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Posted

 

Got a bug report: When using the Device Hider, it causes multiple items to equip/dequip constantly in a neverending loop.

 

In the top left, a message pops up saying "    was unequipped" over and over again.

 

I've tested this multiple times to see if it would happen, and it did every single time.

 

And I am using the latest version.

 

Mod conflict. You're using a mod that either prevents equipping/unequipping items in combat (Requiem, Cursed Loot with the stripping collar) or you're wearing some unequippable outfit that occupies the device hider slot.

 

You could try changing the device hider slot to something else. If that doesn't help, you need to address the mod conflict. Requiem has an MCM option to disable the autounequipper but I'm not sure about other mods.

 

 

I don't use requiem, so that's out. And I didn't use the stripping collar, and I had the hider set to slot 60.

 

I've had a looksie at DCL in the creation kit to see what the problem is, and there's no problems there with the bondage mittens, nor is there any problems with any other DD mod. But I'll try again with the hider set to 61 and see what happens.

Posted

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

 

This has been a problem for me also  recently..

 

I re downloaded  DDA,DDI,DDE, and re installed them, also went and got, and re installed the latest Groovtoma skeleton XP32 Maximum Skeleton Extended - XPMSE 3.87.

 

 re installed Zaz animations as well, and made sure all animations were active.

 

  Here is Log>>> I went in game put on armbinder, and struggled once, then quit.  My arms are at side with no hands, and binder is just hanging on back.  It is a real immersion breaker.

 

   If any one could help I would appreciate it.. :s

Papyrus.0.7z

Posted

 

 

Got a bug report: When using the Device Hider, it causes multiple items to equip/dequip constantly in a neverending loop.

 

In the top left, a message pops up saying "    was unequipped" over and over again.

 

I've tested this multiple times to see if it would happen, and it did every single time.

 

And I am using the latest version.

 

Mod conflict. You're using a mod that either prevents equipping/unequipping items in combat (Requiem, Cursed Loot with the stripping collar) or you're wearing some unequippable outfit that occupies the device hider slot.

 

You could try changing the device hider slot to something else. If that doesn't help, you need to address the mod conflict. Requiem has an MCM option to disable the autounequipper but I'm not sure about other mods.

 

 

I don't use requiem, so that's out. And I didn't use the stripping collar, and I had the hider set to slot 60.

 

I've had a looksie at DCL in the creation kit to see what the problem is, and there's no problems there with the bondage mittens, nor is there any problems with any other DD mod. But I'll try again with the hider set to 61 and see what happens.

 

 

Well, it looks like it's DCL's the problem there with the new bondage mittens. Everything else works wonders.

 

Posted

 

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

 

This has been a problem for me also  recently..

 

I re downloaded  DDA,DDI,DDE, and re installed them, also went and got, and re installed the latest Groovtoma skeleton XP32 Maximum Skeleton Extended - XPMSE 3.87.

 

 re installed Zaz animations as well, and made sure all animations were active.

 

  Here is Log>>> I went in game put on armbinder, and struggled once, then quit.  My arms are at side with no hands, and binder is just hanging on back.  It is a real immersion breaker.

 

   If any one could help I would appreciate it.. :s

 

 

Same question as I asked the other person: is your FNIS up to date? Did all the files install correctly?

Posted

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

Just for info if this can help someone, I found a solution to my animation issue. I first tried to delete one extra blocking item that was stuck in the inventory but that didn't solve the issue. I could finally solve it by using the debug options of DCL by first using the TIE ME UP option to get all devices equiped and then the safe word to remove everything. Now all animations are normal again.

 

Now I don't know exactly how I got the problem but I have an odd behaviour when trying to stash some devices in the horse sack from the mod "Convenient Horses". In my previous game, this worked well, but now it seems that the horse sack is considered as a valid target for devices and I guess it can lead to problem when I move items back and forth between my inventory and the horse sack. Also it complained when I tried to put two blindfolds in the horse sack (because I guess you can't equip twice a similar device). Unluckily I changed two many things between the two games so I cannot pinpoint what did it.

Posted

 

 

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

 

This has been a problem for me also  recently..

 

I re downloaded  DDA,DDI,DDE, and re installed them, also went and got, and re installed the latest Groovtoma skeleton XP32 Maximum Skeleton Extended - XPMSE 3.87.

 

 re installed Zaz animations as well, and made sure all animations were active.

 

  Here is Log>>> I went in game put on armbinder, and struggled once, then quit.  My arms are at side with no hands, and binder is just hanging on back.  It is a real immersion breaker.

 

   If any one could help I would appreciate it.. :s

 

 

Same question as I asked the other person: is your FNIS up to date? Did all the files install correctly?

 

 

Does this tell you anything about that ?

