Jump to content

Recommended Posts

Posted

 

 

I have a suggestion can we make it so when you have say an armbinder/yoke on if you go into the water it either prevents you from doing so or you start drowning faster, idk if this is at all possible it just looks weird if you go into water with one on maybe have a  specific animation

 

 

I'd also request making gags affect swimming as well, if that's possible. Not 100% sure, but I'm pretty sure you'd drown (or at least be much more susceptible to drowning) if you tried to swim with a ring or open panel gag on IRL. I guess you might be able to hold your breath by sealing the back of your mouth with your tongue, though exhaling would be hell. Not sure about ball gags, though if any water did get in, the gag would make coughing pretty horrible. I may be overthinking this, lol.

 

 

lol XD 

Posted

 

My game isn't playing the armbinder run animation correctly. As far as I can tell all the other animations work properly.
When the character runs her arms come out of the armbinder (hands visible) and pump along side her in the vanilla run animation.
 
If I load a save where the player is wearing an armbinder and begin running as soon as the game loads the character plays the vanilla run for a few seconds, then as the mods initialize it correctly plays the armbinder run for about five seconds before reverting back to playing the vanilla run.
 
Here are the papyrus logs for the quick load-and-run situation I just described (the character's name is Nord):

Apparently I am not allowed to post links and the parser thinks something in my logs is a link, so here are some pastebin "links"
Here are cleaned logs where I removed everything I am pretty sure has nothing to do with it: pastebin•com/xppTki6z
Here are the full logs: pastebin•com/jeRT5yyF

 
I had FNIS PCEA2, FNIS Sexy Move, and Immersive Animations installed, but thought they might be complicating things, so I removed them and reran FNIS.
All the stuff in the verbose log about FCMetellusIsKilled has to do with the Forgotten City mod, which is currently installed.
All the stuff in the verbose log about ARTH_OCS has to do with the Open Cities Skyrim mod, which is no longer installed.

 

So... help please? You seem to have skipped over mine while responding to the ones immediately before and after.

Any guesses as to what might be happening?

Posted

This update looks awesome, really looking forward to the new filtering system especially. Would it be cheeky to ask for an mcm option for plugs going off like they used to when using magic? The reason being I am a complete bastard and want my spellcaster to be rendered helpless when deviced. If not, no biggie, a regular shock drain is a good compromise.

 

I second this.

 

Posted

 

I have a suggestion can we make it so when you have say an armbinder/yoke on if you go into the water it either prevents you from doing so or you start drowning faster, idk if this is at all possible it just looks weird if you go into water with one on maybe have a  specific animation

 

The swimming animation is not one that can be substituted out via the alternate animation system; thus, we cannot replace it. I do not believe that papyrus exposes control over the player holding their breath either, so it is not possible (to my knowledge) to make the player drown faster either.

 

 

 

My game isn't playing the armbinder run animation correctly. As far as I can tell all the other animations work properly.
When the character runs her arms come out of the armbinder (hands visible) and pump along side her in the vanilla run animation.
 
If I load a save where the player is wearing an armbinder and begin running as soon as the game loads the character plays the vanilla run for a few seconds, then as the mods initialize it correctly plays the armbinder run for about five seconds before reverting back to playing the vanilla run.
 
Here are the papyrus logs for the quick load-and-run situation I just described (the character's name is Nord):

Apparently I am not allowed to post links and the parser thinks something in my logs is a link, so here are some pastebin "links"
Here are cleaned logs where I removed everything I am pretty sure has nothing to do with it: pastebin•com/xppTki6z
Here are the full logs: pastebin•com/jeRT5yyF

 
I had FNIS PCEA2, FNIS Sexy Move, and Immersive Animations installed, but thought they might be complicating things, so I removed them and reran FNIS.
All the stuff in the verbose log about FCMetellusIsKilled has to do with the Forgotten City mod, which is currently installed.
All the stuff in the verbose log about ARTH_OCS has to do with the Open Cities Skyrim mod, which is no longer installed.

 

So... help please? You seem to have skipped over mine while responding to the ones immediately before and after.

Any guesses as to what might be happening?

 

Regarding the run animation:

 

The latest version of FNIS is required. FNIS was patched to support this release under the same version name. Redownload FNIS (And FNIS Behavior Addon 1) even if you have already installed it.

Regarding the animation changing on loading your game: Another mod you have installed is instating the use of its alternate animataions on game load, thus overriding DD's.

Posted

I am unable to see my chasity belt during the quest, I have tried multiple things and read the comments and nothing seems to work. Would appreciate if someone could help me troubleshoot this, it is so frustrating that the chasity belt is invisible yet all the functions for it are working

Posted

Im having a bug, whenever my character has arm binds/yokes on her, it automatically switch to 3rd person camera (Currently using Skyrim Enhanced camera 1.3alfa [Lates version]) and normally there's no problem, I see big boobs I hit I like, the real problem starts when Blindfolded, it keeps switching between 1st and 3rd person camera, its very annoying I cant really use 1st person cam so I cant really play when blindfolded.. please any help/Suggestions? 

