Coopervane Posted March 18, 2015 Posted March 18, 2015 The effects are enabled. I just did a re-install of FNIS and SKSE recently to (usuccesfully) re-fix the infamous crafting station bug so those are up to date. Unless they updated in the last 2-3 days, all DD adn sexlab mods are as well. The animation doesn't play but most events don't last long. Vibration events for example are on and off instantly pretty much, less than a second. Only piece of information I have is that log number where charge level has passed 500. That sounds.. kinda broken, like, a lot. Something's definately unhealthy in your install, i know it's not the core DD mods (DDa/DDi/DDx) doing this since neither i nor any of our testers have reported anything like that (if this was caused by a flaw in DD, we would all be seeing it), so it's something else. It could be anything from a single broken mod in your install that is spamming the scrip-engine with errors, or causing a bug because it's outdated, to you just plain having exceeded the amount of mod overhead that your PC can handle, or even a broken save due to a mod-update that had some unfortunate side-effects. All bet's are off, it could be just about anything. As such, there's not much i can do except confirm that yes, you do indeed have a problem by the sounds of it, but i've no idea what it is. What i would recommend though: Go grab an Alternate Start mod, disable most of your mods, and start a new game with Papyrus logging enabled (don't know how? Google it, you'll get tons of pages explaining it). Start up a game, console in the items wou'd need to test that things are working, and verify that the logs are somewhat clean (a few errors in the log is alright. A massive wall of repeating errors is not! And if you see "dumping stack" in there, well, that's real trouble!). If all is well, start adding mods and see when things start to go south, and you'll likely catch the culprit.
Gameplayer Posted March 18, 2015 Posted March 18, 2015 I've been thinking it would be hilarious if there was an NPC offering "Boots of Speed." Player, "Uh whats with all the buckles and locks on these boots?" Merchant, "Why that's to ensure that the boots stay on when your running as fast as a horse!"
Bricks Posted March 18, 2015 Posted March 18, 2015 The effects are enabled. I just did a re-install of FNIS and SKSE recently to (usuccesfully) re-fix the infamous crafting station bug so those are up to date. Unless they updated in the last 2-3 days, all DD adn sexlab mods are as well. The animation doesn't play but most events don't last long. Vibration events for example are on and off instantly pretty much, less than a second. Only piece of information I have is that log number where charge level has passed 500. That sounds.. kinda broken, like, a lot. Something's definately unhealthy in your install, i know it's not the core DD mods (DDa/DDi/DDx) doing this since neither i nor any of our testers have reported anything like that (if this was caused by a flaw in DD, we would all be seeing it), so it's something else. It could be anything from a single broken mod in your install that is spamming the scrip-engine with errors, or causing a bug because it's outdated, to you just plain having exceeded the amount of mod overhead that your PC can handle, or even a broken save due to a mod-update that had some unfortunate side-effects. All bet's are off, it could be just about anything. As such, there's not much i can do except confirm that yes, you do indeed have a problem by the sounds of it, but i've no idea what it is. What i would recommend though: Go grab an Alternate Start mod, disable most of your mods, and start a new game with Papyrus logging enabled (don't know how? Google it, you'll get tons of pages explaining it). Start up a game, console in the items wou'd need to test that things are working, and verify that the logs are somewhat clean (a few errors in the log is alright. A massive wall of repeating errors is not! And if you see "dumping stack" in there, well, that's real trouble!). If all is well, start adding mods and see when things start to go south, and you'll likely catch the culprit. Damn... I was hoping the save was not borked... I guess I'll have to start over. That sucks big time, never made it farther than this in skyrim. Still, I suppose in the grand scheme of things, it could be far worse.. Anyway, I'll revert to fewer mods, see if I catch the issue in action maybe. Let me list the ones I was using here just in case you happen to see any that you know are broken. None showed comparability issues but... well, you have more knowledge than I Thanks for trying to help. - All three unofficial patches - the Zaz set (6.0+6.0.4 patch) -DD, DDI, DDA, DDE, DD loading, DD ftm+ Pony pack - Sexlab+ romance+solutions_aroused+amourous adventures - Captured Dreams - SkyUI - Simple slavery, SD+ - FNIS - cloaks of skyrim, CBBE, racemeny, slavetats, fusrodoh, jcontainers - immersive wenches + apachi ky hair - beeing female - Alicia Painslut XP32 skeleton. Petcollar+the creatures requirements for it. -various menu fixes such as extensive follower and such - a graphics update - run for your lives, when vampires attack, wet and cold I'll trim the list for the new save. Not getting rid of the old one JUST yet, would love to know if there is a way to force the quest to end and remove the devices through console. Maybe the remove item command would work? And the set stage for whatever the quest ID is? Could you give me those values? In the meantime...