 

And the deviously cursed loot is actually 5.6  the update was not fixed proper, as also sexlab is 1.62 not 1.61

FNIS Behavior V6.3   8/12/2016 2:38:58 PM
Skyrim: 1.9.32.0 - C:\steamdir\steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"

Reading AnimationsByLeito V1.0 ...
Reading DD V3.0.beta1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 181 alternate animations) ...
Reading Deviously Cursed Loot V5.5 ...
Reading FNIS V5.1.1 ...
Reading FNISBase V6.3 ...
Reading FNISCreatureVersion V6.1 ...
Reading FNISSexyMove V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 18 alternate animations) ...
Reading FunnyBiz V1.0 ...
Reading KomAnim V20-06-16-Bloody ...
Reading MNC V?.? ...
Reading Necro V1.6 ...
Reading NonSexLabAnimationPack V3.1 ...
Reading P1FlyingRing V?.? ...
Reading SexLab V1.61 ...
Reading SexLabAroused V?.? ...
Reading SexLabCreature V1.61 ...
Reading XPMSE V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack V6.1  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files ...
 108 GENDER modifications for Animations\male
 108 GENDER modifications for Animations\female
mt_behavior usage: 27.3 %   ( 26 furniture, 29 offset, 0 chair, 99 alternate animations)
0_master usage: 6.8 %   ( 0 paired, 0 kill, 132 alternate animations)
Alternate Animation mods: 3 sets: 31 total groups: 67 added file slots: 394 alternate files: 363

Create Creature Behaviors ...
Reading MNC V?.? ...
Reading SexLabCreature V1.60 ...
Reading AnimationsByLeito V1.0 ...
Reading FunnyBiz V1.0 ...
Reading Necro V?.? ...

 5336 animations for 18 mods successfully included (character)
 1221 animations for 5 mods and 37 creatures successfully included.

post-123-0-57883000-1471031663_thumb.jpg

post-123-0-06570900-1471031685_thumb.jpg

post-123-0-69915800-1471031968_thumb.jpg

post-123-0-71815200-1471032590_thumb.jpg

post-123-0-61798200-1471032853_thumb.jpg

post-123-0-58487500-1471033095_thumb.jpg

Papyrus.0.7z

Posted

 

 

 

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

 

This has been a problem for me also  recently..

 

I re downloaded  DDA,DDI,DDE, and re installed them, also went and got, and re installed the latest Groovtoma skeleton XP32 Maximum Skeleton Extended - XPMSE 3.87.

 

 re installed Zaz animations as well, and made sure all animations were active.

 

  Here is Log>>> I went in game put on armbinder, and struggled once, then quit.  My arms are at side with no hands, and binder is just hanging on back.  It is a real immersion breaker.

 

   If any one could help I would appreciate it.. :s

 

 

Same question as I asked the other person: is your FNIS up to date? Did all the files install correctly?

 

 

Does this tell you anything about that ?

 

And the deviously cursed loot is actually 5.6  the update was not fixed proper, as also sexlab is 1.62 not 1.61

FNIS Behavior V6.3   8/12/2016 2:38:58 PM
Skyrim: 1.9.32.0 - C:\steamdir\steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"

Reading AnimationsByLeito V1.0 ...
Reading DD V3.0.beta1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 181 alternate animations) ...
Reading Deviously Cursed Loot V5.5 ...
Reading FNIS V5.1.1 ...
Reading FNISBase V6.3 ...
Reading FNISCreatureVersion V6.1 ...
Reading FNISSexyMove V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 18 alternate animations) ...
Reading FunnyBiz V1.0 ...
Reading KomAnim V20-06-16-Bloody ...
Reading MNC V?.? ...
Reading Necro V1.6 ...
Reading NonSexLabAnimationPack V3.1 ...
Reading P1FlyingRing V?.? ...
Reading SexLab V1.61 ...
Reading SexLabAroused V?.? ...
Reading SexLabCreature V1.61 ...
Reading XPMSE V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack V6.1  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files ...
 108 GENDER modifications for Animations\male
 108 GENDER modifications for Animations\female
mt_behavior usage: 27.3 %   ( 26 furniture, 29 offset, 0 chair, 99 alternate animations)
0_master usage: 6.8 %   ( 0 paired, 0 kill, 132 alternate animations)
Alternate Animation mods: 3 sets: 31 total groups: 67 added file slots: 394 alternate files: 363

Create Creature Behaviors ...
Reading MNC V?.? ...
Reading SexLabCreature V1.60 ...
Reading AnimationsByLeito V1.0 ...
Reading FunnyBiz V1.0 ...
Reading Necro V?.? ...

 5336 animations for 18 mods successfully included (character)
 1221 animations for 5 mods and 37 creatures successfully included.

 

First of all, people need to stop registering ZAP animations in ZAP. Just leave the "sexlab animations: register" button alone, please. The filter picks animations at runtime, they don't need to be pre-registered. It used to be a thing once but has been redundant for several versions now.

 

But that's most likely unrelated to your issue.

