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Posted

 

Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it."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.

 

 

log from either of you

 

 

 

Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it."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.

 

 

find what mod in your load order as hex 10:

 

 

[08/04/2016 - 01:41:11AM] Error: Cannot call LoadAnimations() on a None object, aborting function call

stack:

[zadQuest (1000F624)].zadbq00.Maintenance() - "zadBQ00.psc" Line 165

[alias Player on quest zadQuest (1000F624)].zadPlayerScript.OnPlayerLoadGame() - "zadPlayerScript.psc" Line 13

 

Posted

Thanks for the updates.

Really nice that we got 3 animations sets so you can mix and match the sets for a nice combination from all 3 sets.

Very nice work on the updates and new animations :D

Posted

 

 

 

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. 

 

The post of mine that you've quoted is completely unrelated to the issue you're having. Integration (in both this version and the last) checks for 2.90. The message that you're receiving is the result of a check that happens before the assets version check anyways. If you are receiving that message, it means that the assets property is unset. If you are sure that  you're not running an ancient (very, very old) version of assets, this can only mean that you've either done something to damage your save-game (Ill-advised "clean save" attempt?), or you've somehow messed up your installation. Verify that the issue does not recur on a new game. If it does recur on a new game, I would suggest a reinstall of assets/integration.

 

It could also be that an out of date third-party mod that modifies DD is breaking things - Pare your load-order down to a minimum number of mods, featuring only Integration, Assets, and their dependencies. See if the issue still happens. If it does not, add your mods back piece-meal until you find the culprit.

 

 

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.

You did not post a Papyrus.0.log, so I can only guess at what might be causing your issues. Read my above response.

 

 

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.

The animations work for the rest of us - thus, it is a problem with your setup. You posted no information to aid us in attempting to troubleshoot your problem. What version of FNIS are you running? Post a copy of your Papyrus.0.log? Post your FNIS log?

 

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???

I'm not even sure what you're asking here to be honest. Are you trying to create a new device? If so, Veladarius and I wrote a tutorial on the subject on the wiki. What are you trying to do?

Posted

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?

there's a page on cursed loot thread for bodyslide that works well

Posted

*** and snipped it all just to let it show to you***

 

 

Yep. But based on the info we had at hand.. those were logical starting points. Along with the conversation on DDa which at that point only lead to the same conclusions.

Nope.. didn't post a log because its not my habit to run here and post logs and demand fixes. I do however ask / question / discuss with others like we tried here and there.. and yeah, we may be wrong a lot..but we figure it out a lot to.

"aint" gonna lie.. got the impression you felt that this.. ( me ) was being hostile.  Nope. Not intended.

HOWEVER. Ran it as was last night, with the error popping up after double checking all the DD programs. No single issue crept up. Could it? Maybe.

Irrelevant since this morning I pulled out some more ( which is advise you gave.. but I always do anyway ) but have not been in to check it. I have a hunch I know which may be the guilty party after sleeping on it. I ll give it a shot and if positive.. let you know.. if not.. I ll probably ignore it for now.  Nobody likes the messages.. but if its as simple as you say.. it will show up if not found.. then I ll know for sure what to look at. Not like I really care about my characters much anyway.. lol.. start new ones all the time..

Posted

Not sure what i would need to do to get hold of the papyrus log, but i think i managed to find a FNiS log atleast. Belive im running the latest version aswell. Anyways if this is not any helpfull im probally going to do a full reinstall of most of my mods soon so that i can sort out some old ones. This is probally going to happen when captured dreams v4 comes out. So lets hope i either manage to find a solution myself or anyone has a answer on a more technical level.

GenerateFNIS_LogFile.txt

Posted

 

 

 

 

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. 

 

The post of mine that you've quoted is completely unrelated to the issue you're having. Integration (in both this version and the last) checks for 2.90. The message that you're receiving is the result of a check that happens before the assets version check anyways. If you are receiving that message, it means that the assets property is unset. If you are sure that  you're not running an ancient (very, very old) version of assets, this can only mean that you've either done something to damage your save-game (Ill-advised "clean save" attempt?), or you've somehow messed up your installation. Verify that the issue does not recur on a new game. If it does recur on a new game, I would suggest a reinstall of assets/integration.

