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Posted

I have a huge problem. Whenever i equip any devious devices boots (I've tried RD Pony boots both variants and slave boots) i recive few messages: "An error has occured with your installation of Devious Devices. Please check the log for more information. Error Text: LookupDeviceTye recived invalid keyword None". Then boots are equipped and I'm unadle to take them of. I recive small window with "Put them on" and "Put it away". None of options work. I've seen guide how to remove them through console but it doesn't work either. Pls help

This issue plagued me for a while. In the end, I re-downloaded and reinstalled all of the mods (captured dreams, All the devious device mods, etc) that might have caused the problem.

 

But I would suggest cleaning the scripts from your save, finding the FormID of the boots that are giving you trouble, and recording the first two characters of the ID. This will give you (in hexadecimal) the position in the load order of the mod that adds them to the game. You can then go to that specific mod, uninstall it, clean save, redownload, and reinstall it.

 

If you use Mod Organizer, you can go to the Mod Index field in the Plugins tab and search for the two characters you wrote down.

 

Hope this helps!

Posted

Hello everybody!

 

I reinstalled Skyrim and i setup all my mods as usual, but when i start the game the devious devices won't show up properly. My hands are hidden when my charachter put on the restritive gloves but when i go in 1st person they show up properly. Possible mod order problem or i must reinstall everything? 

Posted

Hello everybody!

 

I reinstalled Skyrim and i setup all my mods as usual, but when i start the game the devious devices won't show up properly. My hands are hidden when my charachter put on the restritive gloves but when i go in 1st person they show up properly. Possible mod order problem or i must reinstall everything? 

 

Have you built the meshes in bodyslide? With the latest editions of the devious mods this is required, and although bodyslide has been added to the list of requirements not all of the usage instructions have been updated so it gets missed by quite a few people. Some meshes are included by default (like gags, plugs, most collars, and probably the first person meshes) but most have to be built now or they simply won't exist.

Posted

 

Hello everybody!

 

I reinstalled Skyrim and i setup all my mods as usual, but when i start the game the devious devices won't show up properly. My hands are hidden when my charachter put on the restritive gloves but when i go in 1st person they show up properly. Possible mod order problem or i must reinstall everything? 

 

Have you built the meshes in bodyslide? With the latest editions of the devious mods this is required, and although bodyslide has been added to the list of requirements not all of the usage instructions have been updated so it gets missed by quite a few people. Some meshes are included by default (like gags, plugs, most collars, and probably the first person meshes) but most have to be built now or they simply won't exist.

 

 

I have used bodyslide, and other clothing works properly. :/

Posted

I have used bodyslide, and other clothing works properly. :/

 

I would perhaps try running the meshes through it again to be safe, and check all the groups to make certain you catch all the devices. I think I remember some of the meshes weren't in the groups I expected. Then again, I overwrote most of the ones I built with the UNP meshes from the previous versions of the mod. I found the fit is much better with those than building the new ones for the UNP preset, so if any of them are missing I wouldn't have noticed.

 

I'm not the greatest bodyslide expert, so not sure what else to suggest. Hope you get it sorted.

Posted

At least two people have questioned whether it is ever possible for the inflatable plugs to deflate.  It is in fact possible when you read the code and find that the plugs deflate every five hours in game time.  However every 30 seconds of wall clock time there is a 25% (IIRC) chance of inflation.  In normal game play that's a 25% chance every ten minutes of game time.  You don't have to be a statistical genius to figure out the steady state of the plugs. The way to make them deflate is to just wait, (T command) in which case hours of game time can go by with little wall clock time.  And, yes, the deflation valves are hard coded to fail every time.

 

But just waiting is boring so I decided to make a little patch that fixed the valve.  Since it modifies the version 3.3b source I don't expect it to work correctly with the next version.  In other words it's a throw-away patch and therefore I kept it simple.  Each activation of the valve deflates one unit every time.  A belt will still hold the plug in.

 

File attached.  Usual disclaimers apply.

TN-Plugs-Patch-for-DDi-3.3b.7z

Posted

I am working on adding a bit of dialog so that an ally will remove bondage mittens (if one of you has a key).  The problem I am having is that zadLibs.LookupDeviceType() does not work for Bondage Mittens (no entry in the list of ElseIf statements).  I didn't want to modify zadLibs so I did the following instead:

    Armor wornDevice = libs.GetWornDeviceFuzzyMatch(libs.playerRef, kwd)
 

This takes forever to loop through the inventory and finally find the mittens.  Does anybody know a faster way to do this?

 

The second issue I'm having is that I decided to create my own dialog "quest" instead of changing "zadQuest" where the armbinder and yoke dialogs live.  For my initial testing it all worked.  Then i packaged it up and used a mod manager to install it and which point the dialog quit showing up even though I confirmed that all the files landed in the right place.  I must be missing something obvious but I sure can't see it.  Any suggestion of what I may have overlooked would be appreciated.

