buxxuc Posted September 30, 2017 Posted September 30, 2017 I installed DDi and DD asset but after loading my game my character has the bound arm animation immediately and I don't know how to get rid of it even though I haven't equipped anything on her. I already ran Bodyslide, built the body and items after installing the mod and ran the FNIS for user. Is there anything I missed?
LazyBoot Posted September 30, 2017 Posted September 30, 2017 I installed DDi and DD asset but after loading my game my character has the bound arm animation immediately and I don't know how to get rid of it even though I haven't equipped anything on her. I already ran Bodyslide, built the body and items after installing the mod and ran the FNIS for user. Is there anything I missed? In most cases, just equipping and then unequipping an armbinder will fix that, I think.
Mishun Posted October 1, 2017 Posted October 1, 2017 i have problem - "it's impossibe to wear multiple corsets simultaneously", my character don't wear any (i dropped them, or sold them i don't remember), point is DON'T WEAR ANY, still i get this message when i'm trying to wear another!
Gameplayer Posted October 2, 2017 Posted October 2, 2017 i have problem - "it's impossibe to wear multiple corsets simultaneously", my character don't wear any (i dropped them, or sold them i don't remember), point is DON'T WEAR ANY, still i get this message when i'm trying to wear another! You may actually be in one still, To remove it basically go up to any container like a chest in a player home. Empty your entire inventory into it. Open your command consul with tilde key ~ Then type the following, "Removeallitems" Hit enter. Exit consol, you should be good from there. Reason why it can happen, well basically its entirely possible to get mods that can demand a lot of constant updates, one of the best examples I've found are mods that remove player and follower shield when out of combat. Not that that particular kind of mod couldn't be done with a better script like the one used in Helmet removal mods. Other than that you can get that too happen by overloading your game with a whole lot of script mods, like a lot of them. It can vary per system so there are no actual hard and fast rules on that.
Veladarius Posted October 2, 2017 Posted October 2, 2017 i have problem - "it's impossibe to wear multiple corsets simultaneously", my character don't wear any (i dropped them, or sold them i don't remember), point is DON'T WEAR ANY, still i get this message when i'm trying to wear another! You may actually be in one still, To remove it basically go up to any container like a chest in a player home. Empty your entire inventory into it. Open your command consul with tilde key ~ Then type the following, "Removeallitems" Hit enter. Exit consol, you should be good from there. Reason why it can happen, well basically its entirely possible to get mods that can demand a lot of constant updates, one of the best examples I've found are mods that remove player and follower shield when out of combat. Not that that particular kind of mod couldn't be done with a better script like the one used in Helmet removal mods. Other than that you can get that too happen by overloading your game with a whole lot of script mods, like a lot of them. It can vary per system so there are no actual hard and fast rules on that. removeall at best will only remove very broken items otherwise it would trigger the reequip failsafe and the device would be put back on the player. Removing items by console required 2 steps 1- remove the script instance item using removeitem in the console 2- unequip the inventory item in the regular inventory. If it is saying that there is an existing item then it is detecting the device keyword which is ONLY on the script instance portion of the item. Using removeall while that is there and the inventory item is not will trigger it to reequip and replace the inventory item, this is part of the system that keeps you from selling the items to get out of them or from other mods using removeall or unequipall and remove the items as well. My guess is that the keyword in question is attached to an enchantment (DD can read keywords from them) and the enchantment did not end when the device was. Best guess as to why this happened is that the enchantment is NOT part of the device itself but was added externally and the devices removal did not trigger the removal of the enchantment effect. This is the same issue the Inflatable plugs have that when removed by the console the effect does not stop which means the magic effect is not on the plugs themselves.
