gollum007 Posted August 3, 2016 Posted August 3, 2016 Small bug- Your FNIS animation list text file still has the version as 3.0 beta 1
r5e4w3q2 Posted August 3, 2016 Posted August 3, 2016 In re-reading the main page while updating I noticed this bit: At this time, items are provided for UNP and CBBE Curvy bodies. If you want to use Bodyslide with Devious Devices follow these steps:CBBE Bodyslide users download this: http://www.loverslab...dated-20150228/UUNP users download this: http://www.loverslab...devious-corner/Install with your mod manager and use Bodyslide to build the assets. The CBBE link provided leads to an outdated bodyslide set that was never finished and will cause problems (with boots and harness, if I remember correctly). There are instructions in the topic on how to fix some of the stuff, that may need to be mentioned? ---- Started installing now and I am wondering about the animation choices, Cedec0(running, walking) is the default, but it appears from the descriptions that MaikCG(running, walking, sneaking) is the most full featured of the three? What happens if you sneak with Cedec0, or walk in a non-forward direction with FeuerTin?
Princessity Posted August 3, 2016 Posted August 3, 2016 In re-reading the main page while updating I noticed this bit: At this time, items are provided for UNP and CBBE Curvy bodies. If you want to use Bodyslide with Devious Devices follow these steps:CBBE Bodyslide users download this: http://www.loverslab...dated-20150228/ UUNP users download this: http://www.loverslab...devious-corner/ Install with your mod manager and use Bodyslide to build the assets. The CBBE link provided leads to an outdated bodyslide set that was never finished and will cause problems (with boots and harness, if I remember correctly). There are instructions in the topic on how to fix some of the stuff, that may need to be mentioned? ---- Started installing now and I am wondering about the animation choices, Cedec0(running, walking) is the default, but it appears from the descriptions that MaikCG(running, walking, sneaking) is the most full featured of the three? What happens if you sneak with Cedec0, or walk in a non-forward direction with FeuerTin? Cedec's animations are the default set because it covers all the animations (including sneaking, it's forward-facing by default). The two optional packages override some animations but use cedec's for the rest. For the most part the optional packages only override movement animations. Combat looks the same across all sets. And as for the terminology, "forward-facing" (feuertin's animations) means that each direction has a different movement animation but the character is always facing the reticle (so if you're running backwards she will backpedal). All vanilla animations work this way. On the other hand "omnidirectional" (cedec and Maik) means that character always faces the direction she's moving in regardless of where the camera is pointing (so if you're running backwards she will turn 180 degrees and run towards the camera) Either way no option will result in missing animations. All styles are internally consistent but also mutually compatible.
krestine Posted August 3, 2016 Posted August 3, 2016 Animation issue found in version 3.1 When player equip armbinder or shackles, at first bound animation seems OK but after about 30 seconds 'bound sprint' animation reset to non-bound sprint animation. Yokes works fine. only armbinder and shackles have this problem.
Princessity Posted August 3, 2016 Posted August 3, 2016 Where do the devices come from? Shackles are not a core item and there may be armbinders in third party mods that have not been updated to the new system yet. Also do you have any other mod that uses alternate animations (FNIS Sexy Move or PCEA) installed?
Laura Posted August 3, 2016 Posted August 3, 2016 I love the update. Especially the new armbinder animations. It is now possible to make getting out of an armbinder harder. Is it possible then to remove the option to ask someone to help you out of an armbinder? Or is it already implemented and am i just blind? Anyway, love the mod. Thanks for all your hard work.
Bushi Neko Posted August 4, 2016 Posted August 4, 2016 Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it." But I have version 2.9.2 and I'm at a loss I tried for a few hours but couldn't find my error I'm using MO if that is of any help. Thanks in advance for anyone trying to help me I am getting this message also. I had just done a complete clean / install of my L.L. mods and started new game also. The first time I got this error I uninstalled and did it over again. Its still there. All my Devious and associated are up to date. FNIS etc all good to go. Used NMM.
krestine Posted August 4, 2016 Posted August 4, 2016 Shakles are from Devious Cursed Loot. All armbinders from any Devious MODs cause animation issue. I wonder if it only happens in my Skyrim...
aim4it Posted August 4, 2016 Posted August 4, 2016 It's a know issue that armbinders in DCL have older code and need to be updated, I think Kimy said it was already fixed for the next update.
