Min Posted February 28, 2016 Author Posted February 28, 2016 Full NPC Support! -- All devious devices are capable of being worn by NPCs, and most devious effects will function on them as well! Show your companion who's in charge, or teach that annoying bitch in the shop a lesson! Up : How to make wear these items to NPC please ? Exept followers. Trade the device to the NPC, or reverse pick-pocket it in to their inventory. If you want a more automated or streamlined process, you'll need another mod to handle that behavior, as WaxenFigure and Comrade suggested.
kejiro Posted February 29, 2016 Posted February 29, 2016 Alright, so I had the masturbating through the belt issue a while back, i saw a post from min that its a known issue, i'm guessing the zad filter script doesnt recognize the organization of the Sexlab anims anymore, and defaults to zeroes across the board, causing the fallback anims to play. I reverted to 1.59c and everything worked properly, animation wise. I dunno. I just want a solid clarification that this is a persistent known issue with SL 1.6+, and that my hours of rearranging and reinstalling and wondering what simple arbitrary thing i was missing at least have a beacon of hope at the end. And maybe if anyone has an idea for a quick fix of the zad tool that dd and zazanims uses to at least hotfix for 1.6+. I have dreams, ha. As an aside, big thanks to every contributor i see on here helping people, you guys keep this twisted little world spinning.
Min Posted February 29, 2016 Author Posted February 29, 2016 Alright, so I had the masturbating through the belt issue a while back, i saw a post from min that its a known issue, i'm guessing the zad filter script doesnt recognize the organization of the Sexlab anims anymore, and defaults to zeroes across the board, causing the fallback anims to play. I reverted to 1.59c and everything worked properly, animation wise. I dunno. I just want a solid clarification that this is a persistent known issue with SL 1.6+, and that my hours of rearranging and reinstalling and wondering what simple arbitrary thing i was missing at least have a beacon of hope at the end. And maybe if anyone has an idea for a quick fix of the zad tool that dd and zazanims uses to at least hotfix for 1.6+. I have dreams, ha. As an aside, big thanks to every contributor i see on here helping people, you guys keep this twisted little world spinning. The Zaz Animation Pack animation filter is broken, and incompatible with Sexlab 1.6. We switched from DDi's own filter to zap's over a year ago, for better mod interoperability. We are in the process of switching back to a home-grown filter, which will solve this issue definitively.
kejiro Posted February 29, 2016 Posted February 29, 2016 Thanks a lot for that, I'm honestly glad I've not been making some random small mistake somewhere. Thanks for all your hard work, and all you do, and apologies if I sounded whiny.
c6222848 Posted February 29, 2016 Posted February 29, 2016 if i open the chance to break key after unlocking devious devices , then it will break before the device has been unlocked and i will lose the key. how can i fix it?
MacroKP Posted March 1, 2016 Posted March 1, 2016 I cant start the mod quest for some reason. I did everything correctly read the note, opened the bookshelf,read the books inside. But the Quest is not starting. And I cant initiate a conversation with him and ask about the tome. Plz Help
Mister X Posted March 1, 2016 Posted March 1, 2016 if i open the chance to break key after unlocking devious devices , then it will break before the device has been unlocked and i will lose the key. how can i fix it? There are two options in the MCM, one should be a toggle named "Destroy key" which is the feature that you seem to want, if toggled on, this will remove a key from your inventory AFTER sth got successfully unlocked. The other one should be a slider named "Break key chance" which gives a chance for breaking a key while attempting to unlock sth, so you would have lost a key and still would be bound. Maybe you chose the wrong option, else I don't know how to fix it, never had this issue. What does the message in the upper left corner tells you, when such an event happens?
Slorm Posted March 1, 2016 Posted March 1, 2016 I cant start the mod quest for some reason. I did everything correctly read the note, opened the bookshelf,read the books inside. But the Quest is not starting. And I cant initiate a conversation with him and ask about the tome. Plz Help Are you wearing a chastity belt as the quest wont start if you are?
Punga Posted March 1, 2016 Posted March 1, 2016 Full NPC Support! -- All devious devices are capable of being worn by NPCs, and most devious effects will function on them as well! Show your companion who's in charge, or teach that annoying bitch in the shop a lesson! Up : How to make wear these items to NPC please ? Exept followers. Trade the device to the NPC, or reverse pick-pocket it in to their inventory. If you want a more automated or streamlined process, you'll need another mod to handle that behavior, as WaxenFigure and Comrade suggested.Devious Devices - Equip is the easiest of them all. You can easily equip and unequip all of them.
