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Posted

 

 

 

 

 

Can't we get those into DDi by default? Or do beast races enter into the realm of bestiality and is pretty weird based on laws and stuff?

 

I was never contacted by any of the people involved in this project, so I assume there is/was no interest in getting the models into the framework. That nobody in the DD team has any desire to work on certain content (we didn't in this case) doesn't automatically mean we're opposed to adding it, if someone contributes it.

 

 

I worked with him on this and he preferred to release it himself. I was able to get him to do male versions of the items to support DD for Him as well. At this point I think the only basic device not made for beast races is the blindfolds.

 

I wouldn't be against adding the meshes officially, but the last time someone proposed adding beast race meshes into DDa, it got canned and forgotten about, with no clear explanation as to why.

 

 

 

We didn't have a modeler at the time was interested in making the meshes, same went for male support.

 

 

I was referring to this post that someone made in the assets thread, showing off a screenshot of them having created a mesh for Khajiit. Which is what Min may have referred to when releasing version 2.9.1 of DDi.

 

 

That post is from 2015. The calendar date is 2017. And nobody who worked on the DD framework in 2015, still does.

 

Just saying.

Posted

 

 

 

 

 

 

Can't we get those into DDi by default? Or do beast races enter into the realm of bestiality and is pretty weird based on laws and stuff?

 

I was never contacted by any of the people involved in this project, so I assume there is/was no interest in getting the models into the framework. That nobody in the DD team has any desire to work on certain content (we didn't in this case) doesn't automatically mean we're opposed to adding it, if someone contributes it.

 

 

I worked with him on this and he preferred to release it himself. I was able to get him to do male versions of the items to support DD for Him as well. At this point I think the only basic device not made for beast races is the blindfolds.

 

I wouldn't be against adding the meshes officially, but the last time someone proposed adding beast race meshes into DDa, it got canned and forgotten about, with no clear explanation as to why.

 

 

 

We didn't have a modeler at the time was interested in making the meshes, same went for male support.

 

 

I was referring to this post that someone made in the assets thread, showing off a screenshot of them having created a mesh for Khajiit. Which is what Min may have referred to when releasing version 2.9.1 of DDi.

 

 

That post is from 2015. The calendar date is 2017. And nobody who worked on the DD framework in 2015, still does.

 

Just saying.

 

 

Likely they were either never sent or lost in transition somewhere. It wouldn't have been the only time we had someone offer something like that and not send them. Since DDa was off limits as it was for Zadil's work only it they would have gone into DDx and in my archives of DD releases I don't show any DDx releases from v1.21 (3/13/2015) until late 2016 with the start of the development of v2.0. I can confirm that they were not added to DDi or DDa either in beta or regular releases so I don't know what happened to them.

Posted

 

any idea what would cause this issue with unp?

 

 

Probably the same thing, you need to use Bodyslide to create the models for the items, no matter which body you are using in your game. There's a Bodyslide preset for UNP, too (well, techincally it's "UUNP - UNP", but it's close enough I think). And dozens more in the CBBE and UUNP families.

 

ok, thanks, actually i had one of your mods a long time ago, but could never use it because it was always conflicting with something and that conflict would always cause my game to crash, the mod was the fetish items grab bag, i liked the look of it, but never actually got to use it

Posted

Is the radiant quest system in zaddRadiantMasterQuest at all functional?

Posted

 

 

I believe the error would be on one of two levels, the device level or in the main scripts. If you are trying to use the same device that was bugged earlier then toss it and get another, if it is a different device then it is at the main script level. If it is at the main script level you can try setting the blindfold to a different mode then back to the one you normally use, hopefully this will reset its functions. If that does not work then it may be that you have bigger errors lurking in your log that are causing issues with the DD items.

 

If you are using the beta version it may be an issue there and should report it on the beta thread.

 

 

 

 

If the device worked fine at first and then doesn't anymore, it's -very- often a result of changing the load order mid-playthrough (which one should NEVER!!! do.)

 

If the device was bugged from the get-go, a log would be helpful.