 

The FNIS log looks to be in order. Buuuut you do have a potential conflict: it says FNISSexyMove V6.1 contains 10 alternate animations. I've never used it so I'm not sure how it works, but could you test armbinders without it?

 

Oh also on the subject of armbinders, make sure that it's not a custom device from an outdated mod. The best armbinder to test would be a generic one from Integration or Expansion.

Posted

 

 

 

 

For the past few versions I've been having an issue with armbinder animations. My character simply loses her hands and runs with her arms as usual. If I restore and older version of DDi this fixes the issue. Does anyone else have this problem, or know a fix for it?

 

This has been a problem for me also  recently..

 

I re downloaded  DDA,DDI,DDE, and re installed them, also went and got, and re installed the latest Groovtoma skeleton XP32 Maximum Skeleton Extended - XPMSE 3.87.

 

 re installed Zaz animations as well, and made sure all animations were active.

 

  Here is Log>>> I went in game put on armbinder, and struggled once, then quit.  My arms are at side with no hands, and binder is just hanging on back.  It is a real immersion breaker.

 

   If any one could help I would appreciate it.. :s

 

 

Same question as I asked the other person: is your FNIS up to date? Did all the files install correctly?

 

 

Does this tell you anything about that ?

 

And the deviously cursed loot is actually 5.6  the update was not fixed proper, as also sexlab is 1.62 not 1.61

FNIS Behavior V6.3   8/12/2016 2:38:58 PM
Skyrim: 1.9.32.0 - C:\steamdir\steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations"
Patch: "SKELETON Arm Fix"

Reading AnimationsByLeito V1.0 ...
Reading DD V3.0.beta1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 181 alternate animations) ...
Reading Deviously Cursed Loot V5.5 ...
Reading FNIS V5.1.1 ...
Reading FNISBase V6.3 ...
Reading FNISCreatureVersion V6.1 ...
Reading FNISSexyMove V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 18 alternate animations) ...
Reading FunnyBiz V1.0 ...
Reading KomAnim V20-06-16-Bloody ...
Reading MNC V?.? ...
Reading Necro V1.6 ...
Reading NonSexLabAnimationPack V3.1 ...
Reading P1FlyingRing V?.? ...
Reading SexLab V1.61 ...
Reading SexLabAroused V?.? ...
Reading SexLabCreature V1.61 ...
Reading XPMSE V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ...
Reading ZaZAnimationPack V6.1  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files ...
 108 GENDER modifications for Animations\male
 108 GENDER modifications for Animations\female
mt_behavior usage: 27.3 %   ( 26 furniture, 29 offset, 0 chair, 99 alternate animations)
0_master usage: 6.8 %   ( 0 paired, 0 kill, 132 alternate animations)
Alternate Animation mods: 3 sets: 31 total groups: 67 added file slots: 394 alternate files: 363

Create Creature Behaviors ...
Reading MNC V?.? ...
Reading SexLabCreature V1.60 ...
Reading AnimationsByLeito V1.0 ...
Reading FunnyBiz V1.0 ...
Reading Necro V?.? ...

 5336 animations for 18 mods successfully included (character)
 1221 animations for 5 mods and 37 creatures successfully included.

 

First of all, people need to stop registering ZAP animations in ZAP. Just leave the "sexlab animations: register" button alone, please. The filter picks animations at runtime, they don't need to be pre-registered. It used to be a thing once but has been redundant for several versions now.

 

But that's most likely unrelated to your issue.

 

The FNIS log looks to be in order. Buuuut you do have a potential conflict: it says FNISSexyMove V6.1 contains 10 alternate animations. I've never used it so I'm not sure how it works, but could you test armbinders without it?

 

Oh also on the subject of armbinders, make sure that it's not a custom device from an outdated mod. The best armbinder to test would be a generic one from Integration or Expansion.

 

 

Yes I have been trying the generic Arm binder.  I have had the FNISSexyMove V6.1 running for i believe over a year now, or pretty close, and I have just recently encountered this no hands arms not in binder Problem. So I have a hard time thinking it would be a problem, but I will give that a try, latter.

 

  It is a rather troublesome mod to remove, or shut down, or I know the earlier version was.

 

   I do think it may be and animation conflict. I do turn off bound animations in DDI, and I also stop the control from Zaz on that as well.

 

   If this were Oblivion i would track down with more ease.

 

I have stalled out on modding Skyrim, as I hate the vivisected CK, where Scripts are one place, and the construction is another, this is great for scriptwriters, and wham Bamb thank you Mame Mods, but quest builders who do large land masses, as well as some script, and extract all the BSA files loose, at least for me it makes loading times to test, and make changes just to much of a Horrible Pain in the Wazoo..  :s  ( I have seen it take over 8 min to start the game, and if there is some save corruption "Gee does that ever happen in Skyrim", that can be repeated many times ). 