MacroKP Posted March 2, 2016 Posted March 2, 2016 I cant start the mod quest for some reason. I did everything correctly read the note, opened the bookshelf,read the books inside. But the Quest is not starting. And I cant initiate a conversation with him and ask about the tome. Plz Help Are you wearing a chastity belt as the quest wont start if you are? No
nosdregamon Posted March 4, 2016 Posted March 4, 2016 A little modding question: I'm taking a few first steps in modding with Creation Kit. Placing NPCs, setting some behaviour, trying to get a first few dialogues to work and so on. Starting small, I just moved a bit of furniture in the Whiterun Dungeon Basement around (just in front of the cells) and used the extra space for a slave (chained to one of the ZaZ-Devices) and a guard that whips her.Works quite OK so far, I've just encountered a little problem with Devious Devices' gags: I can equip them on an NPC (by creating an outfit and applying the outfit to the NPC), but the Device is often not shown (I've tried a few of them, zad_HarnessRing, zad_HarnessRing_scriptInstance or zad_GagRingInventory (I had the strong suspision that the last two wouldn't work)) and even if it is shown, it doesn't have an effect on the NPC (the prisoner's mouth works as usual: closed and she speaks/greets if I get near enough).Anybody got an Idea what I do wrong? (Current "state of progress" attached, master files: Skyrim.esm, Update.esm, Sexlab.esm, SexlabAroused.esm, ZazAnimationPack.esm, Devious Devices Assets/Integration/Extras, pretty much all my additions/Ids so far begin with "xp"). xtraPrisoners.esp
ixulf Posted March 7, 2016 Posted March 7, 2016 Quick question here, I appear to get a fatal error when I turn on SOS in MO. When I load the save without it, I don't get the error. EDIT: tried reinstalling mods without SOS disabled and got the fatal error now.
c6222848 Posted March 8, 2016 Posted March 8, 2016 if i open the chance to break key after unlocking devious devices , then it will break before the device has been unlocked and i will lose the key. how can i fix it? There are two options in the MCM, one should be a toggle named "Destroy key" which is the feature that you seem to want, if toggled on, this will remove a key from your inventory AFTER sth got successfully unlocked. The other one should be a slider named "Break key chance" which gives a chance for breaking a key while attempting to unlock sth, so you would have lost a key and still would be bound. Maybe you chose the wrong option, else I don't know how to fix it, never had this issue. What does the message in the upper left corner tells you, when such an event happens? possible to combine those 2? :ddd nvm actually it's okay for me , just strange obsession about the order, how can you have a key that breaks before it actually works :dd
Rickonhh Posted March 10, 2016 Posted March 10, 2016 First of all, thanks for another great mod. This is a request for a future update maybe. For some reason all of my slavery type mods want to use the arm binders only. And those are the worst for the sex and punishment scenes as during the scene and sometime after my PC has no hands. Maybe I missed some sort of setting. I don't know. I was wondering if you could add the MCM option to opt out of supporting mods using the arm binders. Thanks.
Princessity Posted March 11, 2016 Posted March 11, 2016 First of all, thanks for another great mod. This is a request for a future update maybe. For some reason all of my slavery type mods want to use the arm binders only. And those are the worst for the sex and punishment scenes as during the scene and sometime after my PC has no hands. Maybe I missed some sort of setting. I don't know. I was wondering if you could add the MCM option to opt out of supporting mods using the arm binders. Thanks. You can, in MCM there should be a "bound something something" option (it's in the same tab as "preserve scene aggressiveness") if you uncheck it will hide armbinders during sexlab scenes.
Rickonhh Posted March 12, 2016 Posted March 12, 2016 First of all, thanks for another great mod. This is a request for a future update maybe. For some reason all of my slavery type mods want to use the arm binders only. And those are the worst for the sex and punishment scenes as during the scene and sometime after my PC has no hands. Maybe I missed some sort of setting. I don't know. I was wondering if you could add the MCM option to opt out of supporting mods using the arm binders. Thanks. You can, in MCM there should be a "bound something something" option (it's in the same tab as "preserve scene aggressiveness") if you uncheck it will hide armbinders during sexlab scenes. Thanks for the reply. I think you may be referring to the "use bound animations" option. I tried that. The arm binder does disappear but the hands still disappear also. And it doesn't help with the other scenes such as punishment scenes. The arm binders are really cool looking props but don't work at all with animations. At least for me. I wish there were an option to bypass them.
Varithina Posted March 12, 2016 Posted March 12, 2016 First of all, thanks for another great mod. This is a request for a future update maybe. For some reason all of my slavery type mods want to use the arm binders only. And those are the worst for the sex and punishment scenes as during the scene and sometime after my PC has no hands. Maybe I missed some sort of setting. I don't know. I was wondering if you could add the MCM option to opt out of supporting mods using the arm binders. Thanks. You can, in MCM there should be a "bound something something" option (it's in the same tab as "preserve scene aggressiveness") if you uncheck it will hide armbinders during sexlab scenes. Thanks for the reply. I think you may be referring to the "use bound animations" option. I tried that. The arm binder does disappear but the hands still disappear also. And it doesn't help with the other scenes such as punishment scenes. The arm binders are really cool looking props but don't work at all with animations. At least for me. I wish there were an option to bypass them. Check to make sure some of your other mods don't also have a similar setting, as you will need to disable it in them as well, I think sexlab or zaz animation has such a setting but can not remember which, and can not check at present as I have a skyproc patcher running just now.
aim4it Posted March 12, 2016 Posted March 12, 2016 Thanks for the reply. I think you may be referring to the "use bound animations" option. I tried that. The arm binder does disappear but the hands still disappear also. And it doesn't help with the other scenes such as punishment scenes. The arm binders are really cool looking props but don't work at all with animations. At least for me. I wish there were an option to bypass them. Did you remember to manually register the Zaz animations. Unlike most mods they do not get automatically registered in sexlab.
