WaxenFigure Posted January 26, 2017 Posted January 26, 2017 If you are using Mod Organizer then the only things you should install without using MO is SKSE and an ENB or ENBOOST. EVERYTHING else should be installed using MO, any advice to the contrary is just wrong.
Iam1man Posted January 26, 2017 Posted January 26, 2017 If you are using Mod Organizer then the only things you should install without using MO is SKSE and an ENB or ENBOOST. EVERYTHING else should be installed using MO, any advice to the contrary is just wrong. I always just drag and drop the files into the data folder, I have less then 10 files installed via MO. DD was one of the few and it was not working. None of the sexlab stuff has been installed via MO besides the aforementioned DD.
WaxenFigure Posted January 27, 2017 Posted January 27, 2017 If you are using Mod Organizer then the only things you should install without using MO is SKSE and an ENB or ENBOOST. EVERYTHING else should be installed using MO, any advice to the contrary is just wrong. I always just drag and drop the files into the data folder, I have less then 10 files installed via MO. DD was one of the few and it was not working. None of the sexlab stuff has been installed via MO besides the aforementioned DD. You might as well not have MO at all.
Iam1man Posted January 27, 2017 Posted January 27, 2017 You might as well not have MO at all. I thought that as well, its caused quite a few problems in the past but it has its uses. Installing mods via MO creates a mod folder that can easily be moved over to the data folder, useful for mods that that have a ton of customization. Also there is the plugin sorting feature. Anyways, after digging around I found out the borked arm binders are from SLUTS. I tried to reinstall SLUTS, but the same issue popped up, I have no idea if this is a DD or a SLUTS issue, but I am going to try and ignore SLUTS for now till I get a confirmation that this isn't a DD issue and see if I have any more problems. Everything else seems to working fine for now.
JuliusXX Posted January 27, 2017 Posted January 27, 2017 If you are using Mod Organizer then the only things you should install without using MO is SKSE and an ENB or ENBOOST. EVERYTHING else should be installed using MO, any advice to the contrary is just wrong. MO has never caused these issues for me either and all my mods are installed via MO (> 200 mods) except those mentioned - SKSE, ENBoost. Not sure if it has an effect here but I don't let MO manage the archives (the option under the Archives tab). At least some mods don't work as intended for me if MO manages archives.
Nazzzgul666 Posted January 27, 2017 Posted January 27, 2017 The bigger armbinders I am having the same trouble with I was having before the complete wipe. The hands would go invisible but the arms would not go into the armbinder position. [...] Considering the cuffs kinda work by putting the arms into position, I don't know if its a animation error or what. Also I can still attack and punch people. I'm also having this particular error, only with all yokes/armbinders; the arms don't go into position, except in certain specific situations when running I believe. Also, animations related to the mods are not playing (the ones I've noticed should have played but don't are the aroused idles and DDBeltedSolo). I posted about this a couple weeks ago and was told to make sure my mods are not outdated (they're not) and run FNIS again (I have). The errors still persist. The only mods I have installed are DD Assets/Integration/Enchanted Chests (and their respective requirements, BodySlide etc. etc.) Imho that are 2 very different problems: arms not in position: install properly and run FNIS, that's it. Make also sure you have all requirements etc, maybe it's a problem with skeleton or something. Animations not working: depends on, in my experience. Humans work just fine, but every time a creature is involved, it breaks. That was a problem that should be fixed in the latest version but somehow isn't (or it's back). I usually just disable bound animations completly.
doomstrike53 Posted January 28, 2017 Posted January 28, 2017 I was wondering if there's a way to make guards more friendly and likely to help you out of an armbinder/yoke. I'm using SL Defeat and Devious Captures. Some RP is involved here because of lack of certain mods, but the idea is that when I get defeated, they slap on some gear and I'm held prisoner for a while til I manage to escape, and have to make my helpless way to a settlement for help. Bandits are the devious ones in the world, but guards are more willing to help for the most part (except maybe for a rare few of course, who'd like some "payment"). Is it even possible to make the guards friendly as far as helping with restraints? Constantly getting told off and/or raped is no fun (or is it).
Marauderrr Posted January 29, 2017 Posted January 29, 2017 I just had a question regarding the plugs inflation. When an npc gives the db's pumps a squeeze, inflating them, is this a random event? I assume the bump pumps option under events is for the db bumping her pumps thereby inflating them, or does this affect the chances for npcs to do that as well?
mizuho18 Posted February 2, 2017 Posted February 2, 2017 When i use armbinder combat,it goes like this. Sooooooooo sad,how can i fix this problem?
Bevs Posted February 2, 2017 Posted February 2, 2017 I want to make custom animations for the armbinder/yoke and I began modifying the DDI animations when I noticed that the arm poses are not there. It seems as though DDI uses pre-existing animations to offset the arms for bound combat and animations. Is this how it works? If so, which animations do I need to change in order to get custom armbinder/yoke combat animations?
Princessity Posted February 2, 2017 Posted February 2, 2017 When i use armbinder combat,it goes like this. Sooooooooo sad,how can i fix this problem? SOSAD.gif Update FNIS, update XPMSE to the latest versions, uninstall TKDodge or similar and make sure you aren't using any outdated third party DD mods.
mizuho18 Posted February 3, 2017 Posted February 3, 2017 When i use armbinder combat,it goes like this. Sooooooooo sad,how can i fix this problem? SOSAD.gif Update FNIS, update XPMSE to the latest versions, uninstall TKDodge or similar and make sure you aren't using any outdated third party DD mods. thanks,i'll try it. So sad,failed. Uninstall tkdoge、Bwitch、updated fnis to 6.3,XPMSE to 3.93,BUG's still not fixed....