 

  But I will look at FNISSexyMove V6.1, however I truly doubt that it by its self is the culprit.  I am mostly sure that I have fat fingered something somewhere, or some newer item I installed, and forgot about is causing it.. I will keep looking,

 

   But if anyone that has the problem, and actually has some good information on something that worked for them, I would be glad to hear about it.

Posted

 

 

 

Yes I have been trying the generic Arm binder.  I have had the FNISSexyMove V6.1 running for i believe over a year now, or pretty close, and I have just recently encountered this no hands arms not in binder Problem. So I have a hard time thinking it would be a problem, but I will give that a try, latter.

 

  It is a rather troublesome mod to remove, or shut down, or I know the earlier version was.

 

   I do think it may be and animation conflict. I do turn off bound animations in DDI, and I also stop the control from Zaz on that as well.

 

   If this were Oblivion i would track down with more ease.

 

I have stalled out on modding Skyrim, as I hate the vivisected CK, where Scripts are one place, and the construction is another, this is great for scriptwriters, and wham Bamb thank you Mame Mods, but quest builders who do large land masses, as well as some script, and extract all the BSA files loose, at least for me it makes loading times to test, and make changes just to much of a Horrible Pain in the Wazoo..  :s  ( I have seen it take over 8 min to start the game, and if there is some save corruption "Gee does that ever happen in Skyrim", that can be repeated many times ). 

 

  But I will look at FNISSexyMove V6.1, however I truly doubt that it by its self is the culprit.  I am mostly sure that I have fat fingered something somewhere, or some newer item I installed, and forgot about is causing it.. I will keep looking,

 

   But if anyone that has the problem, and actually has some good information on something that worked for them, I would be glad to hear about it.

 

Honeslty I don't have the answer but this usually happens to me when another animation tries to take over for instance Combat Fatigue has alternate animations and when they trigger it will make my arms appear outside of the armbinder. Other things like that will probably cause it I know Sexlab Aroused has aroused animations that could also cause it (maybe haven't tested) 

Posted

 

 

 

 

Yes I have been trying the generic Arm binder.  I have had the FNISSexyMove V6.1 running for i believe over a year now, or pretty close, and I have just recently encountered this no hands arms not in binder Problem. So I have a hard time thinking it would be a problem, but I will give that a try, latter.

 

  It is a rather troublesome mod to remove, or shut down, or I know the earlier version was.

 

   I do think it may be and animation conflict. I do turn off bound animations in DDI, and I also stop the control from Zaz on that as well.

 

   If this were Oblivion i would track down with more ease.

 

I have stalled out on modding Skyrim, as I hate the vivisected CK, where Scripts are one place, and the construction is another, this is great for scriptwriters, and wham Bamb thank you Mame Mods, but quest builders who do large land masses, as well as some script, and extract all the BSA files loose, at least for me it makes loading times to test, and make changes just to much of a Horrible Pain in the Wazoo..  :s  ( I have seen it take over 8 min to start the game, and if there is some save corruption "Gee does that ever happen in Skyrim", that can be repeated many times ). 

 

  But I will look at FNISSexyMove V6.1, however I truly doubt that it by its self is the culprit.  I am mostly sure that I have fat fingered something somewhere, or some newer item I installed, and forgot about is causing it.. I will keep looking,

 

   But if anyone that has the problem, and actually has some good information on something that worked for them, I would be glad to hear about it.

 

Honeslty I don't have the answer but this usually happens to me when another animation tries to take over for instance Combat Fatigue has alternate animations and when they trigger it will make my arms appear outside of the armbinder. Other things like that will probably cause it I know Sexlab Aroused has aroused animations that could also cause it (maybe haven't tested) 

 

 

Thank you, It will be hard to tell just what animation it is, if it is an animation conflict..  I will I guess start tator bashing, until I find the rotten one... I I just wish was easier to find such conflicts :s

 

   Of course my arms are just staying out :(

Posted

in my case, I have latest ZAZ animation pack and all DD mods up to date.

 

..the armbinder animation appear to be overrided by zaz bound (i think), and arms seems to be out of the armbinder and not properly aligned.

 

 

armbinder2.png

(struggle)

armbinder3.png

 

 

 

in this zaz bound animation, armbinder it's completely misaligned.

 

 

armbinder.png

 

 

 

ps: sorry for the filthy character, i use Bathing in Skyrim and Drelas (owner) is a dirty darkelf  :P

 

cheers!

S.

Posted

in my case, I have latest ZAZ animation pack and all DD mods up to date.

 

..the armbinder animation appear to be overrided by zaz bound (i think), and arms seems to be out of the armbinder and not properly aligned.

 

 

armbinder2.png

(struggle)

armbinder3.png

 

 

 

in this zaz bound animation, armbinder it's completely misaligned.

 

 

armbinder.png

 

 

 

ps: sorry for the filthy character, i use Bathing in Skyrim and Drelas (owner) is a dirty darkelf  :P

 

cheers!

S.

