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Posted

when ever i put on a gag it uses the cursed loot gag talk (which i want it to) but when i finish the mini game it has it just acts like nothing happened and just repeat the MMMHM option over and over

Posted

If we are running FNIS 6.3, do we really need the Addon 6.2 file? Since 6.3 seems to have added the functions that were included in the addon file.

Posted

If we are running FNIS 6.3, do we really need the Addon 6.2 file? Since 6.3 seems to have added the functions that were included in the addon file.

Do NOT install a patch for FNIS 6.2 into FNIS 6.3 as that will not give a good result. Everything that Fore made a patch to 6.2 for was added as a fix in the base 6.3 code.

Posted

Might anyone know off the top of their heads what mods explicitly require the beta version to work right now? I'm considering rolling back to the previous version to deal with the problems with bound NPCs, but I haven't played in quite a while - I feel like I remember downloading a mod that specified needing 3.0, but it's been so long since I mucked with my mods that I simply can't recall.

Posted

 

If we are running FNIS 6.3, do we really need the Addon 6.2 file? Since 6.3 seems to have added the functions that were included in the addon file.

Do NOT install a patch for FNIS 6.2 into FNIS 6.3 as that will not give a good result. Everything that Fore made a patch to 6.2 for was added as a fix in the base 6.3 code.

 

 

That's what I thought, so I didn't do such a thing (this time).

Posted

I am having an issue with A gag on my character. It is on my character muffled gag effects everything is normal except I have no gag in inventory. So I am unable to remove the gag. Its fun for a time but after awhile It gets a bit annoying and I dont always want it on.

 

I should also mention I am not capable of equipping another gag. As for the FAQ where there is the bug etc The other gear I had on was due to the quest to get the key. Yet this gag error has been there for awhile even before I was able to get a key.

Posted

I have now fixed said problem by using command player.removeallitems .

 

This didnt actually remove the gag but it then did show up in my inventory and thus was unlockable etc.

Posted

Deviously Cursed Loot 5.5 requires v3.0. Don't know of any others that explicitly require v3.0

Ah, that was it, thank you. I could've sworn DCL was it, but the opening post for the mod didn't update the listed requirements.

  • 2 weeks later...
Posted

I feel it's time I de-lurk and say thank you to everyone for writing so many awesome, fun and kinky mods for skyrim.

 

The world should definately have more interactive BDSM rpgs!

 

Devious Devices rapidly became a centrepiece of my skyrim build. Not only are these some of the best eye candy in the entire game - but the whole 'bound, horny and vulnerable' adds a rather enjoyable element to the experience.

The first time I did the chasity belt quest and had to run all over the world to get the keys for Zed whilst barely able to stand (or cast magic) because of the plugs inside her...that's one of the most enjoyable quests I've played in a long time. :D

 

I can't rate the Devious Device series and their related mods high enough.

 

Thank you all.

Posted

I feel it's time I de-lurk and say thank you to everyone for writing so many awesome, fun and kinky mods for skyrim.

 

The world should definately have more interactive BDSM rpgs!

 

Devious Devices rapidly became a centrepiece of my skyrim build. Not only are these some of the best eye candy in the entire game - but the whole 'bound, horny and vulnerable' adds a rather enjoyable element to the experience.

The first time I did the chasity belt quest and had to run all over the world to get the keys for Zed whilst barely able to stand (or cast magic) because of the plugs inside her...that's one of the most enjoyable quests I've played in a long time. :D

 

I can't rate the Devious Device series and their related mods high enough.

 

Thank you all.

 

I have got some good news for you then.

Captured Dreams Shop is getting a big update (maybe) this month.

Posted

I need help, im pretty sure you've answered this to many other people before but i checked the first 2-3 pages in the comments and i couldnt find it.

 

Anyway Ya The MCM Menu wont appear and its annoying -.- oh and with skyrim bound when i Press Start my life as a slave after ive chosen the equipment it removes all of my items, fastfowards time a bit and it doesnt equip the equipment but i think this is due to the fact that Devious Devices wont open its menu/"Start"

Posted

I need help, im pretty sure you've answered this to many other people before but i checked the first 2-3 pages in the comments and i couldnt find it.

 

Anyway Ya The MCM Menu wont appear and its annoying -.- oh and with skyrim bound when i Press Start my life as a slave after ive chosen the equipment it removes all of my items, fastfowards time a bit and it doesnt equip the equipment but i think this is due to the fact that Devious Devices wont open its menu/"Start"

 

If the MCM menu won't work then the mod is not working either. Make sure that ZAZ, Aroused and SexLab's MCM menu's are all working, if one isn't then DDi won't work either.

 

If they are all working there is a mod on the Nexus called Jaxonz MCM menu kickstarter that should help get it working.

Posted

So with the "bound animations" selected what exactly happens with creature sex when you have the chastity belt equipped as it just seem to select animations that aren't for creatures making the animation work for the person but the creature just stands there.

 

Also do you recommend the zaz override for bound anims or yours instead?

Posted

Looks like creature animations are broken with 3.0 beta's animation filter. I'll see if we can't get this fixed for the upcoming release.

