know what I would search for. Anyway, sometimes, when I go to unequip a device, it unequips in the inventory without bringing up a sub-menu, but it is still equipped on my character. There is no way to remove it, because it is already unequipped, and I've tried using the console to remove the items, but that won't work either. Removing it will only remove the item you see in your inventory, the item shown and actually equipped on your character is a separate one you can't interact directly with. Instead it's equipped through the scripts when you use the menu from inventory items. So, easiest way to fix the issue is to equip the inventory item through console. Thanks man, this helped.
greyspammer Posted September 25, 2014 Posted September 25, 2014 I searched for this but could not find an answer. I'm creating a mod where a unique NPC is to be equipped in the course of a dialog with a couple of devices (armbinder, gag, etc.). It works fine in the cell where it happens, but when the NPC goes to another cell, she isn't animated anymore. This is what it looks like after a cell change: As you can see, neither are her arms in the binder nor is her mouth open. The documentation says I should use: libs.ManipulateDevice(akTarget, libs.armbinder, true) But that does not produce the desired effect. She is equipped with the default armbinder, yes, but after a cell change, her animation stops. Using SetOutfit on the actor with an outfit containing all devices I want to equip (much more convenient) works just as well (or bad). In case this is relevant, the actor is created by a quest alias (EDIT: Nope, doesn't appear to be fixed when I place the NPC manually in the world). So, my question is: What do I have to do/read/understand to get the animation working across cells?
darkconsole Posted September 25, 2014 Posted September 25, 2014 I searched for this but could not find an answer. I'm creating a mod where a unique NPC is to be equipped in the course of a dialog with a couple of devices (armbinder, gag, etc.). It works fine in the cell where it happens, but when the NPC goes to another cell, she isn't animated anymore. This is what it looks like after a cell change: dd-notworking1.jpg As you can see, neither are her arms in the binder nor is her mouth open. The documentation says I should use: libs.ManipulateDevice(akTarget, libs.armbinder, true) But that does not produce the desired effect. She is equipped with the default armbinder, yes, but after a cell change, her animation stops. Using SetOutfit on the actor with an outfit containing all devices I want to equip (much more convenient) works just as well (or bad). In case this is relevant, the actor is created by a quest alias (EDIT: Nope, doesn't appear to be fixed when I place the NPC manually in the world). So, my question is: What do I have to do/read/understand to get the animation working across cells? in the mcm there is a polling option and "slotted npc" option. if you dick around with these after cell changes you will see the armbinder is broke like that, but then a half second later she will resume the proper position.
greyspammer Posted September 25, 2014 Posted September 25, 2014 Ah, crap. I feel stupid now. The number of slotted NPCs was 0. That's one less than I have bound NPCs right now. I had this set correctly earlier, but some time during the development, I started a new game to test some other issues. And then forgot to re-set the value. At the time, it didn't matter. But then I kept using that savegame for this quest and... surprise! I have to make a mental note to document this for the users of my mod when its finished. Or they might run into the same problem.
afa Posted September 26, 2014 Posted September 26, 2014 OH GOD ran in to some super crazy crashing issue!!!! ....ok I lied. it's actually just a minor curious thing. Are the magic effects Pierced Clit and Pierced Nipple suppose to give +1 health each? I was wondering why my PC health is at 792, questioning where that 2 extra health comes from. Made a new character see 100 health, craft some piercing and noticed it jumped up by 1 each after equipping each one.
Krazyone Posted September 26, 2014 Posted September 26, 2014 (edited) I've got all the stuff for Zed, but he won't let me advance the quest. The Dynamo core isn't registering as being completed, despite me having it, and the quest being closed on the map. Any way to advance the quest after you find Zed, I have the 3 items he needs. Edited September 26, 2014 by Krazyone
galgat Posted September 27, 2014 Posted September 27, 2014 I know you did and all, but was the dynamo the one with the map marker, or just one you found? I know is stupid question, but as I remember there are other Dynmo's in the game, so i was wondering. I have done that paticular quest many time's, and it is one that has never failed for me, Early on I did not know to look in soltheim for Zed, but other than that It has always worked.
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