 

 

Ok, I'm not entirely sure what happened, but I managed to fix it by using the Cursed Loot safeword function. After the blindfold was removed that way, new blindfolds I used did seem to work.

 

I have encountered this issue before in another playthrough; a blindfold was equipped by cursed loot, and the inventory device simply did nothing. I unfortunately don't have any of the logs left.

 

 

Ok, this happened again, again from a cursed loot event, and the blindfold bugged out completely.

 

Here is the papyrus log that happens when I try equipping the bugged blindfold.

[07/13/2017 - 02:38:56PM] [Zad]: OnEquipped(Aki: )
[07/13/2017 - 02:38:56PM] [Zad]: ReEquipExistingDevices() is working:1
[07/13/2017 - 02:38:56PM] [Zad]: OnEffectStart(blindfold)
[07/13/2017 - 02:38:56PM] [Zad]: OnEquipped(): Detected/fixed broken item state. Aki has rendered Blindfold in inventory still.
[07/13/2017 - 02:38:56PM] [Zad]: OnEffectFinish(blindfold)
[07/13/2017 - 02:38:56PM] [Zad]: UpdateControls()
[07/13/2017 - 02:38:56PM] [Zad]: UpdateControls()
[07/13/2017 - 02:38:56PM] Error: Unable to call RegisterForCameraState - no native object bound to the script object, or object is of incorrect type
stack:
	[None].zadBlindfoldEffect.RegisterForCameraState() - "<native>" Line ?
	[None].zadBlindfoldEffect.OnEffectStart() - "zadBlindfoldEffect.psc" Line ?
[07/13/2017 - 02:39:26PM] [Zad]: UpdateExposure([Actor < (00000014)>],0.500000,False)
[07/13/2017 - 02:39:26PM] [Zad]: Finished processing events. Re-Polling..
[07/13/2017 - 02:39:26PM] [Zad]: UpdateExposure([Actor < (00000014)>],0.500000,False)
[07/13/2017 - 02:39:27PM] [Zad]: CheckAllEvents()
[07/13/2017 - 02:39:29PM] [Zad]: Processing [Nipple Piercings]
[07/13/2017 - 02:39:29PM] [Zad]: Config Interval:1.500000. Total number of events: 1. Next staggered update in 1.500000
[07/13/2017 - 02:39:34PM] [Zad]: OnUnequipped(Aki: ) 

And here is the complete papyrus log, this happened after a long play session. The actual Cursed Loot Event happened at line 5309. Papyrus.0.log

Posted

I hate to be 'that person', but is there a ballpark (as in, like, 'next few months' or 'next year') on DD 4? I saw Kimy mention the next version of DCL would use and follow the DD 4 release, and I'm wondering if I should wait to start a new game or, if it's half a year away, if I'm safe to go ahead. :P

 

I just really want to avoid trying to upgrade an in-progress game as I hate doing that with framework mods (and last time I tried to 'port' a character to a new game with console commands I drove myself crazy). Edit: That being said I've been keeping up with the dev builds and if there is expected compatibility with those going forward I'll just play now and gamble when something official drops.

Posted

I think this may be the right spot to mention about certain issue, I've had a character wearing plugs but something bugged out when I took them off, the small dialog that usually appears did not show up and the item could still be seen on the character.

 

Tried unequipall to get rid of it, and while the plug did dissapear it still is not working, I tried other plugs but the one that got bugged is the one that renders on the character, none of them show as equipped on the inventory but when I click any it tells me I already have one equiped.

 

I added the log of me messing with the items to see what was going on.

Papyrus.0.log

Posted

 

 

I don't understand this at all I mean setting it to 0% means that you don't ever have to worry about it being active 0_o

 

I used almost every DD related mod and I don't believe these features you're talking about are forced onto the player I may be wrong but

I don't believe I am. I would say that not supporting the current DD team in their efforts is a bad idea Veladarius, especially since this seems

even to me to be a non-issue.