 

take a bath D:

Posted

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

Posted

 

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

 

 

If you have Cursed Loot, you can try to use the debug part of the MCM.

First click "TIE ME UP" which will add all possible devices and then "Safe word" to remove everything. That fixed the issue for me.

Posted

 

 

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

 

 

If you have Cursed Loot, you can try to use the debug part of the MCM.

First click "TIE ME UP" which will add all possible devices and then "Safe word" to remove everything. That fixed the issue for me.

 

 

Unfortunately this did not work for me. Most female npcs still use the yoke animation for walking.

Uninstalling FNIS Sexy Move had no effect also. And yes, using FNIS 6.3 after every change ...

Posted

 

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

 

 

1. Yeppers! this is a problem I have also.. The sexlab animations for the Yoke function fine, but she always walks around with the yoke on her neck, and her arms in there proper place.

 

 

2. Saeros, might be onto something, I will try to understand just what I need to do.

 

 

3. princessity request that all people quit registering Zaz animations.

 

There is one thing I don't understand about that. if I do not register them I have like 289 animations, and if i do register them I have 303. I just sort of need to understand, am I throwing away animations by not registering Zaz, or, are these just duplicates ?

 

 I mean we all want all the animations we can get, and diversity is very immersive...

 

4. Questions started here

 

1.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641567

 

2.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641998

 

I really want to fix this, it is so immersion breaking that i have been avoiding running any DDI required Mods. it just looks so bad with the character running around with no hands, and the thing hanging on there back. [ I am playing them, but not actually playing them, just trying to figure out what is wrong, so I can actually play them ]

 

  I wish could just remove the armbinder in MCM or something if it is not working right... It is very Bothersome :-/

Posted

 

 

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

 

 

1. Yeppers! this is a problem I have also.. The sexlab animations for the Yoke function fine, but she always walks around with the yoke on her neck, and her arms in there proper place.

 

 

2. Saeros, might be onto something, I will try to understand just what I need to do.

 

 

3. princessity request that all people quit registering Zaz animations.

 

There is one thing I don't understand about that. if I do not register them I have like 289 animations, and if i do register them I have 303. I just sort of need to understand, am I throwing away animations by not registering Zaz, or, are these just duplicates ?

 

 I mean we all want all the animations we can get, and diversity is very immersive...

 

4. Questions started here

 

1.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641567

 

2.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641998

 

I really want to fix this, it is so immersion breaking that i have been avoiding running any DDI required Mods. it just looks so bad with the character running around with no hands, and the thing hanging on there back. [ I am playing them, but not actually playing them, just trying to figure out what is wrong, so I can actually play them ]

 

  I wish could just remove the armbinder in MCM or something if it is not working right... It is very Bothersome :-/

 

 

3: Redundancy. Like I said before, the ZAP filter creates animations when and if it needs them instead of permanently cluttering the sexlab library. When you register those animations they become available to sexlab as generic animations that can occur even when not restrained, leading to weirdness.

And because a lot of users don't understand the system, they end up sending misleading reports and we can't confirm whether they're indeed having issues with the filter or just thinking they do. Not registering those animations and therefore ensuring that they are only used by the filter helps reduce the confusion, both on our end and the users'.

 

 

 

As for the alternate animations not working (or working when they shouldn't) I have tried to reproduce both of these behavious and have not been able to, I'm sorry ._. Everything is working as intended on my installation which means that users reporting them either have broken installation (outdated requirements, some files were not installed properly, wrong method of installation and so on) or a mod conflict (other mods using alternate animations are prime suspects, as are any FNIS related mods in general but an outdated DD mod that overwrites Integration scripts or items is also a possibility)

 

The only thing I can suggest is disabling all mods (except DDi, its requirements and the requirements of their requirements) and then enabling them again one by one. If a "bare essentials" installation still produces the problem, that means broken installation. If the problem disappears, that's a mod conflict.

 

We have as of yet been unable to identify any specific source of the problem. Unless we can find a method of reliably reproducing the issue, we cannot offer a solution to it.

Posted

About point 3, this is the first time I've read of it. Before that, I registered every animations (from zaz and SLAL) before venturing in the wild.

Posted

As of V 3.0 beta DDi does not need the ZAZ animations registered since it uses its own animations. As I remember the beta had issues with the Sexy Walk mod and interfered with the armbinder animations and the standard walk animation would have to be used for them to work. I think they were working on a way around that issue in v3.1 but am not sure if it was successful as I am not using either of them.

Posted

 

 

3: Redundancy. Like I said before, the ZAP filter creates animations when and if it needs them instead of permanently cluttering the sexlab library. When you register those animations they become available to sexlab as generic animations that can occur even when not restrained, leading to weirdness.

And because a lot of users don't understand the system, they end up sending misleading reports and we can't confirm whether they're indeed having issues with the filter or just thinking they do. Not registering those animations and therefore ensuring that they are only used by the filter helps reduce the confusion, both on our end and the users'.