 

Thanks.

Posted

At least two people have questioned whether it is ever possible for the inflatable plugs to deflate.  It is in fact possible when you read the code and find that the plugs deflate every five hours in game time.  However every 30 seconds of wall clock time there is a 25% (IIRC) chance of inflation.  In normal game play that's a 25% chance every ten minutes of game time.  You don't have to be a statistical genius to figure out the steady state of the plugs. The way to make them deflate is to just wait, (T command) in which case hours of game time can go by with little wall clock time.  And, yes, the deflation valves are hard coded to fail every time.

 

But just waiting is boring so I decided to make a little patch that fixed the valve.  Since it modifies the version 3.3b source I don't expect it to work correctly with the next version.  In other words it's a throw-away patch and therefore I kept it simple.  Each activation of the valve deflates one unit every time.  A belt will still hold the plug in.

 

File attached.  Usual disclaimers apply.

 

I'd take your report as a bug though. Why is it hard coded to fail?

Posted

 

At least two people have questioned whether it is ever possible for the inflatable plugs to deflate.  It is in fact possible when you read the code and find that the plugs deflate every five hours in game time.  However every 30 seconds of wall clock time there is a 25% (IIRC) chance of inflation.  In normal game play that's a 25% chance every ten minutes of game time.  You don't have to be a statistical genius to figure out the steady state of the plugs. The way to make them deflate is to just wait, (T command) in which case hours of game time can go by with little wall clock time.  And, yes, the deflation valves are hard coded to fail every time.

 

But just waiting is boring so I decided to make a little patch that fixed the valve.  Since it modifies the version 3.3b source I don't expect it to work correctly with the next version.  In other words it's a throw-away patch and therefore I kept it simple.  Each activation of the valve deflates one unit every time.  A belt will still hold the plug in.

 

File attached.  Usual disclaimers apply.

 

I'd take your report as a bug though. Why is it hard coded to fail?

 

 

It isn't. The inflation will trigger only if secondary conditions are met. The feature will encourage you to stay away from NPCs. You should be able to play the game normally, but e.g. entering an inn with inflatable plugs will probably mean that somebody will have fun with you.

 

Posted

Hello everyone, how to hide the device when you wear armor (for NPC)?

Devious Devices MCM Menu, that is what the "Devices Underneath 1" and "Devices Underneath 2" menu pages are all about.

Posted

Hello everyone, how to hide the device when you wear armor (for NPC)?

Devious Devices MCM Menu, that is what the "Devices Underneath 1" and "Devices Underneath 2" menu pages are all about.

 

The devices underneath system works only for the player character unfortunately, not for NPCs. This post explains why.

 

I don't think there is any way to hide devices for NPCs.

Posted

Hi, i have two question.

 

1) Is arminder the only way to have a follower with hands staying bound ? (Some mods as Wristbinder don't work well and ties are always broken)

 

2) How to make a device automatically removed from a character (as a clothe) during sex ?

Posted

Is there a way to bypass the animation filter somehow (manually per sex session)?

 

The filter doesn't seem to carry over previous suppress tags given to sexlab before the filter is reached, or at least some of the time.

 

IE:

SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=Solo,Cuddling,acrobat,Petting,Foreplay,handjob,footjob,boobjob, RequireAll=TRUE)

gets redefined to:

SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=Vaginal,Yoke,Armbinder, RequireAll=TRUE)

 

Can I pass the tags to DDi directly? I'm willing to do that since it's a hard dependency anyway.

Posted

Is there a way to bypass the animation filter somehow (manually per sex session)?

 

The filter doesn't seem to carry over previous suppress tags given to sexlab before the filter is reached, or at least some of the time.

 

IE:

SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=Solo,Cuddling,acrobat,Petting,Foreplay,handjob,footjob,boobjob, RequireAll=TRUE)

gets redefined to:

SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=Vaginal,Yoke,Armbinder, RequireAll=TRUE)

 

Can I pass the tags to DDi directly? I'm willing to do that since it's a hard dependency anyway.

 

I will look into this. But if you are already starting your own animations from a DD mod anyway, why not just pass a valid, bondage-aware animation in the first place? I do that in DCL too, as I find it cleaner than letting DDI stop and override the animation.

Posted

When I equip plugs, harness, and collars to various NPCs like Lydia or residents of say Riverwood, sometimes the stimulation events trigger, sometimes they don't. Sometimes they seem to trigger almost immediately and sometimes they seem to take hours or days to trigger.

 

Could someone please explain the mechanics behind triggering events wearing plugs, harnesses, collars etc. I mostly equip devices on NPCs since I play a Male Character and its more interesting to watch Female NPCs deal with the devices.