Posted

Im having a bug, whenever my character has arm binds/yokes on her, it automatically switch to 3rd person camera (Currently using Skyrim Enhanced camera 1.3alfa [Lates version]) and normally there's no problem, I see big boobs I hit I like, the real problem starts when Blindfolded, it keeps switching between 1st and 3rd person camera, its very annoying I cant really use 1st person cam so I cant really play when blindfolded.. please any help/Suggestions? 

 

Is that a Cursed Loot yoke? If yes, that's a known issue.

Posted

 

Im having a bug, whenever my character has arm binds/yokes on her, it automatically switch to 3rd person camera (Currently using Skyrim Enhanced camera 1.3alfa [Lates version]) and normally there's no problem, I see big boobs I hit I like, the real problem starts when Blindfolded, it keeps switching between 1st and 3rd person camera, its very annoying I cant really use 1st person cam so I cant really play when blindfolded.. please any help/Suggestions? 

 

Is that a Cursed Loot yoke? If yes, that's a known issue.

 

 

Actually, any yoke I do have cursed loot installed, But in example I used [solicitation] on an NPC it bounded PC blindfolded, gag, and armbind/yoke and occurs the bug

Posted

 

 

Im having a bug, whenever my character has arm binds/yokes on her, it automatically switch to 3rd person camera (Currently using Skyrim Enhanced camera 1.3alfa [Lates version]) and normally there's no problem, I see big boobs I hit I like, the real problem starts when Blindfolded, it keeps switching between 1st and 3rd person camera, its very annoying I cant really use 1st person cam so I cant really play when blindfolded.. please any help/Suggestions? 

 

Is that a Cursed Loot yoke? If yes, that's a known issue.

 

 

Actually, any yoke I do have cursed loot installed, But in example I used [solicitation] on an NPC it bounded PC blindfolded, gag, and armbind/yoke and occurs the bug

 

 

The [solicitation] option is from cursed loot, and as such returns a cursed loot yoke.

Posted

 

 

 

Im having a bug, whenever my character has arm binds/yokes on her, it automatically switch to 3rd person camera (Currently using Skyrim Enhanced camera 1.3alfa [Lates version]) and normally there's no problem, I see big boobs I hit I like, the real problem starts when Blindfolded, it keeps switching between 1st and 3rd person camera, its very annoying I cant really use 1st person cam so I cant really play when blindfolded.. please any help/Suggestions? 

 

Is that a Cursed Loot yoke? If yes, that's a known issue.

 

 

Actually, any yoke I do have cursed loot installed, But in example I used [solicitation] on an NPC it bounded PC blindfolded, gag, and armbind/yoke and occurs the bug

 

 

The [solicitation] option is from cursed loot, and as such returns a cursed loot yoke.

 

 

Ups Im sorry I didnt knew it, thanks very much

Posted

I'm having an issue... when I get past being chastised by Urag, I can't move. After a while, the entirety of the dialogue of him sending me to do the quest restarts. Any Ideas?

Posted

Does anyone know how to get the key for the slavegag 'plug'? 

 

I remember finding it in game some months ago and it was OK then.  But I have now played about 10+ in-game days with my PC equipped with one with no success, and I've tried every sort of source, containers, chests, plants, bodies, the lot, rerun dungeons, pickpocketed every NPC I have passed by, all to no avail.  I can find everything else, hand, leg, body and head keys etc, just not that one

 

I've looked for it using the console. Only reference that seemed remotely related I could find there was 'slavegagplugged' = 1 (or something like that) which I assume means that it's worn.

 

I've tried the Menu additem mod and it doesn't appear within the DCUR esp, nor the (latest) DD Integration, Expansion, or Assets mods

 

Before I either finally succumb to the anathema of 'safewording', or maybe even reinstalling the mod in case something got missed on the install, has anyone any ideas/clues that might help?

 

TIA

Posted

Does anyone know how to get the key for the slavegag 'plug'? 

 

I remember finding it in game some months ago and it was OK then.  But I have now played about 10+ in-game days with my PC equipped with one with no success, and I've tried every sort of source, containers, chests, plants, bodies, the lot, rerun dungeons, pickpocketed every NPC I have passed by, all to no avail.  I can find everything else, hand, leg, body and head keys etc, just not that one

 

I've looked for it using the console. Only reference that seemed remotely related I could find there was 'slavegagplugged' = 1 (or something like that) which I assume means that it's worn.

