Srende Posted October 4, 2014 Posted October 4, 2014 You might try using Skyrim Bound's function to remove all gear... http://www.loverslab.com/files/file/1076-skyrim-bound/ That should work to fix everything. Nope, the DD items have safeguards against being removed like that + SB won't let you activate it anyway if you're wearing any of the DD items already.
Content Consumer Posted October 4, 2014 Posted October 4, 2014 You might try using Skyrim Bound's function to remove all gear... http://www.loverslab.com/files/file/1076-skyrim-bound/ That should work to fix everything. Nope, the DD items have safeguards against being removed like that + SB won't let you activate it anyway if you're wearing any of the DD items already. Curses! Foiled again. I'll get rid of you yet, Chastity Belt! You and your little sidekick Vaginal Plug!
iClarke Posted October 4, 2014 Posted October 4, 2014 In the "Devices Underneath (1)" setting, I've noticed that everything is set to "None (Disabled)" by default except for Chastity Bra / Piercings (56) in the Body - Full (32) #0 slot. Is there an explanation for this?
Mord Sif Posted October 4, 2014 Posted October 4, 2014 In the "Devices Underneath (1)" setting, I've noticed that everything is set to "None (Disabled)" by default except for Chastity Bra / Piercings (56) in the Body - Full (32) #0 slot. Is there an explanation for this? If you wear armour or clothing that covers the chest (as the vast majority of them do) the bra or piercings would likely be clipping through and looking odd. A lot of armour will change breast shape, too, meaning you might get a situation where the nipple rings are hanging in thin air in front of the armour. So, by default wearing anything in the body slot is set to turn anything in the bra/nipple piercing slot invisible to avoid those kind of issues. If you don't mind clipping, or have topless armour, it can be disabled. Some of the other devices can also clip but the piercings are the ones that do most often, so they're the only ones set by default to be hidden.
Scardust Posted October 5, 2014 Posted October 5, 2014 I have some problems with the animations from DD. Whenever something is being placed on my char it does not use the specific animation. So when the arms are bound together my char just holds them as every. Hard to describe please see pics. I have run FNIS, installed the ZAZ animation, DD, DD assets, DD integration and using it with DD cursed loot and bound. I am using the FNIS gender specific animation path (also tried disabling it but nothing changed). Reading and searching the threads brought not solution but maybe I have overlooked something Papyrus and load order is attached. Papyrus.0.log.7z
Mirrorimage Posted October 5, 2014 Posted October 5, 2014 Updated my post from a few days ago. If anyone else ever has problems with Elder Scrolls not showing up in your hands... I somehow managed to fix the problem by uninstalling all DD mods, cleaning the save, and reinstalling the DD mods again. No idea what went wrong in the first place. Regardless, I can now fully enjoy Integration again, keep up the good work!
darkconsole Posted October 5, 2014 Posted October 5, 2014 can we get a SheatheWeapon() and a Wait() before triggering the random event animations like "you allow your hands to wander"? reason being, when this happens, if you have your weapons out, you cannot attack again after until you unequip and requip them. when i see the text pop up i mash sheathe as fast as i can but sometimes i miss it.
Nalessa Posted October 5, 2014 Posted October 5, 2014 Been a while since I've seen any updates, just wondering, how is the next major DD assets/intergration/ etc etc update coming along? I love all the previews in the assets from a while ago now, can't wait to see what new possible intergration effects or quests will be added aswell! Not to mention captured dreams ... expansions potentially ... the ponygirl race ... soo much to look forward too!
darkconsole Posted October 6, 2014 Posted October 6, 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 found the cause of this. just to fyi followup. i was using the mod/controlmap hack that allows you to use both the gamepad and keyboard at the same time. after getting rid of that because of other issues she gets properly locked down when events tick. not sure why it would cause that, but it was. apparently.
Albireothemad Posted October 6, 2014 Posted October 6, 2014 I am having a problem where I get a message whenever I load the game stating that "Assets are Undefined" or something like that and suggests that my Devious Devices - Assets is out of date, even though I am using the only available version(2.8.2).
Min Posted October 6, 2014 Author Posted October 6, 2014 can we get a SheatheWeapon() and a Wait() before triggering the random event animations like "you allow your hands to wander"? reason being, when this happens, if you have your weapons out, you cannot attack again after until you unequip and requip them. when i see the text pop up i mash sheathe as fast as i can but sometimes i miss it. SheathWeapon / Wait are already called as part of the standard "Play Animation" routine.
Min Posted October 6, 2014 Author Posted October 6, 2014 Been a while since I've seen any updates, just wondering, how is the next major DD assets/intergration/ etc etc update coming along? I love all the previews in the assets from a while ago now, can't wait to see what new possible intergration effects or quests will be added aswell! Not to mention captured dreams ... expansions potentially ... the ponygirl race ... soo much to look forward too! Indeed, I have been taking a modding-break. Will resume soon(ish).
Claysson2 Posted October 7, 2014 Posted October 7, 2014 Stuck on "Talk to Urag about Tome", he won't talk about it. Noticed that he had the second volume for sale, but it's in a different Language.