Kelevra35 Posted March 18, 2015 Posted March 18, 2015 Prompt solution with textures, and then this set is displayed on the character and the forge in blue (please accept my apologies if something is not clear bad know English)
Coopervane Posted March 18, 2015 Posted March 18, 2015 - run for your lives, when vampires attack, Start by removing those two. I tried those out aswell since, hey, they sounded nifty right? But i had nothing but trouble with them installed, massive script lag, stack-dumps and error spam filling up the logs, and all of that resulted in broken mods and quests (when the script engine is dumping stacks, it's nolonger processing code, so nothing works after that happens, the script engine has effectively crashed). There's far simpler and more effective mods that will disable vamp-attacks in towns, and several that will let you tweak or even fully disable random dragon attacks, i would suggest browsing around and see what else you can find (i'm using "Random Vampire Attacks in Towns Disabled" to deal with the vamp problem, and "Timing is Everything" to vastly cut down on the Dragon-spam. Those are just two of several option out there).
Reesewow Posted March 18, 2015 Posted March 18, 2015 - run for your lives, when vampires attack, Start by removing those two. I tried those out aswell since, hey, they sounded nifty right? But i had nothing but trouble with them installed, massive script lag, stack-dumps and error spam filling up the logs, and all of that resulted in broken mods and quests (when the script engine is dumping stacks, it's nolonger processing code, so nothing works after that happens, the script engine has effectively crashed). There's far simpler and more effective mods that will disable vamp-attacks in towns, and several that will let you tweak or even fully disable random dragon attacks, i would suggest browsing around and see what else you can find (i'm using "Random Vampire Attacks in Towns Disabled" to deal with the vamp problem, and "Timing is Everything" to vastly cut down on the Dragon-spam. Those are just two of several option out there). Huh, I'm currently using when vampires attack and have been struggling with stack dumps when certain other mods are trying to run heavier scripts. Wasn't really able to diagnose which mod may be the worst culprit. Thanks for the tip Coopervane, because if I have to make a choice between npcs running away when vampires attack and Blush when Aroused, BWA is going to win out.
Bricks Posted March 18, 2015 Posted March 18, 2015 - run for your lives, when vampires attack, Start by removing those two. I tried those out aswell since, hey, they sounded nifty right? But i had nothing but trouble with them installed, massive script lag, stack-dumps and error spam filling up the logs, and all of that resulted in broken mods and quests (when the script engine is dumping stacks, it's nolonger processing code, so nothing works after that happens, the script engine has effectively crashed). There's far simpler and more effective mods that will disable vamp-attacks in towns, and several that will let you tweak or even fully disable random dragon attacks, i would suggest browsing around and see what else you can find (i'm using "Random Vampire Attacks in Towns Disabled" to deal with the vamp problem, and "Timing is Everything" to vastly cut down on the Dragon-spam. Those are just two of several option out there). Huh, I'm currently using when vampires attack and have been struggling with stack dumps when certain other mods are trying to run heavier scripts. Wasn't really able to diagnose which mod may be the worst culprit. Thanks for the tip Coopervane, because if I have to make a choice between npcs running away when vampires attack and Blush when Aroused, BWA is going to win out. Thanks for the advice. Just killed the first dragon in that new save with the trimmed mod list. Been monitoring papyrus logs. fewer errors thus far (my friend verified that any mods I removed were being called to by the save anyway, even if they had been gone for a while). I still see some errors but nowhere near the amount from before. that said, if I remove those two now, will it screw with the save I just started? Only time will tell. I'm being a lot more liberal with saves and logs this time. I ran into a lot of errors of scrip hangups in that save so it looks like your statement was true. I'm keeping that save around but will I be able to use it? Prolly not. I'm powering through parts of it to get to where I can really test the thigs that caused issues. I'm using a trimmed down mod list this time with a cleaner load order. Shame, because I had a folder of 20-30 mods on nexus I wanted to try. Maybe I should make a separate version of this save for testing new mods. Thanks again for all your help