 

I've tried the Menu additem mod and it doesn't appear within the DCUR esp, nor the (latest) DD Integration, Expansion, or Assets mods

 

Before I either finally succumb to the anathema of 'safewording', or maybe even reinstalling the mod in case something got missed on the install, has anyone any ideas/clues that might help?

 

TIA

 

The plug needs a head restraints key.

 

Also: Wrong support thread. ;)

Posted

 

Does anyone know how to get the key for the slavegag 'plug'? 

 

I remember finding it in game some months ago and it was OK then.  But I have now played about 10+ in-game days with my PC equipped with one with no success, and I've tried every sort of source, containers, chests, plants, bodies, the lot, rerun dungeons, pickpocketed every NPC I have passed by, all to no avail.  I can find everything else, hand, leg, body and head keys etc, just not that one

 

I've looked for it using the console. Only reference that seemed remotely related I could find there was 'slavegagplugged' = 1 (or something like that) which I assume means that it's worn.

 

I've tried the Menu additem mod and it doesn't appear within the DCUR esp, nor the (latest) DD Integration, Expansion, or Assets mods

 

Before I either finally succumb to the anathema of 'safewording', or maybe even reinstalling the mod in case something got missed on the install, has anyone any ideas/clues that might help?

 

TIA

 

The plug needs a head restraints key.

 

Also: Wrong support thread. ;)

 

 

Indeed that was in the wrong thread!  And after 3 to 4 RL days trying to sort this out, you might well also have thought that the pillock would notice that the 'Unlock the Plug' option was further along the list of optioins.   :dodgy: 

 

Thanks Kimy, for your good humoured, and polite, patience  :)

 

A free bit of advice to anyone still mad enough to be reading this.  Try not to let old age overtake you, not even for a few days.  Nothing good will come of it...  LOL 

 

 

 

 

Posted

Hi min,

 

​Just a quick question...

​Will there be an MCM option to turn off the new bound run animations etc when the final version of DDi 3.0 is released?

If not, could you advise as to how to remove it?

 ​I don't want to sound rude but the new bound run animation is not for me so I would prefer to be able to use the default run as before.

POSSIBLE BUG: There is no run sound when hands are bound in v3.0 BETA 1

 

 

​thanks

Posted

Hi min,

 

​Just a quick question...

 

​Will there be an MCM option to turn off the new bound run animations etc when the final version of DDi 3.0 is released?

 

If not, could you advise as to how to remove it?

 

 ​I don't want to sound rude but the new bound run animation is not for me so I would prefer to be able to use the default run as before.

 

POSSIBLE BUG: There is no run sound when hands are bound in v3.0 BETA 1

 

 

​thanks

 

We have actually discussed this possibility, and decided that there will not be an option to disable the new bound animations, for technical reasons. Furthermore, you cannot remove the new animations without breaking armbinder/yoke behavior.

 

We agree though, that the new, over-exaggerated run animation is over the top - Moreso, it has a few other issues associated with it. We are seeking an animator to redo the run animation, though we are stuck with what we have for the time being.

Posted

 

We have actually discussed this possibility, and decided that there will not be an option to disable the new bound animations, for technical reasons. Furthermore, you cannot remove the new animations without breaking armbinder/yoke behavior.

 

We agree though, that the new, over-exaggerated run animation is over the top - Moreso, it has a few other issues associated with it. We are seeking an animator to redo the run animation, though we are stuck with what we have for the time being.

 

 

Ok thanks for the reply.

 

​I look forward to seeing the new animation in a later version :)

Posted

I only just got into animating recently and took a break from SexLab animations to see if i could do some for DD.

 

 

Could any animators take a look at this 3DS2012 file I'm working on? I currently have two problems.

 

Number one, how do i ensure that the arms are fixed into the armbinder position short of adjusting them for every movement frame? (I tried wires and blegh). 

 

Number two, the walk cycle looks pretty good in 3ds but in game it looks very very robotic. What am I doing wrong arghh.

 

 

 

 

ArmBinderWalkForwardTest.zip

Posted

 

 

I have a suggestion can we make it so when you have say an armbinder/yoke on if you go into the water it either prevents you from doing so or you start drowning faster, idk if this is at all possible it just looks weird if you go into water with one on maybe have a  specific animation

 

 

I'd also request making gags affect swimming as well, if that's possible. Not 100% sure, but I'm pretty sure you'd drown (or at least be much more susceptible to drowning) if you tried to swim with a ring or open panel gag on IRL. I guess you might be able to hold your breath by sealing the back of your mouth with your tongue, though exhaling would be hell. Not sure about ball gags, though if any water did get in, the gag would make coughing pretty horrible. I may be overthinking this, lol.

 

 

As an avid swimmer, you are overthinking this.  As your head is normally tilted down, the air in your mouth has nowhere to go to let water in, and a ball or closed panel gag might would interfere with breathing, since the norm is mouth breaths in all strokes.  The gross factor of things swimming or ending up in your mouth though, is present.  I wonder if it's possible to make the PC walk slowly along the bottom ala fo4 power armor.