Yuni Posted March 17, 2016 Posted March 17, 2016 Hey. Just for anyone else having my problem. If you are using sexlab 1.61b, maybe just 1.6, the new Sexlab broke the ZaZ animation filter entirely. Someone over on the Cursed Loot thread told me. Your animation filter will constantly default you to the 3 same animations, if you are bound in ANY way, even just unlocked arm cuffs. Any idea what the progress is to the new version of integration? I was told that since the ZaZ guy isn't really coming back, you guys were going to back to an old method of scanning. I forgot to ask to be invited to the new dev thread.
Min Posted March 18, 2016 Author Posted March 18, 2016 Hey. Just for anyone else having my problem. If you are using sexlab 1.61b, maybe just 1.6, the new Sexlab broke the ZaZ animation filter entirely. Someone over on the Cursed Loot thread told me. Your animation filter will constantly default you to the 3 same animations, if you are bound in ANY way, even just unlocked arm cuffs. Any idea what the progress is to the new version of integration? I was told that since the ZaZ guy isn't really coming back, you guys were going to back to an old method of scanning. I forgot to ask to be invited to the new dev thread. It's fixed in the current beta. No ETA on the next release, though it will probably be Soon.
WaxenFigure Posted March 18, 2016 Posted March 18, 2016 Hi all, this is my first time using Devious Devices. I notice that when my character is wearing certain devices, such as harnesses/armbinders, my character's height changes back to a scale of 1 when a sexlab animation is initiated. Is this normal? Is there anyway to prevent this? Also, my character wears a wig - sometimes it auto-unequips and I can't re-equip it with an armbinder/harness on. Is there a way to fix this? Any help would be appreciated. Thanks! Sounds like you have the option in the Sexlab Framework checked to "Even Actors Height".
Myloween Posted March 18, 2016 Posted March 18, 2016 I'm also having this issue. I noticed this part in my SexLab debug log (not the papyrus log): [02/11/2016 - 06:03:16PM] SexLabDebug log opened (PC) [02/11/2016 - 06:03:16PM] Error: NewAnimation(DDBeltedSolo) - Failed to create animation - unable to find a free animation slot [02/11/2016 - 06:03:16PM] Error: NewAnimation(DDArmbinderSolo) - Failed to create animation - unable to find a free animation slot [02/11/2016 - 06:03:16PM] Error: NewAnimation(DDYokeSolo) - Failed to create animation - unable to find a free animation slot Could the fault lie in SexLab 1.61b? I have the same log errors into SexLab debug with just Devious Device Integration and his requierment (On SexLabFramework V1.61b).
Min Posted March 18, 2016 Author Posted March 18, 2016 I'm also having this issue. I noticed this part in my SexLab debug log (not the papyrus log): [02/11/2016 - 06:03:16PM] SexLabDebug log opened (PC) [02/11/2016 - 06:03:16PM] Error: NewAnimation(DDBeltedSolo) - Failed to create animation - unable to find a free animation slot [02/11/2016 - 06:03:16PM] Error: NewAnimation(DDArmbinderSolo) - Failed to create animation - unable to find a free animation slot [02/11/2016 - 06:03:16PM] Error: NewAnimation(DDYokeSolo) - Failed to create animation - unable to find a free animation slot Could the fault lie in SexLab 1.61b? I have the same log errors into SexLab debug with just Devious Device Integration and his requierment (On SexLabFramework V1.61b). No, it works with Sexlab 1.6+. The only time I've seen that error is prior to initializing Sexlab through it's MCM... You did initialize it, yes?
Myloween Posted March 18, 2016 Posted March 18, 2016 No, it works with Sexlab 1.6+. The only time I've seen that error is prior to initializing Sexlab through it's MCM... You did initialize it, yes? Ok thank you effectively, I tested this and I have no longer this log errors, I didn't think to this because I just launched a new game (and under "coc" I had the same issue).
Min Posted March 19, 2016 Author Posted March 19, 2016 No, it works with Sexlab 1.6+. The only time I've seen that error is prior to initializing Sexlab through it's MCM... You did initialize it, yes? Ok thank you effectively, I tested this and I have no longer this log errors, I didn't think to this because I just launched a new game (and under "coc" I had the same issue). Yup. Starting a new game is the only time you should see that error.
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