TheCPU101 Posted August 4, 2016 Posted August 4, 2016 I'm having a weird problem with the yoke animations. For some reason they are overriding my sheathed weapon idle, jump, and sneak. I'm using pretty female idles and the realistic animations project - movement animations. The correct animations play when I don't run FNIS but that obviously makes the actual yoke animations not work. I can provide any information you need to fix this
Princessity Posted August 4, 2016 Posted August 4, 2016 The alternate animations use vanilla havok behaviour structure. If you're encountering any animations where they shouldn't be, make sure that you aren't using mods that mess with behaviour files. I remember TK Dodge was very problematic to us during early development and remains partially incompatible because it rerouted unarmed combat to use onehanded animations instead. Similar mods are likely to cause issues as well. That said, nothing about the behaviours or scripting related to the armbinder/yoke system has changed since the last beta release. This update only brought animation fixes and new animation sets (installed as overrides). So there is no possibility that after installing this version you would start encountering problems that you didn't have in 3.0 beta 1.
theotherperson982 Posted August 4, 2016 Posted August 4, 2016 anyone else having ERROR(2011): OLD FNIS version? Wrong line in Animation List, line 31 (..\..\meshes\actors\character\animations\DD\FNIS_DD_List.txt): AAset _h2hidle come while trying to run FNIS ive already tried reinstalling both ddi and fnis updated fnis doesn't seem to want to read the txt file
Guest Posted August 4, 2016 Posted August 4, 2016 Where do the devices come from? Shackles are not a core item and there may be armbinders in third party mods that have not been updated to the new system yet. Also do you have any other mod that uses alternate animations (FNIS Sexy Move or PCEA) installed? zbf ankle gold HDT (AKA "My Chains") are some nice shackles in Zaz Animation Pack, that I modified to get rid of the speed-penalty and currently, all they really do is prevent 70% of shocks. "DDI" says occasionally that they rub up against something, and they are recognized as bondage accessories, because part of the menu in MCM is locked. Now for my question: I want the ankle-cuffs to have either deleterious DDI effects or maybe more (much more) stimulating effects. If you could utter a keyword to add or an enchantment to use, I'd very much appreciate it. I've got no problem adding built-in skyrim enchantments, it's the modded enchantments that don't seem to do much of anything at all.
Kera Posted August 4, 2016 Posted August 4, 2016 Just a heads up: all the links in the "requirements" section are broken for me.
Zetsubou Ketti Posted August 4, 2016 Posted August 4, 2016 Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it." But I have version 2.9.2 and I'm at a loss I tried for a few hours but couldn't find my error I'm using MO if that is of any help. Thanks in advance for anyone trying to help me I am getting this message also. I had just done a complete clean / install of my L.L. mods and started new game also. The first time I got this error I uninstalled and did it over again. Its still there. All my Devious and associated are up to date. FNIS etc all good to go. Used NMM. Same issue as the two of you, but I am using MO. Papyrus.0.log
Bushi Neko Posted August 4, 2016 Posted August 4, 2016 Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it." But I have version 2.9.2 and I'm at a loss I tried for a few hours but couldn't find my error I'm using MO if that is of any help. Thanks in advance for anyone trying to help me I am getting this message also. I had just done a complete clean / install of my L.L. mods and started new game also. The first time I got this error I uninstalled and did it over again. Its still there. All my Devious and associated are up to date. FNIS etc all good to go. Used NMM. Same issue as the two of you, but I am using MO. Well.. having just downloaded assets again.. and double checking the file readme, it states its not 2.9.2. DDa is 2.9.0 but the only file available is DDA marked 2.9.2.. Info.xml says its 2.9.0 moduleconfig.xml says 2.9.1 maybe its been that way for some time.. I never checked.. but there is no ref in DDa to any 2.9.2 on the L.L. download.