MARTIN671 Posted October 2, 2017 Posted October 2, 2017 HDT-PE pussy Piercing devious devices https://yadi.sk/d/G-Mh92-e3NQbDc
Lamadi Posted October 2, 2017 Posted October 2, 2017 Okay, I'm at the Forbidden Tome quest where I have to bring Zed three items. Only two were in Skyrim, but the third one I had to look up was in the Dragonborn DLC area. (When I went on the boat there, the plugs in my belt activated and triggered a scene which forced my character to teleport to the destination, but this resulted in the boat never arriving, and my camera being locked in one direction permanently, even after fast traveling to Skyrim. I had to edit the MCM to prevent the vibration event entirely to avoid it. Although this isn't the point of this post, I just wanted to include it as a bug report) I went to the ruins the marker pointed me to, but the door was locked. I googled it, and was told to find Neloth, who I also had to google. Did quests for two of his assistants which both lead to dead ends. Googled again, read that he appears around the earth stone at Raven Rock observing the brainwashed idiot workers. Hung around there for some time, even activated the stone, but eventually got tired of being brainwashed and left. Googled again, and was told to find Storn Crag-Strider in a small town just off a place I went doing a quest for one of Neloth's assistants, but when I got there I found an empty town with three weird eskimo people in the center channelling a tornado. Googled yet again, and it seems they won't go away until I do yet another quest which only becomes available after I learn a dragon shout that I unlock at some point during the main questline. All this just because the quest apparently bugged and didn't place all the quest items in Skyrim. I'm already googling for ways to use the console to complete this quest, but have yet to find success. It's just so needlessly complicated and offer absolutely no guidelines except from "Travel to Solstheim. Ooops, sorry, door's locked. Better complete every quest in this entire continent. You won't be able to take a shit until you do!"
LazyBoot Posted October 2, 2017 Posted October 2, 2017 Okay, I'm at the Forbidden Tome quest where I have to bring Zed three items. Only two were in Skyrim, but the third one I had to look up was in the Dragonborn DLC area. (When I went on the boat there, the plugs in my belt activated and triggered a scene which forced my character to teleport to the destination, but this resulted in the boat never arriving, and my camera being locked in one direction permanently, even after fast traveling to Skyrim. I had to edit the MCM to prevent the vibration event entirely to avoid it. Although this isn't the point of this post, I just wanted to include it as a bug report) I've also ran into the boat issue, I've just normally tried again a few times until the cutscene completes successfully. I went to the ruins the marker pointed me to, but the door was locked. I googled it, and was told to find Neloth, who I also had to google. Did quests for two of his assistants which both lead to dead ends. Googled again, read that he appears around the earth stone at Raven Rock observing the brainwashed idiot workers. Hung around there for some time, even activated the stone, but eventually got tired of being brainwashed and left. Googled again, and was told to find Storn Crag-Strider in a small town just off a place I went doing a quest for one of Neloth's assistants, but when I got there I found an empty town with three weird eskimo people in the center channelling a tornado. Googled yet again, and it seems they won't go away until I do yet another quest which only becomes available after I learn a dragon shout that I unlock at some point during the main questline. All this just because the quest apparently bugged and didn't place all the quest items in Skyrim. From what I know, the quest will just tell the game to pick 3 random dwarven ruins for the quest. I'm not sure at what point they get picked, so one solution could be to reload a save early in the quest (or maybe before you started the quest) and see if you get different ruins. I'm already googling for ways to use the console to complete this quest, but have yet to find success. It's just so needlessly complicated and offer absolutely no guidelines except from "Travel to Solstheim. Ooops, sorry, door's locked. Better complete every quest in this entire continent. You won't be able to take a shit until you do!" Or if you do want to console it: You should be able to use "movetotq zaddForbiddenTomeQuest", I don't recall if you need to prefix that with "player." or not though.
Lamadi Posted October 3, 2017 Posted October 3, 2017 Or if you do want to console it: You should be able to use "movetotq zaddForbiddenTomeQuest", I don't recall if you need to prefix that with "player." or not though. Thanks for replying but neither of those worked. By neither I mean I tried several variants. Zed, Zadd, Movetotq, Movetoq (Not sure what the extra t stood for, so I treated it as a possible typo. The guy's also called Zed, but I tried both alternatives just in case) Also tried every combination with and without the Player. prefix, no results. I did find a save from before I spoke to Zed, but it's quite a few hours back. If it's possible to cheat this without reloading to an earlier save I'd rather do that, but I'm not rushing the main quest line for this. I'd like to savor that for as long as possible and on my own conditions and pacing.
