darkfender666 Posted December 9, 2014 Posted December 9, 2014 I have a problem with the key destruction. If the key is destroyed and the lock jammed, even if i try to use another option (like destruction) it says the lock is jammed and then another text appears saying that with magic i manage to destroy the lock and remove the belt. But it doesn t remove it. Is it normal? if yes how am i supposed to removed a jammed belt (just to know since i have a backup). The lock-jam feature is ment to synergize with mods like Captured Dreams, where you can pay the Master to have the device removed. If you do not use a mod that has such a feature, then you should definately leave the option off as is the default, because there is no way to get it off then. Ty then should be just changed the double message window bug that is somehow confusing. (also i suggest a safeword just in case something goes wrong... for ex ze dra quest,is the only somehow buggy sometimes)
machomateo Posted December 9, 2014 Posted December 9, 2014 i keep getting to error: failed to find any valid animations
LegoCarrot Posted December 9, 2014 Posted December 9, 2014 This may be a really dumb question, but where did they get the "cum in mouth" texture on the last picture. is that just a re-texture for the normal sexlab function or is that, like, an equip-able thing?
Verstort Posted December 9, 2014 Posted December 9, 2014 2.8.3 bug: Getting key break event notification when trying to remove DD items from corpse New game, immerslave shipwreck starts off with a boat full of dead slaves with gear, set the keybreak to 10% and I can get broken key disalog from trying to loot DD items from the slave bodies. DD items have never needed keys to loot before, at least when I played, and I have no keys yet because it's the start of the game Edit: The items are still looted at least, it doesn't lock them onto the corpse even if you get a keystuck event scratch that, i think the items are still on the character but no longer visible in the looting inventory in console, you can still see the item with inv, but it's worn with a bad editor id Edit2: keys are still used if you have them when you get the broken key notification while looting
Sathar Posted December 9, 2014 Posted December 9, 2014 I've been swapping a lot of mods in and out ^There's your most likely culprit^ Skyrim doesen't like you doing that, any mod that has ever been active on your save will leave behind traces of itself in the save files, and those broken traces can cause all sorts of trouble. There is no "safe removal" of mods in Skyrim like there was with older Bethesda titles, it doesen't work that way anymore, sadly True, but I'm still getting the same problem on a new (LADL) game.
Comrade Flower Posted December 9, 2014 Posted December 9, 2014 Fixed a bug that could cause NPC's mouths to remain open after a gag is removed from them. Sweet! Serana kept looking like an idiot with that open mouth. Looking forward to see what else is on store.
Coopervane Posted December 9, 2014 Posted December 9, 2014 i keep getting to error: failed to find any valid animations You need to register the animations before they work. Most of the animations used by DDi come from Zaz-AnimationPack, so start in it's MCM menu, somehwere there's an option the register it's animation with Sexlab, press that button. Then go to the Devious Devices MCM menu and it has a button to register a few animations aswell, click that. Then make sure the animations are active and avalible in Sexlab (they should be by default under the consentual anims, but you may need to toggle them under the aggresive-anims options). This may be a really dumb question, but where did they get the "cum in mouth" texture on the last picture. is that just a re-texture for the normal sexlab function or is that, like, an equip-able thing? Disregard anything and everything you see in those couple of screenshots. They are part of a private mod that has never, and will never be released by it's author. True, but I'm still getting the same problem on a new (LADL) game. I'm not sure what to tell you in that case. There's been no report of this problem in the private DD development thread, and i think you're the only one reporting it here in this thread, so it does not seem to be a bug with DDi itself, or it would have been commonly reported. My best guess then is that your are running another mod (or maybe even an .ini tweak or something?) that is causing this problem for you. But sadly, i have no idea what that might be or where you should even start looking Best bet? Try moving your Skyrim.ini from it's location to the desktop an start a new game. If the problem persists, then it's not an .ini problem. Then try disabling a mod at a time and start a new game afterwards, eventually you should find the the one that causes the problem, in theory atleast.
Min Posted December 9, 2014 Author Posted December 9, 2014 2.8.3 bug: Getting key break event notification when trying to remove DD items from corpse New game, immerslave shipwreck starts off with a boat full of dead slaves with gear, set the keybreak to 10% and I can get broken key disalog from trying to loot DD items from the slave bodies. DD items have never needed keys to loot before, at least when I played, and I have no keys yet because it's the start of the game Edit: The items are still looted at least, it doesn't lock them onto the corpse even if you get a keystuck event scratch that, i think the items are still on the character but no longer visible in the looting inventory in console, you can still see the item with inv, but it's worn with a bad editor id Edit2: keys are still used if you have them when you get the broken key notification while looting Noted, will fix in the next maintenance patch (Before 2.9.0). Thanks!