 

We of course, recommend using the DD filter instead of Zap's. Ours is more full-featured, and actually makes use of Zap's for bound (armbinder/yoke wearing) actors. For that matter, Zap's must be disabled if you are using DD.

Posted

Thanks min for putting my mind at ease at least i know the issue i'll disable creature anims for the time being ^^

Posted

 

 

 

I know, this was not what I was saying.

 

 I know they are the devious frameworks all other devious mods are based on, but as there is now more than 10+ mods using these frameworks, wouldn't it be a good idea to begin merging some ? Like Assets+ Integration, LADL + Captured Dreams Shop + Deviously Helpless, or some other merges making the mods more than just plugins but actually full new experiences ? Without having to check compatibility, downloads, etc.

 

 

Personally I don't think this is a good idea as not everyone will want LADL (which has it's own set of requirements LAL versions etc) or necessarily want Captured Dreams or the other mods.

 

Merging the framework with the playable mods would be too restricting IMV both for players and for modders

 

 

what if they just unified Integration, Assets and Expansion?

 

I need help, im pretty sure you've answered this to many other people before but i checked the first 2-3 pages in the comments and i couldnt find it.

 

Anyway Ya The MCM Menu wont appear and its annoying -.- oh and with skyrim bound when i Press Start my life as a slave after ive chosen the equipment it removes all of my items, fastfowards time a bit and it doesnt equip the equipment but i think this is due to the fact that Devious Devices wont open its menu/"Start"

 

If the MCM menu won't work then the mod is not working either. Make sure that ZAZ, Aroused and SexLab's MCM menu's are all working, if one isn't then DDi won't work either.

 

If they are all working there is a mod on the Nexus called Jaxonz MCM menu kickstarter that should help get it working.

 

welp i got jaxonz MCM menu Kickstarter.... did jack shit xD

 

btw is there a chance its not working because of Devious Devices - Integration v3.0 Beta?

Posted

what if they just unified Integration, Assets and Expansion?

To give people more flexibility. Both users and modders. The modders will be able to update each mods independently without breaking compatibility while the user can choose which mod and version to get.
Posted

Hey, I posted this in the Devious Skyrim thread and got told to post it here instead:
-----------------------------------

Hey, so, Devious Devices has an option to use Fingersmithing instead of Lockpicking for use with SkyRe... but SkyRe has been obsoleted by Perkus Maximus, which renamed the skill to "Dexterity". I'm playing with Perkus Maximus, and only just realized that the reason I'm failing to pick these locks is because the game probably thinks my skill is 0, or worse, NaN!

I've searched through the source code myself, looking for this particular variable (did a cat * | grep Fingersmith and SkyRe and Lock and Lockpick, in Skyrim/Data), but I can't find it anywhere. crdelockingplugscript.psc looked promising, but nope. crdesettingsscript.psd *seems* like it ought to have the option, but it doesn't.

Then again, i'm not really sure how I'd go about recompiling the script once I edit it, in any case.

Can anyone help me with this problem? My char is currently desperate for some loving, unable to skill up, and with some kind of device locked onto every single slot, with (as far as I can tell) no way to unlock them. Even if I thought I could use the magic skills, I can't even begin to level them up enough since the desperation keeps me from gaining very much experience at all.

Posted

Actually, it just change the skillname. zadConfig.psc define if the library should use SkyRe skillnames or the vanilla ones. Then zadLibs.psc get the value of the skill to decide if you successfully pick the lock. But it's just about the skillnames and some random numbers.

 

I don't know why you're looking into crde scripts though. I have the beta version, so maybe the 2.x version used cdre filenames?

Posted

Ah, okay, you're right. crde was the completely wrong prefix.

zadConfig.psc does, in fact, decide between SkyRe skillnames vs Vanilla skillnames. But I am using *neither*. I am using Perkus Maximus, the successor to SkyRe, which calls the skill "Dexerity" instead. What should I do to make Devious Integration aware of this?

Posted

You'll have to search and change the skillname changes. As far as I can tell, it only happens twice. Do a search for 'libs.Config.SkyRe'. You'll need to recompile the scripts too though, that I cannot help you with.

Posted

Ah, okay, you're right. crde was the completely wrong prefix.

 

zadConfig.psc does, in fact, decide between SkyRe skillnames vs Vanilla skillnames. But I am using *neither*. I am using Perkus Maximus, the successor to SkyRe, which calls the skill "Dexerity" instead. What should I do to make Devious Integration aware of this?

 No change is required. Perkus Maximus compatibility is the same as SkyRe compatibility as far as lockpicking is concerned, as both use the same overhauled skill-tree for their lockpicking.

Posted

Is there a problem between the DD Blindfold effect and ENB Presets? When I equip the Blindfold, the effect just blurs the vision, does not actually darken the screen. Dark Fog is better, but it seems to interfere with environmental sounds (like rain storms for instance).

 

Posted

Hi! Quick question - It's about the devices underneath menus. Most of the options are by default disabled, except 3 or 4 options. However their default state is also "Disabled". Should I disable everything since that is the default apparently?

 

Oh and one of those slots havng to do with hair I think? Or something like that, font's too big I can't read the whole description... When I click that it says to stay away unless I know what I'm doing. Going with the above assumption that "Disabled" = Default(And that usually means good), what should I do with that?

 

Thanks.

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