Coopervane Posted March 19, 2015 Posted March 19, 2015 The save's probably toast i'm afraid. Unlike past TES games, Skyrim bakes scripts, keywords, and a host of other good'n plenty from any mod you've had installed into the savefiles. If the mod was ever activated on a save, remants of it will still be there in the save after you remove the mod. There's no such thing as a "clean-save procedure" in Skyrim i'm afraid. It's a choice made by Bethesda that i think we all lament, but alas, that's how they made it work and we're stuck with it. There are "Save cleaner" utils out there, and you could try one of those as a last ditch effort to salvage that save, but i woulden't hold out much hope, as apparently there's a high risk of those breaking things with DDi (DDi bakes some info into the save when it first initializes, and it needs that info to work right. Save-cleaners can easilly remove that data ad bork things up).
Reesewow Posted March 19, 2015 Posted March 19, 2015 Thanks for the advice. Just killed the first dragon in that new save with the trimmed mod list. Been monitoring papyrus logs. fewer errors thus far (my friend verified that any mods I removed were being called to by the save anyway, even if they had been gone for a while). I still see some errors but nowhere near the amount from before. that said, if I remove those two now, will it screw with the save I just started? Only time will tell. I'm being a lot more liberal with saves and logs this time. I ran into a lot of errors of scrip hangups in that save so it looks like your statement was true. I'm keeping that save around but will I be able to use it? Prolly not. I'm powering through parts of it to get to where I can really test the thigs that caused issues. I'm using a trimmed down mod list this time with a cleaner load order. Shame, because I had a folder of 20-30 mods on nexus I wanted to try. Maybe I should make a separate version of this save for testing new mods. Thanks again for all your help You can look up various save cleaner programs to get rid of the junk scripted mods leave in your save file after you uninstall them. Either way it is normally trying to upgrade versions of a mod or uninstalling them + re-installing them that causes it to mess up a save file.
Bricks Posted March 19, 2015 Posted March 19, 2015 Given the damage to my old save, I've come to terms with it being lost. As for the new one, I looked over the logs after I removed RFYL and WVA, saw a wall of a few hundred "could not find" messages with those mods ID. Ran a save cleaner and there are around 25 remaining calls that it says "won't be loaded". I'm going to, for now, assume that it is okay to leave. Hopefully the cleaner didn't zap something important, we'll see during testing. I also see a few captured dreams, SD+, and DD errors that basically imply code was changed? Something like "property is no longer that type or location" or something. all in all, a tiny amount. I just got into the college and opened the CD shop. I'll test all the events that were causing errors tomorrow and hopefully, it will be fixed. Seeing as this save I can still: -craft normally -use arm binders normally - have had only one CTD and that was related to the loading sequence through devious load screens, not the game. So far, it's great.. Once again, thank for all the help you have given me. If it is all clear, I'll set up a separate version of the save to test new mods on. Got a few cool ones on Nexus I'm considering. Though, considering the risk... maybe leave well enough alone!
magicrealm Posted March 19, 2015 Posted March 19, 2015 can i use ddi to draw the tera armor above the normal armor, getting the values from the normal armor and the skin from the tera armor ?
Bricks Posted March 19, 2015 Posted March 19, 2015 IN the new save, took sergius's quest, set timescale to 180, quest was completed in less than 20 minutes. Looks like you were right.
008zulu Posted March 20, 2015 Posted March 20, 2015 How do you remove the nipple piercings? None of the keys I have work.