 

Do all items have to be crafted to trigger events? Do only plugs trigger the stimulation/vibration animations and sound effects? Do I have to change cells or sleep for 24hours if events don't trigger? Does it help to drop the devices and then pick them up? If I use Add Item Menu to put the items in my inventory does that prevent events from triggering?

 

Could it just be that sometimes it takes a while for the scripts to fire off in Papyrus? I'm running about 230 mods, the game runs fine, I spent a lot of time adjusting the Load Order and Mod Mix, they are all playing very nice together but there are a lot of mods in my setup.

 

I have upgraded to the latest versions of DD Assets, Integration, Expansion, ZazAnimationPack, Heretical Resources, Zaz ExtensionPack. I ran Bodyslide.  All devices show up in game if I craft them or access them through Add Item Menu.

 

I would also like to know if Heretical Resources items will trigger events too, or do I need to pair them with say a Plug from DD Integration or Expansion?

 

I did not do the quest to get the Devious Devices Book, I just added it to my inventory through the console.

 

I would really appreciate someone explaining the mechanics behind triggering device events.  When the stimulation/vibration animations trigger with the corresponding sound effects, the results are really amazing. Its quite frustrating when no matter what I do sometimes I just can't get the events to trigger at all.

 

Thanks for any help.

 

 

Posted

 

 

When I equip plugs, harness, and collars to various NPCs like Lydia or residents of say Riverwood, sometimes the stimulation events trigger, sometimes they don't. Sometimes they seem to trigger almost immediately and sometimes they seem to take hours or days to trigger.

 

Could someone please explain the mechanics behind triggering events wearing plugs, harnesses, collars etc. I mostly equip devices on NPCs since I play a Male Character and its more interesting to watch Female NPCs deal with the devices.

 

Do all items have to be crafted to trigger events? Do only plugs trigger the stimulation/vibration animations and sound effects?

Do I have to change cells or sleep for 24hours if events don't trigger? Does it help to drop the devices and then pick them up? If I use Add Item Menu to put the items in my inventory does that prevent events from triggering?

 

I have upgraded to the latest versions of DD Assets, Integration, Expansion, ZazAnimationPack, Heretical Resources, Zaz ExtensionPack. I ran Bodyslide.  All devices show up in game if I craft them or access them through Add Item Menu.

 

I would also like to know if Heretical Resources items will trigger events too, or do I need to pair them with say a Plug from DD Integration or Expansion?

 

I did not do the quest to get the Devious Devices Book, I just added it to my inventory through the console.

 

I would really appreciate someone explaining the mechanics behind triggering device events.  When the stimulation/vibration animations trigger with the corresponding sound effects, the results are really amazing. Its quite frustrating when no matter what I do sometimes I just can't get the events to trigger at all.

 

Thanks for any help.

 

 

It's all up to random chance, though I don't know exactly how often it's checking.
Posted

Thanks for the response.

 

Does that mean that no matter what I do the events trigger or not randomly?

 

What can I do to have the highest chance to trigger the events?

 

Thanks for any help.

Posted

Whenever I try trun to run FNIS it says there is trouble with an outdated comand in the FNIS_DD_LIST.txt file....

 

EDIT:

After finidning a zip version of an old DATA backup, I managed to get the FNIS to work by basicly downgrading to v6.2 and replacing the .txt file with an older version and renaming it to fit. However, just cause I got FNIS to patch it, doesn't nessiserly mean the rest of the game will.  Among other things I noticed in the latetst version DDi, you had added a new animation option called bunnyhop for faster travel. This might be one of the things that won't work until the current txt file is fixed. I should be safe with the older once though.

Reading DDAlternat Animation prefix used twice


ERROR(2011): OLD FNIS version? Wrong line in Animation List, line 35 (..\..\meshes\actors\character\animations\DD\FNIS_DD_List.txt): AAprefix abc


 
 
Posted

Is there a way to bypass the animation filter somehow (manually per sex session)?

 

The filter doesn't seem to carry over previous suppress tags given to sexlab before the filter is reached, or at least some of the time.

 

IE:

SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=Solo,Cuddling,acrobat,Petting,Foreplay,handjob,footjob,boobjob, RequireAll=TRUE)

gets redefined to:

SEXLAB - GetByTags(ActorCount=2, Tags=, TagsSuppressed=Vaginal,Yoke,Armbinder, RequireAll=TRUE)

 

Can I pass the tags to DDi directly? I'm willing to do that since it's a hard dependency anyway.

 

I will look into this. But if you are already starting your own animations from a DD mod anyway, why not just pass a valid, bondage-aware animation in the first place? I do that in DCL too, as I find it cleaner than letting DDI stop and override the animation.