Zsar Posted October 7, 2014 Posted October 7, 2014 Mmh. Can anyone confirm that the integrated gag-talk (zenet_GagQuest) works as intended? I had the original mod work fine before but yesterday built a fresh Skyrim installation with Integration 2.8.2 and there is no dialogue from the NPCs when I "mmph" (their mouthes move rather frantically though; other silent lines work fine). ... Current setup is close to the maximum load script-wise, but this should not be an issue in dialogues?
Content Consumer Posted October 7, 2014 Posted October 7, 2014 Mmh. Can anyone confirm that the integrated gag-talk (zenet_GagQuest) works as intended? I had the original mod work fine before but yesterday built a fresh Skyrim installation with Integration 2.8.2 and there is no dialogue from the NPCs when I "mmph" (their mouthes move rather frantically though; other silent lines work fine). ... Current setup is close to the maximum load script-wise, but this should not be an issue in dialogues? You want me to slap you where? Works fine for me. You aren't trying to run the new DDI and the old zenet Gag Quest mod at the same time, are you? That might cause some strange conflict... And no, I'm pretty sure that if your game runs okay out of dialog then scripting shouldn't interfere with dialog...
Zsar Posted October 7, 2014 Posted October 7, 2014 Of course I do not have any version of zenet_GagQuest installed. ... Could this be an incompatibility with Gags+? I notice that the "zadGagTopic"/"Mmph!" (xx02B07C) is overridden and Priority and Info Count are different (to 100 from 50; to 2 from 4). - Never quite grasped the way those work, but will forward into conflict resolution file and see whether this changes anything.
Content Consumer Posted October 7, 2014 Posted October 7, 2014 Of course I do not have any version of zenet_GagQuest installed. ... Could this be an incompatibility with Gags+? I notice that the "zadGagTopic"/"Mmph!" (xx02B07C) is overridden and Priority and Info Count are different (to 100 from 50; to 2 from 4). - Never quite grasped the way those work, but will forward into conflict resolution file and see whether this changes anything. Couldn't say... I've never used Gags+, but if you are seeing an obvious overwrite or conflict in topics then that might be why...
Coopervane Posted October 7, 2014 Posted October 7, 2014 Of course I do not have any version of zenet_GagQuest installed. ... Could this be an incompatibility with Gags+? I notice that the "zadGagTopic"/"Mmph!" (xx02B07C) is overridden and Priority and Info Count are different (to 100 from 50; to 2 from 4). - Never quite grasped the way those work, but will forward into conflict resolution file and see whether this changes anything. Yes it definately could be. Gags+ and the Zen's inbuild gag-dialog systems are basically trying to do opposite things, and since you must have Gags+ loaded later in the loadorder than DDi, Gags+ is breaking the build in system.
Veladarius Posted October 7, 2014 Posted October 7, 2014 Of course I do not have any version of zenet_GagQuest installed. ... Could this be an incompatibility with Gags+? I notice that the "zadGagTopic"/"Mmph!" (xx02B07C) is overridden and Priority and Info Count are different (to 100 from 50; to 2 from 4). - Never quite grasped the way those work, but will forward into conflict resolution file and see whether this changes anything. Yes it definately could be. Gags+ and the Zen's inbuild gag-dialog systems are basically trying to do opposite things, and since you must have Gags+ loaded later in the loadorder than DDi, Gags+ is breaking the build in system. I believe the Gags+ dialogue also has a higher priority than the inbuilt gag dialogue does so that would also let it override it.
Zsar Posted October 7, 2014 Posted October 7, 2014 Forwarding the Integration values had no effect. Removing Gags+ worked. Alas, one less avenue to freedom (of speech).
silvergunboat Posted October 7, 2014 Posted October 7, 2014 I'm .. well kinda stuck (in game at least) I've got both arm binders and a gag installed, so in a catch 22 situation to remove the gag i need the arm binders done, to remove the binders in need the gag gone... is their any in-game way of resolving this (not including the shop which I've got but my sense of direction with no map means i doubt i could find it) On a similar note how does the gag speech work? is it totally random to skill up or is their some pattern? cause I'm not seeing it if their is, could be me being terrible at patterns ofc , is their a way of making it easier for my bear of limited brain..... love the mod and how well it fits with all else btw good work
Veladarius Posted October 7, 2014 Posted October 7, 2014 The dialogue isn't random but does run around in circles, after a bit you will recognize what to look for. Now getting them to remove the armbinder for you is something else, things may just get worse. If you can, talk to someone that you are friendly with, you will have a better chance of getting the armbinder off.
stalfos81 Posted October 8, 2014 Posted October 8, 2014 Something that's low priority but may be useful to add is proper object bounds on the added books for compatibility with unlimited booksshelves(not recommended) or the skse bookshelves script. I like to collect books of all kinds and stash them in breezehome.
vonDuebel Posted October 8, 2014 Posted October 8, 2014 Ok, i have a little problem with the two quests. I got the quest "talk with urag". But then i do so, nothing happens. I have just the common options in the dialog.The thing with sergius is, that he always says "you seem a bit distracted. Talk to me later" And the Quest doesnt start.any idea?
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