Min Posted December 9, 2014 Author Posted December 9, 2014 i keep getting to error: failed to find any valid animations You need to register the animations before they work. Most of the animations used by DDi come from Zaz-AnimationPack, so start in it's MCM menu, somehwere there's an option the register it's animation with Sexlab, press that button. Then go to the Devious Devices MCM menu and it has a button to register a few animations aswell, click that. Then make sure the animations are active and avalible in Sexlab (they should be by default under the consentual anims, but you may need to toggle them under the aggresive-anims options). That's actually no longer true as of 2.8.3. The bound animations no longer need to be registered, as the animation filter now uses the new Zap functionality to build sexlab scenes for bound actors on the fly. I can't speculate as to what this user's problem could be, as he didn't provide a log / explain how he ran in to the issue / etc.
Bureaucracy Posted December 10, 2014 Posted December 10, 2014 The new update for D&D Assets is out, do you plan on integrating the new items?
Min Posted December 10, 2014 Author Posted December 10, 2014 The new update for D&D Assets is out, do you plan on integrating the new items? 2.8.3 did not include any new items. I will be including them in the future, though!
Verstort Posted December 10, 2014 Posted December 10, 2014 Question: is there still a way to unlock after a jam or is it permanent? Suggestions: I'm sure these have already been floated in this thread, but just in case... Now that lock jamming is a working function, is there a way to make an item trigger the script/function? Could you, say, make a key or tool that jams a lock regardless of the settings, either for roleplay or testing. Or a scroll that melts the locks or something. I'm not just asking if you could make one but if other mod authors could. Inversely, about breaking keys, could you make a key that has a different chance of breaking than normal keys, to provide fake or weak keys for mods like Cursed loot for instance. I guess somewhere, someone will want to have access to a key that cannot break too. It would be cool if there was a higher than normal chance of breaking the key if you tried to use the key while plugs were vibrating or arousal was very high, you know, desperate attempt results in disaster.
Zydar Posted December 10, 2014 Posted December 10, 2014 Question: is there still a way to unlock after a jam or is it permanent? Suggestions: I'm sure these have already been floated in this thread, but just in case... Now that lock jamming is a working function, is there a way to make an item trigger the script/function? Could you, say, make a key or tool that jams a lock regardless of the settings, either for roleplay or testing. Or a scroll that melts the locks or something. I'm not just asking if you could make one but if other mod authors could. Inversely, about breaking keys, could you make a key that has a different chance of breaking than normal keys, to provide fake or weak keys for mods like Cursed loot for instance. I guess somewhere, someone will want to have access to a key that cannot break too. It would be cool if there was a higher than normal chance of breaking the key if you tried to use the key while plugs were vibrating or arousal was very high, you know, desperate attempt results in disaster. I'd like to know if there's anything we could do with a jammed lock, if not in this patch maybe in the next. Maybe involving asking the blacksmiths or mages or something. That I imagine that being used by another mod like Deviously Helpless to increase key breakage/lock jamming rate with high level of arousal that you'll need another sane person to unlock it for you.
Min Posted December 10, 2014 Author Posted December 10, 2014 If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.
Princessity Posted December 10, 2014 Posted December 10, 2014 If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all.
Min Posted December 10, 2014 Author Posted December 10, 2014 If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all. I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option: https://github.com/DeviousDevices/DDi/issues/69
MachineEater Posted December 10, 2014 Posted December 10, 2014 2.8.3 bug: Getting key break event notification when trying to remove DD items from corpse New game, immerslave shipwreck starts off with a boat full of dead slaves with gear, set the keybreak to 10% and I can get broken key disalog from trying to loot DD items from the slave bodies. DD items have never needed keys to loot before, at least when I played, and I have no keys yet because it's the start of the game Edit: The items are still looted at least, it doesn't lock them onto the corpse even if you get a keystuck event scratch that, i think the items are still on the character but no longer visible in the looting inventory in console, you can still see the item with inv, but it's worn with a bad editor id Edit2: keys are still used if you have them when you get the broken key notification while looting what about making this feature by making it ask you when looting devices that are equipped on a corpse if you want to use a key or basically cut it off, and if you cut it off you get a bloody textured version that has less value can if worn by the player it can turn into one of cursed loots cursed items.
kurotatsu Posted December 11, 2014 Posted December 11, 2014 Ummm, did I missed something, or there's no way to set probability of key breaking related to arousal level? Like if your hands tremble too much - much more chances to break the key? Would be nice to have base chance set multiplied on set arousal multiplier. With both settings set in MCM, of course.