Siudhne Posted August 4, 2016 Posted August 4, 2016 Works like a charm, thanks! Feature request: The shield timer lock is a neat feature, but I think it would improve by getting applied only occasionally. Maybe an MCM option to set the percentage of time-locked devices?
Zetsubou Ketti Posted August 4, 2016 Posted August 4, 2016 Well.. having just downloaded assets again.. and double checking the file readme, it states its not 2.9.2. DDa is 2.9.0 but the only file available is DDA marked 2.9.2.. Info.xml says its 2.9.0 moduleconfig.xml says 2.9.1 maybe its been that way for some time.. I never checked.. but there is no ref in DDa to any 2.9.2 on the L.L. download. Looking in the Devious Assets thread, Min posted: I have a question. I am not very well versed in Papyrus, but I have someone who's been helping me. They keep telling me that I need to update DDa. I have downloaded 2.92 from here, installed it. Multiple times. Payrus still reports it as 2.90. Am I doing something wrong or did I miss something? Also the readme that comes with what I downloaded from the thread still shows 2.90, and the ESM reports 2.83. The Mod manager I use still reports it as 2.90 as well. Did I miss something, or does 2.92 not actually report as 2.92 anywhere? THis is from my last Papyrus log after installing 2.92. [06/23/2016 - 03:41:47PM] [Zad]: assets version [2.900000]: OK Looks like the log will report 2.90 even if 2.92 is installed. Guess we forgot to update the version number on assets last release. Thanks for pointing this out. Scriptname zadAssets extends Quest Float Function GetVersion() return 2.90 EndFunction So it may be an issue that hasn't been addressed yet. I had assumed that due to the age of the post that the version number situation had been resolved so I came here looking for help but that's obviously not the case. At a loss as to how to resolve this other than reverting to old versions for a bunch of mods.
Bushi Neko Posted August 4, 2016 Posted August 4, 2016 I was under the same thought process. Realizing the DDa had not been updated on L.L. I ' assumed ' it was / had been ok. After all, it never gave me an issue before. :-) I rolled back my DDi last night to the last one. Going to see if that clears it up for now. *** EDIT *** Nope. Not in the mood / up to it enough at the moment to dig in all the files, but reverting to a save game that had the new DDi gave the same results after revert. Reckon that would again require a complete restart / new game. ( not surprising since reverting probably left lingering files without a fresh sweep.. but not up to dealing with it. ) Have to check the log and get back to this if no one beats me to it.
krestine Posted August 4, 2016 Posted August 4, 2016 Restarting complete new game (clean save) fixed my 'sprint-bound' animation issue. Maybe some leftovers from last version caused animation issue.
Guest Posted August 4, 2016 Posted August 4, 2016 Is there a list somewhere that shows all the biped slots that DD occupies?
Princessity Posted August 4, 2016 Posted August 4, 2016 Is there a list somewhere that shows all the biped slots that DD occupies? Yes the wiki has an up to date slot usage reference page
Guest Posted August 4, 2016 Posted August 4, 2016 Is there a list somewhere that shows all the biped slots that DD occupies? Yes the wiki has an up to date slot usage reference page awesome thnx
Zerena Posted August 4, 2016 Posted August 4, 2016 I get problems with the hands as well. They look fine behind the charathers back until i start sprinting or another animation makes my charather do something else other than the hands being behind her back. for example with bound combat and sprinting as i mentioned already. Earlier when ive been playing with the DD mods even if the arms where not where they should be while i was sprinting they would always return behind her back. But now they are stuck in the vanilla idle possition. Not sure what mods fault that is as i tried installing the previous version of the mod aswell but could not seem to make the carather go back to the bound animation.
Guest Posted August 4, 2016 Posted August 4, 2016 Does a person need to create a script to use one? I can't paste using MSIE (curses!!) I think it says "when you have selected a base device type, create a script extending that type". yeahbutt.... if skyrim lets you fortify light armor, increase magical resistance etc without scripts, does DDI???
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