 

So if I am reading you, you have said you felt like pulling your mods and now you're giving (if I am taking it out of context forgive me) ultimatum of sorts

that if these features aren't pulled or remedied then you'll discontinue your support for the current version of the framework?

 

Anyway I encourage you guys to talk this out as I can already see the future of this conversation going in the wrong direction when you threaten to pull your support its not a good way to get things done :/

 

The issue is that, as I understand it, the current options for these things currently in the MCM menu are being removed and added as predetermined properties on the items. You get no opportunity to change them and are forced to deal with them as a player.

 

As to would I stop supporting future versions of DD? Yes, I would. Kimy has stated before that she would not do / support things she had no interest in, I feel removing these as options and instead making them mandatory (having these set on all of the general DD devices makes it mandatory) is not in the best interest of DD overall, not something I am interested in as a player or supporting as a modder.

 

 Err, yeah, I go with you on this case. I don't enjoy being forced to use the gag talk system, and enjoy is a very light word to express my hate for that "mini game". If other annoying features becomes like that one, with no way for the user to tweak or disable them, I'll just not upgrade DD. However if the vanilla items are configurable through the MCM, then it would alleviate most of my issues. It is not currently the case with gag talk.

 

 

If you want to disable gag talk entirely it takes less than 2 minutes in TESVEdit:

 

1- Open DDi and go to the 'Dialogue Branch' section

2- select the 'ZadGag' entry

post-101267-0-05022900-1500072080_thumb.jpg

 

3- On the right in the options look for the 'Blocking' entry, right click on it to change it.

4- Uncheck the 'Blocking' option. This will make it 'normal' dialogue which can only be access if something like a force greet AI package or other dialogue directs you to it.

post-101267-0-14830600-1500072079_thumb.jpg

 

5- Exit and save it. At this point the gagged dialogue should be disabled unless someone purposefully directs you to it.

 

This was done on the current Release version of DDi as a reference.

Posted

 

 

 

I don't understand this at all I mean setting it to 0% means that you don't ever have to worry about it being active 0_o

 

I used almost every DD related mod and I don't believe these features you're talking about are forced onto the player I may be wrong but

I don't believe I am. I would say that not supporting the current DD team in their efforts is a bad idea Veladarius, especially since this seems

even to me to be a non-issue.

 

So if I am reading you, you have said you felt like pulling your mods and now you're giving (if I am taking it out of context forgive me) ultimatum of sorts

that if these features aren't pulled or remedied then you'll discontinue your support for the current version of the framework?

 

Anyway I encourage you guys to talk this out as I can already see the future of this conversation going in the wrong direction when you threaten to pull your support its not a good way to get things done :/

 

The issue is that, as I understand it, the current options for these things currently in the MCM menu are being removed and added as predetermined properties on the items. You get no opportunity to change them and are forced to deal with them as a player.

 

As to would I stop supporting future versions of DD? Yes, I would. Kimy has stated before that she would not do / support things she had no interest in, I feel removing these as options and instead making them mandatory (having these set on all of the general DD devices makes it mandatory) is not in the best interest of DD overall, not something I am interested in as a player or supporting as a modder.

 

 Err, yeah, I go with you on this case. I don't enjoy being forced to use the gag talk system, and enjoy is a very light word to express my hate for that "mini game". If other annoying features becomes like that one, with no way for the user to tweak or disable them, I'll just not upgrade DD. However if the vanilla items are configurable through the MCM, then it would alleviate most of my issues. It is not currently the case with gag talk.

 

 

If you want to disable gag talk entirely it takes less than 2 minutes in TESVEdit:

 

1- Open DDi and go to the 'Dialogue Branch' section

2- select the 'ZadGag' entry

attachicon.gifDialogue 1.JPG

 

3- On the right in the options look for the 'Blocking' entry, right click on it to change it.

4- Uncheck the 'Blocking' option. This will make it 'normal' dialogue which can only be access if something like a force greet AI package or other dialogue directs you to it.

attachicon.gifDialogue 2.JPG

 

5- Exit and save it. At this point the gagged dialogue should be disabled unless someone purposefully directs you to it.