 

It could also be that an out of date third-party mod that modifies DD is breaking things - Pare your load-order down to a minimum number of mods, featuring only Integration, Assets, and their dependencies. See if the issue still happens. If it does not, add your mods back piece-meal until you find the culprit.

 

 

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.

You did not post a Papyrus.0.log, so I can only guess at what might be causing your issues. Read my above response.

 

 

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.

The animations work for the rest of us - thus, it is a problem with your setup. You posted no information to aid us in attempting to troubleshoot your problem. What version of FNIS are you running? Post a copy of your Papyrus.0.log? Post your FNIS log?

 

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???

I'm not even sure what you're asking here to be honest. Are you trying to create a new device? If so, Veladarius and I wrote a tutorial on the subject on the wiki. What are you trying to do?

 

 

A device already in zaz accessories, the gold HDT ankle chains, usually just reduces speed, but I made them resist shock (or enhance light armor, whatever)

And I'd like to add a DDI effect, maybe like a stimulating effect (I'm not picky).

An attraction effect, a stimulating effect, a "horny" event,

but if possible use an enchantment, not another script.

 

Posted

 

 

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.

 

 

I was getting this issue too (I also use MO). After many hours of uninstalling mods and then reinstalling them one by one then starting a new game each time I installed a mod, I was able to determine that for me the issue was YPS Immersive Fashion. I left it out of my load order and I haven't had the issue since. Hope this helps you folks out.

 

Edit: I just installed the latest version of YPS Immersive Fashion and the issue is no longer present for me.

 

Posted

 

 

The post of mine that you've quoted is completely unrelated to the issue you're having. Integration (in both this version and the last) checks for 2.90. The message that you're receiving is the result of a check that happens before the assets version check anyways. If you are receiving that message, it means that the assets property is unset. If you are sure that  you're not running an ancient (very, very old) version of assets, this can only mean that you've either done something to damage your save-game (Ill-advised "clean save" attempt?), or you've somehow messed up your installation. Verify that the issue does not recur on a new game. If it does recur on a new game, I would suggest a reinstall of assets/integration.

 

It could also be that an out of date third-party mod that modifies DD is breaking things - Pare your load-order down to a minimum number of mods, featuring only Integration, Assets, and their dependencies. See if the issue still happens. If it does not, add your mods back piece-meal until you find the culprit.

 

Thanks for looking into this. Every so often I decide to test out mods that I haven't used before and get rid of ones I am tired of. I updated the mods that had new stable versions out, started a new character, and that's when the message popped up. So I double-checked that the downloads, installs, and load orders were good and made another character...only to be faced with the same error. The weird thing is everything seems to function fine except that error message keeps showing up at load. 

 

I haven't had time to fiddle with my install until now, but I'll try out the bare minimum to get deviant devices going and edit this post in case others may benefit.

 

Thanks again, both for the advice and the mod.  :)

 

edit: 

 

 

 

 

I was getting this issue too (I also use MO). After many hours of uninstalling mods and then reinstalling them one by one then starting a new game each time I installed a mod, I was able to determine that for me the issue was YPS Immersive Fashion. I left it out of my load order and I haven't had the issue since. Hope this helps you folks out.

 

 

 

For me at least, it was a little more complicated than this. I started a new character after making sure the minimum devious stuff is installed and then installed more devious addons including YPS Immersive Fashion. Made another save, loaded that save, and no error message. So, I left the mods the same and started another new character, made a save, loaded that save, and got the error message again.

 

Not sure why, but my game throws up that annoying error message if I have Immersive Fashion installed before character creation. I had a somewhat similar problem with another mod, Predator Vision wouldn't actually do anything unless I installed it after making a character. Could be wrong, though. Gonna mess around with my install some more and see if that idea holds.

 

Thanks to you as well ScorpiusX.

 

Bonus edit: Yep, installed the new Fashion update and no error message. The long nightmare is finally over.

Posted

 

 

 

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.

 

 

I was getting this issue too (I also use MO). After many hours of uninstalling mods and then reinstalling them one by one then starting a new game each time I installed a mod, I was able to determine that for me the issue was YPS Immersive Fashion. I left it out of my load order and I haven't had the issue since. Hope this helps you folks out.

 

Edit: I just installed the latest version of YPS Immersive Fashion and the issue is no longer present for me.

 

 

 

Thank you for your help! YPS sounds like our culprit. Can anybody else test and confirm it for us?