LazyBoot Posted October 3, 2017 Posted October 3, 2017 Or if you do want to console it: You should be able to use "movetotq zaddForbiddenTomeQuest", I don't recall if you need to prefix that with "player." or not though. Thanks for replying but neither of those worked. By neither I mean I tried several variants. Zed, Zadd, Movetotq, Movetoq (Not sure what the extra t stood for, so I treated it as a possible typo. The guy's also called Zed, but I tried both alternatives just in case) Also tried every combination with and without the Player. prefix, no results. I did find a save from before I spoke to Zed, but it's quite a few hours back. If it's possible to cheat this without reloading to an earlier save I'd rather do that, but I'm not rushing the main quest line for this. I'd like to savor that for as long as possible and on my own conditions and pacing. Right I did typo that a bit... It's supposed to be "movetoqt" as in Move to quest target. But the "zaddForbiddenTomeQuest" bit is copy-pasted from tes5edit and needs to be typed as I wrote it (I don't think case matters). Since that should be the ID for the quest.
Lamadi Posted October 3, 2017 Posted October 3, 2017 Right I did typo that a bit... It's supposed to be "movetoqt" as in Move to quest target. But the "zaddForbiddenTomeQuest" bit is copy-pasted from tes5edit and needs to be typed as I wrote it (I don't think case matters). Since that should be the ID for the quest. Right! That worked, thanks! Although, now my follower is stuck somewhere and I have no idea where. Doesn't show up even if I wait or fast travel.
LazyBoot Posted October 3, 2017 Posted October 3, 2017 Right I did typo that a bit... It's supposed to be "movetoqt" as in Move to quest target. But the "zaddForbiddenTomeQuest" bit is copy-pasted from tes5edit and needs to be typed as I wrote it (I don't think case matters). Since that should be the ID for the quest. Right! That worked, thanks! Although, now my follower is stuck somewhere and I have no idea where. Doesn't show up even if I wait or fast travel. If it's one that is not from a mod, you can look them up on http://uesp.net and find the refid. Then do "prid [refid]" followed by a "moveto player" If it's a modded one, you can load an old save, open the console, click on them, and you should find the refid there. Then go back to latest save, and do the same thing as above. (you can obviously do this even if it's not a modded follower if you find that easier)
Lamadi Posted October 3, 2017 Posted October 3, 2017 If it's one that is not from a mod, you can look them up on http://uesp.net and find the refid. Then do "prid [refid]" followed by a "moveto player" If it's a modded one, you can load an old save, open the console, click on them, and you should find the refid there. Then go back to latest save, and do the same thing as above. (you can obviously do this even if it's not a modded follower if you find that easier) Modded follower. I skipped to an older save and tried it. It worked in the older save to teleport to him, but when I tried it in the present save I got an error. Remembered that I changed his armor, and figured that might have altered the ID, so I managed to locate a newer save with his recent armor on and discovered that his ID was indeed different. Went back to try again in the present save and that time it worked. He'd gotten stuck in Neloth's house, and this time Neloth was actually there. I never find anything until I stop looking for it. Bloody typical. Thanks for helping me again
Anhedonia_ Posted October 4, 2017 Posted October 4, 2017 So, this is going to be a very silly question, but... how do you remove armbinders? Yes, yes, I know, that's the whole point! But: using Defeat and Devious Captures, my character got OHKOed from behind, ravaged, and then dumped unceremoniously outside the cave. The "Take off" and "Struggle" options make it very clear I can't actually get out on my own ("It will not come off by itself anytime soon" and "You resolve to find another way to remove it" respectively). However, talking to NPCs gives me an option to ask for help, but they just ask "What is it?" and the dialogue closes. (Another thread suggested asking a blacksmith, but unless the one in Riverwood doesn't count, it doesn't seem to be relevant.) Basically, is this intentional? Is this a bug, or do I need to seek out specific NPCs for assistance? Is my character just too weak (level 4 with 21 lockpick) to escape these bonds currently? I can try running (nude and bound) all the way to the Captured Dreams shop and hope the Master's feeling generous, but I don't think that's the intended method to resolve this.