 

Update: My own pre-filter had a bug or two, in addition to still only looking for zaz keywords under the assumption that they were still on all DD items. I think it's working as intended.

 

Although I have a suspicion (I think your code axes any animation with vag tag while belted): if two actors are both female, one is belted, I can specify oral (or anal if belt permits) but if the animation has a vaginal flag does it still get axed. What about animations where the belted female could perform oral on the unbelted female's vagina? Would those animations have both tags and get axed as invalid for having a vaginal tag? Seems there is a pattern where Vaginal is used for penetration sex and pussy is used for everything else, I wonder if that sticks everywhere...

 

I need to find an easy way to look at all tags for all animations, parsing all json files is a pain...

  • 2 weeks later...
Posted

hey all, i just have one question, From my experience using arm-binders you are not able access the inventory and or the map. So far i"ve found a workaround to accessing the map while trussed up by going through quests and then show in map. However I would like to know if there is any way to be able to access the inventory while bound, the only workaround i know to this is opening a chest and then accessing your inventory. Is there any way to allow the player to access the inventory while bound in an arm binder without having to open a container?

 

Any response would be much appreciated thxxx

Posted

hey all, i just have one question, From my experience using arm-binders you are not able access the inventory and or the map. So far i"ve found a workaround to accessing the map while trussed up by going through quests and then show in map. However I would like to know if there is any way to be able to access the inventory while bound, the only workaround i know to this is opening a chest and then accessing your inventory. Is there any way to allow the player to access the inventory while bound in an arm binder without having to open a container?

 

Any response would be much appreciated thxxx

Disable hardcore in the settings menu.

Posted

 

hey all, i just have one question, From my experience using arm-binders you are not able access the inventory and or the map. So far i"ve found a workaround to accessing the map while trussed up by going through quests and then show in map. However I would like to know if there is any way to be able to access the inventory while bound, the only workaround i know to this is opening a chest and then accessing your inventory. Is there any way to allow the player to access the inventory while bound in an arm binder without having to open a container?

 

Any response would be much appreciated thxxx

Disable hardcore in the settings menu.

 

In the devious devices mcm?

Posted

 So this is my first post here, But I'm having a big issue. Occasionally I'll get a status saying "you absent-mindedly allow your hands to wander" and then my character will do the animation. However when it is finished I am unable to unsheathe my weapons, use weapons, or even draw weapons/fists. This happens occasionally on a few other animations but it is an issue ever time this animation plays. Are there any fixes known or is this a known bug? I cannot find anything. I've run LOOT and tried everything I know of, but am stuck. any help is appreciated


 So this is my first post here, But I'm having a big issue. Occasionally I'll get a status saying "you absent-mindedly allow your hands to wander" and then my character will do the animation. However when it is finished I am unable to unsheathe my weapons, use weapons, or even draw weapons/fists. This happens occasionally on a few other animations but it is an issue ever time this animation plays. Are there any fixes known or is this a known bug? I cannot find anything. I've run LOOT and tried everything I know of, but am stuck. any help is appreciated

Posted

 

 

hey all, i just have one question, From my experience using arm-binders you are not able access the inventory and or the map. So far i"ve found a workaround to accessing the map while trussed up by going through quests and then show in map. However I would like to know if there is any way to be able to access the inventory while bound, the only workaround i know to this is opening a chest and then accessing your inventory. Is there any way to allow the player to access the inventory while bound in an arm binder without having to open a container?

 

Any response would be much appreciated thxxx

Disable hardcore in the settings menu.

 

In the devious devices mcm?

 

Yes.

Posted

 So this is my first post here, But I'm having a big issue. Occasionally I'll get a status saying "you absent-mindedly allow your hands to wander" and then my character will do the animation. However when it is finished I am unable to unsheathe my weapons, use weapons, or even draw weapons/fists. This happens occasionally on a few other animations but it is an issue ever time this animation plays. Are there any fixes known or is this a known bug? I cannot find anything. I've run LOOT and tried everything I know of, but am stuck. any help is appreciated

 

Welcome to the lab!

 

Did you have anything equipped that prevented you from fighting before the wandering hands animation began? As an example: the "zbf" cuff sets from the zaz animation pack, and the binders from wrist-binder, apply a bound idle to a character when worn, and prevent sprinting, jumping and fighting, but they can have their idle broken by things like swimming, using crafting stations, or the devious wandering hands event. After the idle breaks it needs to be reapplied by removing the binding items and re-equipping them. Until that's been done, or the items just removed, it can appear that you should have complete freedom to move but the restrictions are still applied.

 

If there's nothing equipped that might be causing this you can also try going into the zaz MCM. One of the pages in that should tell you which controls are currently locked or available for the player character. You might be able to reset the player controls from there.

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