 

 

 

As for the alternate animations not working (or working when they shouldn't) I have tried to reproduce both of these behavious and have not been able to, I'm sorry ._. Everything is working as intended on my installation which means that users reporting them either have broken installation (outdated requirements, some files were not installed properly, wrong method of installation and so on) or a mod conflict (other mods using alternate animations are prime suspects, as are any FNIS related mods in general but an outdated DD mod that overwrites Integration scripts or items is also a possibility)

 

The only thing I can suggest is disabling all mods (except DDi, its requirements and the requirements of their requirements) and then enabling them again one by one. If a "bare essentials" installation still produces the problem, that means broken installation. If the problem disappears, that's a mod conflict.

 

We have as of yet been unable to identify any specific source of the problem. Unless we can find a method of reliably reproducing the issue, we cannot offer a solution to it.

 

 

1.   Nice to finally get and explanation as to why i did not need to register Zaz animations.  Much better than the you're a dummy, and I am so smart, answers most people like to give.

   There are a lot of mods out here, and it is hard for me to remember every single idiosyncrasy of everyone of them.

 

2.  I finally did totally uninstall all sexLab, and any mod that ever thought it needed Sexlab from my game, and am now slowly re installing everything one at a time. I have ddi installed, and MNC is functioning, and My armbinder is back working correctly.

 

  I will now begin installing all other mods, one at A time, if I find the culprit, ( which I hope will help me to fix the other 20 or so profiles I have, sense every on of them messed up at almost the same time.

 

  I will be sure to report what it was if i ever figure it out.

 

   Thank you for being so kind in explaining, and helping me to get on the right track.

 

 3.  What I really dislike though is the fact that DDI clothing will not fit my body right, yet every thing else I have fits fine. The only way DDI will fit my body is if I leave every thing at default.

 

here is one example image using a ddi augmented dwarven Harness from shout like a virgin, which does the same as the DDI Harness or close.

 

   yet the dwarven, and most any other Item I don, that was made for my uunp modified body fits fine.  My modifications are minor.

 

   I have included a few other images of things that fit fine, and also one DDI harness showing its clipping problems.

 

  Here are some examples My body modifications are very minor, I included images of those adjustments too, they are very minor adjustments. I just don't understand why DDI Harness does not adjust like all my other clothing, everything else in my mod full of clothing fits my body just almost perfectly, but the DDI stuff is always off.

 

   Only way I can get the DDI stuff to fit proper is to return my Body to default settings.

 

   I have never figured out the Body slide, I have it, but most everything that i find on how to use it is slighted towards CBBE, which is a body I left long ago, I prefer the higher polygon count of UUNP, or UNP.

 

   I would just like to understand why DDI is so unadapting ?

post-123-0-62443600-1471134614_thumb.jpg

post-123-0-87644400-1471135309_thumb.jpg

post-123-0-25165100-1471135320_thumb.jpg

post-123-0-05458700-1471135331_thumb.jpg

post-123-0-05348300-1471136086_thumb.jpg

post-123-0-50570500-1471136096_thumb.jpg

post-123-0-31391900-1471136104_thumb.jpg

post-123-0-81223300-1471136733_thumb.jpg

post-123-0-48931000-1471136744_thumb.jpg

Posted

1. Well I got the armbinder fixed.. By uninstalling all sexlab mods, and reinstalling them, mostly one at a time.

 

2. Problem is i have everything back installed just like it was, and I did not find what ever it was that caused the arm binder not to animate right.

 

3. I use Mod organizer, and I did not change any of the Mods I had installed, I basically just uninstalled it all, and then put it all back, and now My armbinder if fine.

 

4. I have update DDI more often than just deleting it, and re installing it. It could be that some where in one of the Updates it glitched, but why would 20 Profiles all go bonkers at the same time....

 

5. Now I have 19 more profiles to square away... :dodgy:

 

6. well about 5 of them have no Sexlab at all so they will be okay, and a few of them are really light on mods, and some do not have DDI or arousel so they will be okay.

 

7. Still it is puzzling why it happened, I did go down through all the Profiles that used DDI, and upgraded them to the newest version, I think this was when I began to notice the binder problem, but I am not positive about that.