Princessity Posted December 11, 2014 Posted December 11, 2014 If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam.Mebe there should be emergency panic buttons in MCM to reverse this? ^^ To be totally fair the description of the jam lock slider doesn't warn about this at all. I've never liked the idea of "panic" buttons. I don't like anything in general that can trivialize the removal of devices (As, that in turn trivializes quests built upon them, and such), or anything that can trivialize the choices that the player has made. I do agree that the MCM help text should clarify on this fact, though. Maintenance patch 2.8.4 will contain a more verbose help text for the option: https://github.com/DeviousDevices/DDi/issues/69 But on the other hand Integration is supposed to be a framework. "Technical" options for debugging and stuffs would at least be helpful for testers. Even CD and Cursed Loot have options to reset quests in case of errors.
Zydar Posted December 11, 2014 Posted December 11, 2014 If a lock is jammed, it will be permanently disabled. The only way to remove it will be through a third-party mod (Such as Captured Dreams). As such, only generic (Non-quest) locks/belts will jam. That sounds...... wicked. I can already think of a few ideas that will spice this up.
Stephbx Posted December 11, 2014 Posted December 11, 2014 I have a problem to report. i installed the last version of asset and integration (2.8.3) and had to start a new game. When i got equiped with a chastity bra, my caractere breast were crushed. Nothing anormal except i had disabled the breast management before that. I tried to remove the bra and reactivate the option and back, load a previous save, restart the game, nothing worked. I have reloaded the previous versions of DDA & DDI (2.8.2) and stilll have the breast node management working even with the box unchecked in MCM. What can i do now. I hope restarting a new game with 2.8.2 will prevent the problem. If not...
t3h0th3r Posted December 11, 2014 Posted December 11, 2014 I hope i'm in the right DD thead for those questions: Are the item hider slots for specific items slots easily expanded? for some slots (most and foremost slot 32) 4 entries are a bit tight. Also, is there a non invasive (read easy to implement) way to tell the item hider not to hide an item, despite it being configured to be hidden? i'm thinkingof items like the custom harnesses or potential future items like a custom/blocking corset, which occupy slot 32 and are sometimes hiding themselves or bras/piercings? Maybe a keyword along the lines Zad_ItemHiderDontHideSlotXYZ?
Veladarius Posted December 11, 2014 Posted December 11, 2014 I have a problem to report. i installed the last version of asset and integration (2.8.3) and had to start a new game. When i got equiped with a chastity bra, my caractere breast were crushed. Nothing anormal except i had disabled the breast management before that. I tried to remove the bra and reactivate the option and back, load a previous save, restart the game, nothing worked. I have reloaded the previous versions of DDA & DDI (2.8.2) and stilll have the breast node management working even with the box unchecked in MCM. What can i do now. I hope restarting a new game with 2.8.2 will prevent the problem. If not... There is an option to disable the breast reduction function in the MCM menu.
Min Posted December 11, 2014 Author Posted December 11, 2014 I hope i'm in the right DD thead for those questions: Are the item hider slots for specific items slots easily expanded? for some slots (most and foremost slot 32) 4 entries are a bit tight. Also, is there a non invasive (read easy to implement) way to tell the item hider not to hide an item, despite it being configured to be hidden? i'm thinkingof items like the custom harnesses or potential future items like a custom/blocking corset, which occupy slot 32 and are sometimes hiding themselves or bras/piercings? Maybe a keyword along the lines Zad_ItemHiderDontHideSlotXYZ? You are indeed in the right thread. Integration handles device functionality. 4 slots is the limit for the time being. That's not very easily expanded, due to the way that it is implemented (The entire thing is in one array actually, and papyrus arrays are fairly restrictive!). The code for the device hider can be seen at the following, if you are so inclined: https://github.com/DeviousDevices/DDi/blob/master/scripts/Source/zadDevicesUnderneathPlayerScript.psc https://github.com/DeviousDevices/DDi/blob/master/scripts/Source/zadDevicesUnderneathScript.psc You can indeed very easily tell the device hider not to hide items. This came up during the development of the feature, actually. If you include a keyword with the text "NoHide" on your slot 32 harness, it will not hide bras/piercings (Or anything else). So, a keyword named "PlzNoHideThis" (Or whatever) would suffice.
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