 

As a general advice please always make sure that if you have any third party DD-related mods installed that they're up to date and compliant with the latest version.

Posted

The latest version of YPS Immersive Fashion v3.4.2 doesn't cause the issue. I can start a new game with YPS installed and everything works great now. I think emily uploaded it whilst I was spending about 10 hours tracking down which mod was causing the issue, I only discovered the new version when I went onto the YPS support thread to report the issue.

 

I also get that problem with Predator Vision (but only for about half my new games), I've started to just deactivate it until I've made my character and sorted the rest of the MCMs out, then I save, quit, activate PV and load my game up and have no issue with it.

 

Off topic: Princessity will you be doing an update to Vampiric Thirst at all? Please, pretty please.

Posted

Off topic: Princessity will you be doing an update to Vampiric Thirst at all? Please, pretty please.

VT 3.0 has been in the works for the better part of the year. It's coming eventually but after missing 2 release dates I don't want to make any more promises. It will be done when it's done.

Posted

Thank you for the reply Princessity. I'm just glad to hear an update to VT is still in the works. I'm looking forward to it, VT is (for me at least) the way vamps should be played.

Posted

Just wanted to say THANK YOU to all who were involved in bringing us the latest rounds of updates to this fantastic mod. :cool:

 

I particularly like the new release/escape options of DDi 3.1, it has made trying to escape from restraints even more fun. And that magic shield with the random timer is evil, I love it!

Posted

Could you make the armbinder idle optional in an update? I'm not a big fan how it makes your feet glide on the floor, and its especially annoying when using Skyrim - Enhanced Camera mod.

 

Edit: My mistake. It was the bottom option that had an idle that I didn't like. The top one had a running animation that felt weird, but the middle one was juuusst right.

Posted

Quote from the 3.0beta patchnotes:

"Changed: Plugs no longer interrupt each and every spell when the character is aroused, making playing a caster basically impossible when some meanie stuffed her with these evil vibrators. Instead they will shock her once in a while and drain some magicka."

 

Was that changed again for 3.1 ?

 

I am currently on a run with a pure mage and the vibrations of plugs and any piercings are triggered by each and every dual-cast, also 90% of all "left hand"-casts without right hand, and even a few right hand casts as well.

 

Am I missing a setting in the MCM to prevent that, or did I install something in the wrong order or is playing a mage with piercings and/or a stuffed belt not designed to work without going literally crazy? (If I had not my atronach, I wouldn't be able to kill a thing at all).

 

Another side effect of this is, that with the arousal buffing my hp, I sometimes am severely hurt after a fight and when I try to heal myself, the plugs/piercings promptly interrupt, and I black out, cause the hp are below the unbuffed treshhold (but nowhere near danger!!)

 

Please help... thank you

Posted

Would any of the animators who worked on the new animations be willing to release their animation project files? My reason being so that we can tweak the animations more to individual likes both for personal use and for sharing here with the LL community.

 

I had my crack at doing movement animations but struggled with both the offsets for devious equipment and getting a movement quality that didn't look robotic. And ofcourse importing another mods .hkx into 3d software (max for me) ends badly so ideally you'd need the original project files to make tweaks/ alterations.

 

Cheers

 

~ Dark

Posted

Could you make the armbinder idle optional in an update? I'm not a big fan how it makes your feet glide on the floor, and its especially annoying when using Skyrim - Enhanced Camera mod.

 

Which one? There are 3 options.

 

Also no. It cannot be made optional. The old offset-based system is not coming back.

 

Quote from the 3.0beta patchnotes:

"Changed: Plugs no longer interrupt each and every spell when the character is aroused, making playing a caster basically impossible when some meanie stuffed her with these evil vibrators. Instead they will shock her once in a while and drain some magicka."

 

Was that changed again for 3.1 ?

 

I am currently on a run with a pure mage and the vibrations of plugs and any piercings are triggered by each and every dual-cast, also 90% of all "left hand"-casts without right hand, and even a few right hand casts as well.

 

Am I missing a setting in the MCM to prevent that, or did I install something in the wrong order or is playing a mage with piercings and/or a stuffed belt not designed to work without going literally crazy? (If I had not my atronach, I wouldn't be able to kill a thing at all).