 

8. Still would like to know how best to get the Harness, and corset to fit better on my slightly modified body, but if it has to do with Body Slide, I am in big trouble, I have not been able to under stand that at all. :-/  [  All the tutorials I have found have been very slanted towards CBBE, and made little sense to me ] 

 

 

EDIT>>> Oh! Here is load order, and mods I have installed

 

 

 

 
Skyrim.esm
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
HmmWhatToWear.esm
HmmWhatToWearDawnGuard.esm
FM - HaafingarHall.esm
ETaC - RESOURCES.esm
hdtHighHeel.esm
ApachiiHairFemales.esm
SGHairPackBase.esm
ZaZAnimationPack.esm
SexLab.esm
Schlongs of Skyrim - Core.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
CreatureFramework.esm
SkyUI.esp
UIExtensions.esp
AddItemMenu.esp
Auto Unequip Ammo.esp
Animated Dragon Wings.esp
P1FlyingRing.esp
RaceMenu.esp
RaceMenuPlugin.esp
RaceMenuMorphsUUNP.esp
FNISSexyMove.esp
XPMSE.esp
FNIS.esp
NonSexLabAnimationPack.esp
SLAL_AnimationsByLeito.esp
SLALAnimObj.esp
KomAnimObjects.esp
SLAnimLoader.esp
Schlongs of Skyrim.esp
SOS - VectorPlexus Regular Addon.esp
MoreNastyCritters.esp
SexLabNudeCreatures.esp
SexLabNudeCreaturesDG.esp
SexLabNudeCreaturesDB.esp
HentaiCreatures.esp
SexLabWerewolves.esp
Devious Deviants.esp
Populated Cities 2.esp
FM - HHall Exterior.esp
Sexy Armor Replacer Patch.esp
FM - UNP Merchants.esp
Zipsuit.esp
sextoys-calyps-2.esp
R18pn - Shanoa Armors.esp
Gatti12Jewelry.esp
NewVampChainsArmorReplacer.esp
SlaveTats.esp
NewmillerPiercings2.esp
NewmillerPiercings3.esp
Osare GothicLolita.esp
Elewin Pumps 2.esp
SuccubusUNPByNausicaa.esp
R18pn - lingerie Set.esp
SexyEveningDress.esp
NeoDizzySet.esp
yangyang_BlackWidow.esp
Priestess of Dibella.esp
Poser Sweet Lolita.esp
Tda China Dress (edit by Daie).esp
mmpieceringparts1.esp
Zarias_Piercings1.esp
zarias_restraints.esp
Ballet Boots.esp
fox20 Armor.esp
SPB_EHBunny.esp
Shiny Catsuits.esp
Black Viper's Will.esp
Chakaru 1001 Nights.esp
UNP Jewelry Variants V3.esp
Dwarvenbikini.esp
Craftable and Placeable Havok-enabled Bedrolls .esp
AMatterOfTime.esp
SeranaKate.esp
skycity3.esp
DawnofMarkarth.esp
DawnofRiften.esp
DawnofWhiterun.esp
DawnofWindhelm.esp
Solitude Reborn.esp
completesolitudetreefix.esp
Solitude A City Of Trade.esp
ETaC - Complete.esp
ETaC - Dragon Bridge South.esp
Immersive Orc Strongholds.esp
Immersive Solstheim.esp
Immersive Whiterun.esp
AngasMillVillage.esp
HeartwoodMillVillage.esp
HroldanVillage.esp
MixwaterVillage.esp
NightgateVillage.esp
NoRandomDragons.esp
 

 

   Those all seem to cause no problems, and they were what i had installed to begin with.

Posted

 

 

 

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

 

 

1. Yeppers! this is a problem I have also.. The sexlab animations for the Yoke function fine, but she always walks around with the yoke on her neck, and her arms in there proper place.

 

 

2. Saeros, might be onto something, I will try to understand just what I need to do.

 

 

3. princessity request that all people quit registering Zaz animations.

 

There is one thing I don't understand about that. if I do not register them I have like 289 animations, and if i do register them I have 303. I just sort of need to understand, am I throwing away animations by not registering Zaz, or, are these just duplicates ?

 

 I mean we all want all the animations we can get, and diversity is very immersive...

 

4. Questions started here

 

1.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641567

 

2.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641998

 

I really want to fix this, it is so immersion breaking that i have been avoiding running any DDI required Mods. it just looks so bad with the character running around with no hands, and the thing hanging on there back. [ I am playing them, but not actually playing them, just trying to figure out what is wrong, so I can actually play them ]

 

  I wish could just remove the armbinder in MCM or something if it is not working right... It is very Bothersome :-/

 

 

 

3: Redundancy. Like I said before, the ZAP filter creates animations when and if it needs them instead of permanently cluttering the sexlab library. When you register those animations they become available to sexlab as generic animations that can occur even when not restrained, leading to weirdness.

And because a lot of users don't understand the system, they end up sending misleading reports and we can't confirm whether they're indeed having issues with the filter or just thinking they do. Not registering those animations and therefore ensuring that they are only used by the filter helps reduce the confusion, both on our end and the users'.

 

 

 

As for the alternate animations not working (or working when they shouldn't) I have tried to reproduce both of these behavious and have not been able to, I'm sorry ._. Everything is working as intended on my installation which means that users reporting them either have broken installation (outdated requirements, some files were not installed properly, wrong method of installation and so on) or a mod conflict (other mods using alternate animations are prime suspects, as are any FNIS related mods in general but an outdated DD mod that overwrites Integration scripts or items is also a possibility)

 

The only thing I can suggest is disabling all mods (except DDi, its requirements and the requirements of their requirements) and then enabling them again one by one. If a "bare essentials" installation still produces the problem, that means broken installation. If the problem disappears, that's a mod conflict.