Posted

Is the FNIS addon still required with the newest version of FNIS (6.3) ?  Are there specific patches to apply when generating FNIS ?

No, it looks as if just running 6.3 should suffice.

 

I only just got into animating recently and took a break from SexLab animations to see if i could do some for DD.

 

 

Could any animators take a look at this 3DS2012 file I'm working on? I currently have two problems.

 

Number one, how do i ensure that the arms are fixed into the armbinder position short of adjusting them for every movement frame? (I tried wires and blegh). 

 

Number two, the walk cycle looks pretty good in 3ds but in game it looks very very robotic. What am I doing wrong arghh.

 

Thanks for taking a look in to this issue. There are four issues that we have with the current bound animations:

1) Skirt bones are not handled properly on quite a few, resulting in many vanilla and non-vanilla outfits being mangled while worn.

2) The animation in general is too extreme.

3) Tying in to #2, the over-exaggerated arm swinging is causing a "leaning" effect while any sort of slow-down is present on the character. This is due to the way that Skyrim combines the walk and run animations to form a "jog".

4) A lot of the animations have stutter issues, caused by too many or too few frames.

 

Alas, none of us are animators, so we cannot offer feedback on how to improve your process. sad.png

Posted

@ Min, Kimy, etc

 

Followers and their antics came up some time ago :cool: , and my recollection was that some of the animation issues were going to be addressed in a future release, which is fine

 

However, I have a query relating to followers' 'outfit management', which I have seen oblique reference to in the thread, but no clear guidance or resolution that deals with my particular issue

 

The basics of my game seem to work fine - having meantime disabled armbinders and yokes until the anim glitches are sorted.  DCUR processes PC and followers assiduously!  Keys work fine on removing items from PC and followers alike

 

But I use AFT.  I have some followers for whom 'outfit management' is enabled.  That allows you to determine what a follower NPC should wear/be equipped with as

 

a 'standard' outfit - think outdoors in the country

a 'home' outfit - think indoors in a player owned residence

a 'city' - think as in a township

 

The NPC also has a 'backpack' - think of them as a mule, with a saddlebag into which you can dump all the precious junk you collect along the way

 

On going through a load screen from one game environment cell to another, the NPC is stripped of the relevant outfit, and then, if the environment type has changed, equipped with that applicable to the environment of the newly entered cell

 

You can probably now see where this is going

 

Devious Devices equipped on NPCs out in the country appear in their 'standard' outfit list.  Good so far.  If you want the PC to remove them, you can unequip them if the PC has a valid key, and they pass to the PC's inventory.  

 

But if the NPC follows the PC out of 'the country' into a player 'home', the worn Devices are not still equipped after the NPC has changed gear from the 'standard' to 'home' outfit.  Nor do those Devices stay in the 'standard' outfit.  They disappear from that, but reappear in the NPCs 'backpack', still properly locked and requiring that the PC has a valid key to remove them.  

 

When the PC leaves the 'home' and returns to the 'country', the NPC follows, and has the 'home' outfit stripped, and the 'standard' outfit reequipped, but without the Dev Devices, which stubbornly remain in the NPC's 'backpack', still locked etc

 

I have never used vanilla followers so have no idea how their gear is managed

 

Bottom line queries: 

 

1 - Does anyone out there use AFT who has made outfit management and Devious Devices work properly, ie have the NPC continue to be equipped all the time, even on changing from one outfit to another', until unlocked?  If so, can you please say how you did it?  I shall be in your debt forever   

 

2 - Is this a potential 'bug' in Dev Device handling - I really doubt it   :) -  and something that has the possibility of an easy fix in this mod, or can be patched in any way?  I would already have tried that if I knew how, but I wouldn't really know where to start

 

On that latter point, if there is no simple fix, please note that this is no big deal, and in future games I'll just sort it out with manual changes to the standard outfit where I can.  I appreciate everything you've already done far too much to wish to sound at all ungrateful!!!!! :shy:

 

Apologies for the length.  It's about as concisely precise as I could get....  :P 

Posted

I use aft and what I do is use the "I have something to trade" when I give them the DDs. This seems to bypass the aft outfits and they wear them all the time or so it seems.

Posted

I use aft and what I do is use the "I have something to trade" when I give them the DDs. This seems to bypass the aft outfits and they wear them all the time or so it seems.

 

That sounds like a good trick!  Thanks, I'll remember that one.. :)

 

But I was really referring to the 'forced wear' being initiated from mods, such as, eg, Kimy's wonderful Cursed Loot *insert emote for intensive grovelling*, where the initially equipped loot becomes visually less wonderful when the cursed NPC seems no longer constrained to openly wear it ... ;)

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...