 

This was done on the current Release version of DDi as a reference.

 

 

Or find a way to have zadDialogueGagDisable set to 1 at each startup, which I guess any mod can do.

Posted

 

 

 

 

I don't understand this at all I mean setting it to 0% means that you don't ever have to worry about it being active 0_o

 

I used almost every DD related mod and I don't believe these features you're talking about are forced onto the player I may be wrong but

I don't believe I am. I would say that not supporting the current DD team in their efforts is a bad idea Veladarius, especially since this seems

even to me to be a non-issue.

 

So if I am reading you, you have said you felt like pulling your mods and now you're giving (if I am taking it out of context forgive me) ultimatum of sorts

that if these features aren't pulled or remedied then you'll discontinue your support for the current version of the framework?

 

Anyway I encourage you guys to talk this out as I can already see the future of this conversation going in the wrong direction when you threaten to pull your support its not a good way to get things done :/

 

The issue is that, as I understand it, the current options for these things currently in the MCM menu are being removed and added as predetermined properties on the items. You get no opportunity to change them and are forced to deal with them as a player.

 

As to would I stop supporting future versions of DD? Yes, I would. Kimy has stated before that she would not do / support things she had no interest in, I feel removing these as options and instead making them mandatory (having these set on all of the general DD devices makes it mandatory) is not in the best interest of DD overall, not something I am interested in as a player or supporting as a modder.

 

 Err, yeah, I go with you on this case. I don't enjoy being forced to use the gag talk system, and enjoy is a very light word to express my hate for that "mini game". If other annoying features becomes like that one, with no way for the user to tweak or disable them, I'll just not upgrade DD. However if the vanilla items are configurable through the MCM, then it would alleviate most of my issues. It is not currently the case with gag talk.

 

 

If you want to disable gag talk entirely it takes less than 2 minutes in TESVEdit:

 

1- Open DDi and go to the 'Dialogue Branch' section

2- select the 'ZadGag' entry

attachicon.gifDialogue 1.JPG

 

3- On the right in the options look for the 'Blocking' entry, right click on it to change it.

4- Uncheck the 'Blocking' option. This will make it 'normal' dialogue which can only be access if something like a force greet AI package or other dialogue directs you to it.

attachicon.gifDialogue 2.JPG

 

5- Exit and save it. At this point the gagged dialogue should be disabled unless someone purposefully directs you to it.

 

This was done on the current Release version of DDi as a reference.

 

 

Or find a way to have zadDialogueGagDisable set to 1 at each startup, which I guess any mod can do.

 

 

It is a global variable, you can use the Set command to do it:    Set  zadDialogueGagDisable to 1

Though I am not sure how or when this value is adjusted but none of the gagged dialogue references this variable.

 

You can also use SetPQV zadGagQuestScript cantalk true

This is a condition on all of the starting gagged dialogue and needs to be false for any of it to be played. Again though I am not sure how or when this is adjusted.

 

Either are easy enough to add to a bat file and just execute it via the console whenever you wanted or needed to.

 

Only difference between these and what I suggest above is that the adjustment to the DDi esm is permanent until you update the file and the rest can be changed at any time by DDi.

Posted

zadDialogueGagDisable, along with a specific faction, is used as a check in the zadGagQuest thingy, the gag quest won't trigger if any of the conditions are true. Probably a remnant of when, if it was possible, the gag talk system was disableable.

 

The caveat of using these might be that any customized gag talk quest won't ever run, not that anybody beside DCL came up with one.

Posted

Heyho,

I have a very weird bug concerning blindfolds. I use Immersive First Person View, with XenoDrakes config file and Vivid Weathers ENB

 

Normally it works all fine, but whenever there is a blindfold, everything goes black under certain conditions except for some lights/reflections.

I've made a video to show the effect live: Blinfold Bug video

 

Does anyone have an idea what this could be? I think it's some problem between DD and the ENB settings, but other visual effects like Nighteye work fine ...