Mord Sif Posted March 20, 2015 Posted March 20, 2015 How do you remove the nipple piercings? None of the keys I have work. They (and the vaginal piercing) need a "piercing removal tool."
008zulu Posted March 20, 2015 Posted March 20, 2015 Cool. I thought the devices were bugged. Where do you find the tool?
Mord Sif Posted March 20, 2015 Posted March 20, 2015 Cool. I thought the devices were bugged. Where do you find the tool? Exactly the same way you can find keys. If you've read the devious devices chastity belts book from the forbidden bookcase at the College (not from within the bookcase's contents but from your own inventory before it's taken from you) you'll have the devious smithing perk and can craft devices. The tool can then be crafted from the Misc section at any forge, needing the same materials as the two key types. As well as that, mods that add keys into the world should also add the tool. You might need to configure the chances of it appearing in the individual mods' MCMs.
Nightmyste Posted March 21, 2015 Posted March 21, 2015 got a problem where for some reason the arm cuffs and harness aren't shown on my charactereverything else seems to work and appear flawless on the normal cbbe body i use anyone got an idea as to why
Heretic44 Posted March 21, 2015 Posted March 21, 2015 Since I updated from the old version I cannot equip any helmets. Don't know why. The game simply doesn't equip them. Not even in the inventory. Any advice / solutions on how to fix this?
Mord Sif Posted March 21, 2015 Posted March 21, 2015 Since I updated from the old version I cannot equip any helmets. Don't know why. The game simply doesn't equip them. Not even in the inventory. Any advice / solutions on how to fix this? It's probably because of the device hider. In the recent version it was moved to slot 41, which is the "long hair" slot very little else uses, but some mods may have their helmets set to use that slot. The device hider is always equipped so it's probably blocking what you're trying to put on. You can try changing the device slider's slot in the Devices Underneath section of the DD MCM and see if that works.
Heretic44 Posted March 21, 2015 Posted March 21, 2015 Since I updated from the old version I cannot equip any helmets. Don't know why. The game simply doesn't equip them. Not even in the inventory. Any advice / solutions on how to fix this? It's probably because of the device hider. In the recent version it was moved to slot 41, which is the "long hair" slot very little else uses, but some mods may have their helmets set to use that slot. The device hider is always equipped so it's probably blocking what you're trying to put on. You can try changing the device slider's slot in the Devices Underneath section of the DD MCM and see if that works. Thank you. It indeed fixed the problem.
Guest Posted March 22, 2015 Posted March 22, 2015 So I got that naughty book thing from the collage of winterhold and asked the librarian about zed, and he put me in the chastity belt w/ plugs. I can see the plugs, but not the belt. the same thing happens when I start the quest from zed, except you're supposed to be wearing a belt, and you can take the soulgem plugs out anyways. And I could not find the papyrus log to save my life.
Graveguard Posted March 23, 2015 Posted March 23, 2015 Can a hobbling/forced crawl (sneak) effect be impletmented. Perhaps on a combined set of wrist and ankle cuffs? Additionally is there anyway to attach devices to other devices, like wrist cuffs attached to belt or to neck or nipples?
sunpike Posted March 23, 2015 Posted March 23, 2015 every time when i get enslaved i get 'Wearingconflictingdevice' ( but i'm not wearing anything goddamnit!! ) here is my papyrus log. I hope somebody could help me Papyrus.0.zip
NickyA Posted March 24, 2015 Posted March 24, 2015 Just figured out what the problem was.. turns out my issue was with Mod Organizer. I tried reinstalling sexlab and Deviant Devices, but the armbinder problem still presented itself. I wasn't sure what to make of that, but after uninstalling it all and reinstalling it using NMM the arm problem worked fine. I think MO might not've turned archive invalidation on automatically... I'm not 100% sure though. Edit: I also JUST found out why the Papyrus thing wasn't working. I had to edit the INI with MO :| Edit 2: I apologize for seeming so ignorant up there.. because I was. Turned out I had to run FNIS through Mod Organizer in order to get the new animations up and running. Since Sexlab and FNIS were the only things I installed manually any FNIS runs only created animations for the default framework. Everything's working great now, thanks.
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