 

Another side effect of this is, that with the arousal buffing my hp, I sometimes am severely hurt after a fight and when I try to heal myself, the plugs/piercings promptly interrupt, and I black out, cause the hp are below the unbuffed treshhold (but nowhere near danger!!)

 

Please help... thank you

 

DDi doesn't mess with player's health. Does that come from a different mod? And if so, which one?

 

As for the events firing all the time, could you provide a papyrus log and tell us what plugs you are wearing? What's their name and what mod do they come from? Does the same happen with standard Integration plugs?

Posted

Would any of the animators who worked on the new animations be willing to release their animation project files? My reason being so that we can tweak the animations more to individual likes both for personal use and for sharing here with the LL community.

 

I had my crack at doing movement animations but struggled with both the offsets for devious equipment and getting a movement quality that didn't look robotic. And ofcourse importing another mods .hkx into 3d software (max for me) ends badly so ideally you'd need the original project files to make tweaks/ alterations.

 

Cheers

 

~ Dark

 

Are you know Motionbuilder? :)

Posted

Guys,

Harnesses with collars are still being removed right? I don't want to remove them only to find out it's been reversed. I think it was in the beta but I can't seem to find a full changelog. 

Can I ask why they're being removed? Is it just to simplify things? 

Posted

Also, might have discovered a bug in DDx. Quoting myself from EDD thread: 

 

 

 

By that I mean that it's not EDD that's actually equipping stacking items on you (but it is EDDs fault). It's DDi that's doing the equipping. EDD only unequips/equips once you leave the inventory menu. 

 

Case in point I've discovered the same bug in DD expansion. 

 

1. Console yourself RD-Blindfold (xx011110) AND RD-Custom Blindfold (xx013354)

2. Open inventory and equip RD-Custom Blindfold and close inventory.

3. Try to stash RD-Blindfold into a container.

4. You're now wearing two blindfolds  :P

 

Because (I think) they both share the "deviceRendered" property it causes DDi some trouble internally and you end up with both equipped. 

 

 

Oddly doesn't happen if you equip RD-Blindfold first. 

 

I noticed this the first time around while building EDD but didn't think much of it at the time. WT-Blindfold & WT-Custom Blindfold also share a deviceRendered property. 

Additionally, RD-Custom Blindfold and WT-Custom Blindfold have "deviceInventory" property set as a script instance ARMO form which is different from all the other DDs which usually reference their own formid. 

Posted

 

 

DDi doesn't mess with player's health. Does that come from a different mod? And if so, which one?

 

As for the events firing all the time, could you provide a papyrus log and tell us what plugs you are wearing? What's their name and what mod do they come from? Does the same happen with standard Integration plugs?

 

 

@1: I think it is Cursed Loot, that applies a beneficial buff for high arousal, so that you got a chance to survive naked and bound.

 

@2: I tried to mechodically reproduce it and only got it to "work" with the Captured Dreams plugs... maybe they are different in code? They vibe me at 100% if I use a cast from left hand or dual.

Yesterday I also used some nipple and clit piercings from eDD and them too were going for 100% disturbance.

 

I would love for them to be a risk of maybe 20-40%, but not 100%, it makes it impossible to combine plugs/piercings and casting :(

Posted

 

 

 

DDi doesn't mess with player's health. Does that come from a different mod? And if so, which one?

 

As for the events firing all the time, could you provide a papyrus log and tell us what plugs you are wearing? What's their name and what mod do they come from? Does the same happen with standard Integration plugs?

 

 

@1: I think it is Cursed Loot, that applies a beneficial buff for high arousal, so that you got a chance to survive naked and bound.

 

@2: I tried to mechodically reproduce it and only got it to "work" with the Captured Dreams plugs... maybe they are different in code? They vibe me at 100% if I use a cast from left hand or dual.

Yesterday I also used some nipple and clit piercings from eDD and them too were going for 100% disturbance.

 

I would love for them to be a risk of maybe 20-40%, but not 100%, it makes it impossible to combine plugs/piercings and casting :(

 

 

Can you reproduce the issue using Integration/Expansion plugs and piercings?

Third party mods are the responsibility of their respective authors. We can only provide reliable assistance with core DD components (Assets, Integration and Expansion). If an issue occurs with third party devices the most common cause is outdatedness. As far as I know Captured Dreams and Cursed Loot are in the process of being upgraded but I'm not familiar with EDD at all so I can only assume the issue originates from its end as well.

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