Posted

zadDialogueGagDisable, along with a specific faction, is used as a check in the zadGagQuest thingy, the gag quest won't trigger if any of the conditions are true. Probably a remnant of when, if it was possible, the gag talk system was disableable.

 

The caveat of using these might be that any customized gag talk quest won't ever run, not that anybody beside DCL came up with one.

 

The zadDialogueGagDisable was turned off and on by functions that also enabled and disabled the Armbinder dialogue at the same time. The functions are 'PauseDialogue' and 'ResumeDialogue' and these increased or decreased the values of the global variables by 1 each  time it was run. The function could be run multiple times so the values could exceed 1 and would need the other run the same number of times to reduce it back to 0. What I don't know is if this is used by DDi somewhere within its scripts or if it was meant for other mods to use. I could see disabling the gag talk but not disabling the armbinder dialogue at the same time. That is why I say that using the variable to disable gag talk is somewhat of an unknown as far as what DD could decide to do or how often it resets, having a mod set it to 0 on loading a save may end up ineffective if DD changed it mid game. That is why I suggested putting the commands in a bat file so if something does enable it you can just run the bat file and it would disable them again.

 

 

The suggestion I made for modifying the dialogue type in the esm would ensure that it would never run as the dialogue would need to have some other dialogue or force greet to start it.

Posted

 

zadDialogueGagDisable, along with a specific faction, is used as a check in the zadGagQuest thingy, the gag quest won't trigger if any of the conditions are true. Probably a remnant of when, if it was possible, the gag talk system was disableable.

 

The caveat of using these might be that any customized gag talk quest won't ever run, not that anybody beside DCL came up with one.

 

The zadDialogueGagDisable was turned off and on by functions that also enabled and disabled the Armbinder dialogue at the same time. The functions are 'PauseDialogue' and 'ResumeDialogue' and these increased or decreased the values of the global variables by 1 each  time it was run. The function could be run multiple times so the values could exceed 1 and would need the other run the same number of times to reduce it back to 0. What I don't know is if this is used by DDi somewhere within its scripts or if it was meant for other mods to use. I could see disabling the gag talk but not disabling the armbinder dialogue at the same time. That is why I say that using the variable to disable gag talk is somewhat of an unknown as far as what DD could decide to do or how often it resets, having a mod set it to 0 on loading a save may end up ineffective if DD changed it mid game. That is why I suggested putting the commands in a bat file so if something does enable it you can just run the bat file and it would disable them again.

 

 

The suggestion I made for modifying the dialogue type in the esm would ensure that it would never run as the dialogue would need to have some other dialogue or force greet to start it.

 

 

Actually, I just remembered Min telling me some time ago he added a way to shut down these down so other mods like CD could implement their own system and disable the DDi system so I believe that changing those variables should work for for a while though I am not sure if there is something in DD that will enable it after some time or not.

Posted

Does bound combat not work for anyone or is it just me, my character will get into fighting stance but I can't kick/jump

Posted

Does bound combat not work for anyone or is it just me, my character will get into fighting stance but I can't kick/jump

 

Did you have ankle chains equipped? I believe that disables bound combat.

Posted

 

Does bound combat not work for anyone or is it just me, my character will get into fighting stance but I can't kick/jump

 

Did you have ankle chains equipped? I believe that disables bound combat.

 

 

Would it be possible for the authors of this mod to add headbut or dropkick animations to bound combat?

Posted

Nipple piercings won't show up but vaginal piercings do appear. I am using Touch by Dibella Enhanced skin right now. Does it have anything to do with this skin or do I have to use Bodyslide to adjust some specific details to make nipple piercings to show up? Thanks.

Posted

Nipple piercings won't show up but vaginal piercings do appear. I am using Touch by Dibella Enhanced skin right now. Does it have anything to do with this skin or do I have to use Bodyslide to adjust some specific details to make nipple piercings to show up? Thanks.

 

You need to use bodyslide and create the piercings with the same body made in bodyskide. If you have not made a body you can pick one of the defaults as there are quite a few of them, just make sure to rebuild the rest of the items as well.