Meng Yi Posted February 3, 2017 Posted February 3, 2017 If a armbinder is equiped, the walking and running animation usually fits to it. Atm i have the problem that after removing the armbinder the walking animation plays as intended, but if the character runs, she puts her arms on back like she was wearing an armbinder? I am not quite sure if this is forced through DDi or Cursed Loot. But in both MCM Menus i didn´t find some options to activate/deactivate. Also reinstalling my animations for running/walking and running up FNIS again didn´t solve it. The problem affects only the "Running Forward" animation without weapons drawn or spells equiped. Does anyone have a solution for this ? I have the same issue it appeared randomly when I used one more time the command "Free Me" of DCL. I tried to reinstall the skeleton, ran FNIS, reinstall DD Integration, but no luck until now. Thank you in advance for your help.
santaynico Posted February 4, 2017 Posted February 4, 2017 Hello I have problem with armbinders and other hand ties Have a bug that half of my arms disappears and the other half is still in place what I can do to fix it? Hello I have problem with armbinders and other hand ties Have a bug that half of my arms disappears and the other half is still in place that I can do to fix it
Meng Yi Posted February 4, 2017 Posted February 4, 2017 If a armbinder is equiped, the walking and running animation usually fits to it. Atm i have the problem that after removing the armbinder the walking animation plays as intended, but if the character runs, she puts her arms on back like she was wearing an armbinder? I am not quite sure if this is forced through DDi or Cursed Loot. But in both MCM Menus i didn´t find some options to activate/deactivate. Also reinstalling my animations for running/walking and running up FNIS again didn´t solve it. The problem affects only the "Running Forward" animation without weapons drawn or spells equiped. Does anyone have a solution for this ? I have the same issue it appeared randomly when I used one more time the command "Free Me" of DCL. I tried to reinstall the skeleton, ran FNIS, reinstall DD Integration, but no luck until now. Thank you in advance for your help. Ok, i had an idea which worked, add an armbinder back and get free "manually"
Seph64 Posted February 5, 2017 Posted February 5, 2017 Is there a way for the device hider to work on NPCs whom have devices equipped? Chastity Belts and Bras show up on NPCs over their clothes and it's annoying the heck out of me.
bicobus Posted February 8, 2017 Posted February 8, 2017 I made a test run with loot and degradation and found it fabulous. However I was wondering if the "destruction" feature would also apply to DD items. And if so, would it break (as in, make it unplayable) the dd scripts if my hobble dress got slashed open? If I understand correctly, DD items have a tendency of wanting to get back on your player's body once equipped...
Veladarius Posted February 8, 2017 Posted February 8, 2017 I made a test run with loot and degradation and found it fabulous. However I was wondering if the "destruction" feature would also apply to DD items. And if so, would it break (as in, make it unplayable) the dd scripts if my hobble dress got slashed open? If I understand correctly, DD items have a tendency of wanting to get back on your player's body once equipped... If DD items are not removed using the proper DD script it will be put back on. UnequipAll, Removeall and other related commands will trigger a failsafe in Integration which replaces the item.
bicobus Posted February 8, 2017 Posted February 8, 2017 Well, that's disheartening. There is a feature to render some equipment impervious to breaking, I guess I'll have to use that once my character get belted. I'm not sure if L&D support all the slots though. Thanks for the clarifications.
Seph64 Posted February 9, 2017 Posted February 9, 2017 While waiting for an answer for my last question, perhaps I can get an answer for my next question. Is there a set of Soulgem plugs that only go as far as stopping short of bringing the character to a climax? I know Storm Atronach Plugs seem to do it, but they also "shock" the player, which resets arousal level down to 0, which is not ideal for my character.
bicobus Posted February 9, 2017 Posted February 9, 2017 The device hider is always wonky on me, but it should be global. All you have to do is configure it, I guess?
Seph64 Posted February 9, 2017 Posted February 9, 2017 Well, yes. But I have set the Device Hider to hide Chastity type items, but they show through NPC clothing anyway even though the feature seems to work flawlessly on the Player Character. Which is why I uninstalled For the Masses until I get the problem resolved.
srayesmanll Posted February 9, 2017 Posted February 9, 2017 Device Hider only applies to PC, not NPC.
Morferous Posted February 9, 2017 Posted February 9, 2017 It would be nice, if certain items would block NPC clothing. For example, I doubt that tight tunics would fit above chastity bra. It would rip them open. One way to deal with this requires a bit BodySlide work. You can always do a second preset, with slightly bigger min and max body parts. Then build clothes with that preset and body + items with normal preset. That is of course some extra work for those who are not too familiar with BodySlide and outcome might look slightly odd for most cases. Edit: Devious Framework does add block rules for PC. I would love to use that, but I am getting "Go away..." spam with SD+ and DF. It caused me too much headache. I need to check which one of the mods is doing that.
Seph64 Posted February 9, 2017 Posted February 9, 2017 Device Hider only applies to PC, not NPC. Well that certainly bites. But I guess the reason it is that way is because of script load?
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