 

We have as of yet been unable to identify any specific source of the problem. Unless we can find a method of reliably reproducing the issue, we cannot offer a solution to it.

 

 

I'm a little bit confused right now, sorry. 

 

I currently use NSAP, SLAL, Anpack. I toggle the animations in their mcm and register them to sexlab in their mcm (where it is possible), before I refresh the animation registry in sexlab itself.

Is this wrong? Completely or until which part is this okay?

 

Posted

 

 

 

 

 

 

Hello. Thanks for all your work! 

 

I have one problem: the bound animation is now used when I run with weapons sheathed in third person without wearing any devices.

 

Any idea?

 

A user earlier identified YPS Immersive Fashion as the source of this problem in their specific setup. Updating to the latest version fixed it for them.

 

 

Thanks for the info, but I don't have this mod. I will try to see if I have something similar.

 

 

I have a similar problem after updating to 3.1:

 

Many female npcs use walk/run animations like wearing a yoke (without actually doing so). I DID run FNIS 6.3 after the installation and do not use the fashion mod...

 

 

 

1. Yeppers! this is a problem I have also.. The sexlab animations for the Yoke function fine, but she always walks around with the yoke on her neck, and her arms in there proper place.

 

 

2. Saeros, might be onto something, I will try to understand just what I need to do.

 

 

3. princessity request that all people quit registering Zaz animations.

 

There is one thing I don't understand about that. if I do not register them I have like 289 animations, and if i do register them I have 303. I just sort of need to understand, am I throwing away animations by not registering Zaz, or, are these just duplicates ?

 

 I mean we all want all the animations we can get, and diversity is very immersive...

 

4. Questions started here

 

1.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641567

 

2.

http://www.loverslab.com/topic/21484-devious-devices-integration-v31-08032016/page-379?do=findComment&comment=1641998

 

I really want to fix this, it is so immersion breaking that i have been avoiding running any DDI required Mods. it just looks so bad with the character running around with no hands, and the thing hanging on there back. [ I am playing them, but not actually playing them, just trying to figure out what is wrong, so I can actually play them ]

 

  I wish could just remove the armbinder in MCM or something if it is not working right... It is very Bothersome :-/

 

 

 

3: Redundancy. Like I said before, the ZAP filter creates animations when and if it needs them instead of permanently cluttering the sexlab library. When you register those animations they become available to sexlab as generic animations that can occur even when not restrained, leading to weirdness.

And because a lot of users don't understand the system, they end up sending misleading reports and we can't confirm whether they're indeed having issues with the filter or just thinking they do. Not registering those animations and therefore ensuring that they are only used by the filter helps reduce the confusion, both on our end and the users'.

 

 

 

As for the alternate animations not working (or working when they shouldn't) I have tried to reproduce both of these behavious and have not been able to, I'm sorry ._. Everything is working as intended on my installation which means that users reporting them either have broken installation (outdated requirements, some files were not installed properly, wrong method of installation and so on) or a mod conflict (other mods using alternate animations are prime suspects, as are any FNIS related mods in general but an outdated DD mod that overwrites Integration scripts or items is also a possibility)

 

The only thing I can suggest is disabling all mods (except DDi, its requirements and the requirements of their requirements) and then enabling them again one by one. If a "bare essentials" installation still produces the problem, that means broken installation. If the problem disappears, that's a mod conflict.

 

We have as of yet been unable to identify any specific source of the problem. Unless we can find a method of reliably reproducing the issue, we cannot offer a solution to it.

 

 

I'm a little bit confused right now, sorry. 

 

I currently use NSAP, SLAL, Anpack. I toggle the animations in their mcm and register them to sexlab in their mcm (where it is possible), before I refresh the animation registry in sexlab itself.

Is this wrong? Completely or until which part is this okay?

 

 

 

I can understand that confusion, when things are placed in the MCM, that appear that we should use, but when we do were told how stupid we are.

 

   I know what I do with those things you mentioned, but now I don't know if any of it is right.. wish i could help. :s

 

Posted

 

 

 

I'm a little bit confused right now, sorry. 

 

I currently use NSAP, SLAL, Anpack. I toggle the animations in their mcm and register them to sexlab in their mcm (where it is possible), before I refresh the animation registry in sexlab itself.

Is this wrong? Completely or until which part is this okay?

 

What she is saying is the Zaz MCM has a register animations to sexlab which is all bound animations and when you do that sexlab during any sex scene will choose from that list of registered animations in doing so you might end up with Zaz bound animations for regular sex.

 

So its redundant because when you're bound DD will choose bound animations(regardless of them being registered) with the filter they don't necessarily need to be register to sexlab, understand? Its perfectly ok to register any other animation.

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