Posted

My character keeps jumping around like a fucking bunny when I press W to move foward and I don't have anything equiped! Any fixes?


My character keeps jumping around like a fucking bunny when I press W to move foward and I don't have anything equiped! Any fixes?

Posted

My character keeps jumping around like a fucking bunny when I press W to move foward and I don't have anything equiped! Any fixes?

You can try to equip one of the extreme hobble-dresses, and then taking it back off again.
Posted

FYI, I have just found out that the 'EquipItem Fix' mod from Nexus is NOT compatible with Devious Devices currently:

 

http://www.nexusmods.com/skyrim/mods/85251/?

 

 

This changes the papyrus function that is used to equip stuff, which unsurprisingly derails Devious Devices entirely.

 

Obvious when you think about it, but possibly worth making a note of to help some of the slower and more easily confused forum members (ahem :blush:).

 

It's an SKSE plugin and doesn't have a .esp associated with it so will be quite easy to overlook in your mod list if you don't think to look for it.

 

Of course, it's also possible you knew this already and it's only me who missed it... :angel:

Posted

FYI, I have just found out that the 'EquipItem Fix' mod from Nexus is NOT compatible with Devious Devices currently:

 

http://www.nexusmods.com/skyrim/mods/85251/?

 

 

This changes the papyrus function that is used to equip stuff, which unsurprisingly derails Devious Devices entirely.

 

Obvious when you think about it, but possibly worth making a note of to help some of the slower and more easily confused forum members (ahem :blush:).

 

It's an SKSE plugin and doesn't have a .esp associated with it so will be quite easy to overlook in your mod list if you don't think to look for it.

 

Of course, it's also possible you knew this already and it's only me who missed it... :angel:

 

I never heard of the mod myself. Looking at it I can tell why it doesn't work with DD anymore, it is for HDT High Heels and the DD items have been converted use NIO Override. Make sure you have NIO Override (http://www.nexusmods.com/skyrim/mods/37481/?) or RaceMenu (it comes with it).

Posted

 

FYI, I have just found out that the 'EquipItem Fix' mod from Nexus is NOT compatible with Devious Devices currently:

 

http://www.nexusmods.com/skyrim/mods/85251/?

 

I never heard of the mod myself. Looking at it I can tell why it doesn't work with DD anymore, it is for HDT High Heels and the DD items have been converted use NIO Override. Make sure you have NIO Override (http://www.nexusmods.com/skyrim/mods/37481/?) or RaceMenu (it comes with it).

 

It's a fairly new mod, about a month or so old I think.

 

I might have developed a modding problem (the 'problem' being I can't get the game to work right now i've filled it with cool mods... :blush:) and tend to keep an eye on the nexus and grab anything that looks interesting.

 

NIO override / Racemenu has been part of my build since pretty much day 1 I think - it keeps coming up as a requirement from other mods.

Posted

 

 

FYI, I have just found out that the 'EquipItem Fix' mod from Nexus is NOT compatible with Devious Devices currently:

 

http://www.nexusmods.com/skyrim/mods/85251/?

 

I never heard of the mod myself. Looking at it I can tell why it doesn't work with DD anymore, it is for HDT High Heels and the DD items have been converted use NIO Override. Make sure you have NIO Override (http://www.nexusmods.com/skyrim/mods/37481/?) or RaceMenu (it comes with it).

 

It's a fairly new mod, about a month or so old I think.

 

I might have developed a modding problem (the 'problem' being I can't get the game to work right now i've filled it with cool mods... :blush:) and tend to keep an eye on the nexus and grab anything that looks interesting.

 

NIO override / Racemenu has been part of my build since pretty much day 1 I think - it keeps coming up as a requirement from other mods.

 

 

Well, the mod you mentioned is unavailable at the moment, the link doesn't go to it anymore.

 

I did the same thing a long time ago but found a number of mods (some I really liked) caused errors as they were poorly scripted and had to remove them. If you start having random crashes check your log for errors from recently added mods or if mods you have used for some time suddenly start giving errors, both are a good sign that something you added does not agree with everything else.

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