Skullered Posted October 4, 2017 Posted October 4, 2017 So, this is going to be a very silly question, but... how do you remove armbinders? Yes, yes, I know, that's the whole point! But: using Defeat and Devious Captures, my character got OHKOed from behind, ravaged, and then dumped unceremoniously outside the cave. The "Take off" and "Struggle" options make it very clear I can't actually get out on my own ("It will not come off by itself anytime soon" and "You resolve to find another way to remove it" respectively). However, talking to NPCs gives me an option to ask for help, but they just ask "What is it?" and the dialogue closes. (Another thread suggested asking a blacksmith, but unless the one in Riverwood doesn't count, it doesn't seem to be relevant.) Basically, is this intentional? Is this a bug, or do I need to seek out specific NPCs for assistance? Is my character just too weak (level 4 with 21 lockpick) to escape these bonds currently? I can try running (nude and bound) all the way to the Captured Dreams shop and hope the Master's feeling generous, but I don't think that's the intended method to resolve this. You SHOULD be able to struggle out of an armbinder with enough tries, unless a mod has explicitly disabled the ability to struggle out of it, in which case, the message that appears will read "Eventually it is obvious that you will not be able to struggle out of this one.", if it does, it is impossible to struggle out of manually. The dialogue closing after asking for help definitely doesn't sound normal. Are you using "Can you help me?" > "Could you take off the armbinder? (Persuasion)"?
Veladarius Posted October 4, 2017 Posted October 4, 2017 So, this is going to be a very silly question, but... how do you remove armbinders? Yes, yes, I know, that's the whole point! But: using Defeat and Devious Captures, my character got OHKOed from behind, ravaged, and then dumped unceremoniously outside the cave. The "Take off" and "Struggle" options make it very clear I can't actually get out on my own ("It will not come off by itself anytime soon" and "You resolve to find another way to remove it" respectively). However, talking to NPCs gives me an option to ask for help, but they just ask "What is it?" and the dialogue closes. (Another thread suggested asking a blacksmith, but unless the one in Riverwood doesn't count, it doesn't seem to be relevant.) Basically, is this intentional? Is this a bug, or do I need to seek out specific NPCs for assistance? Is my character just too weak (level 4 with 21 lockpick) to escape these bonds currently? I can try running (nude and bound) all the way to the Captured Dreams shop and hope the Master's feeling generous, but I don't think that's the intended method to resolve this. Are you using the current release or the beta version? If it is the beta version it may be a but, if it is the release version then it is likely a mod.
Anhedonia_ Posted October 4, 2017 Posted October 4, 2017 Are you using the current release or the beta version? If it is the beta version it may be a but, if it is the release version then it is likely a mod. ... doh! Yes, I'm using development version of both Expansion and Integration. Using the release versions was causing incredibly frustrating time-delay crashes, as I wrote up here: http://www.loverslab.com/topic/35569-devious-devices-expansion/page-64?do=findComment&comment=2017508 I'll repost the armbinder issues in the appropriate development thread; in the meantime, does the problem I describe in that post above ring any bells to anyone? I don't mind bug-testing, but I would also like the game to generally work.
Veladarius Posted October 4, 2017 Posted October 4, 2017 Are you using the current release or the beta version? If it is the beta version it may be a but, if it is the release version then it is likely a mod. ... doh! Yes, I'm using development version of both Expansion and Integration. Using the release versions was causing incredibly frustrating time-delay crashes, as I wrote up here: http://www.loverslab.com/topic/35569-devious-devices-expansion/page-64?do=findComment&comment=2017508 I'll repost the armbinder issues in the appropriate development thread; in the meantime, does the problem I describe in that post above ring any bells to anyone? I don't mind bug-testing, but I would also like the game to generally work. I will refrain from commenting on the beta as I am not using it, I will wait for its formal release before doing so.
Elswyr Posted October 5, 2017 Posted October 5, 2017 Hello loverslab community i have DDx DDa DDintegration installed and can't make the sliders work. The items always look slighty displaced this is what it looks like : http://prntscr.com/gtlvrn My current load order Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ZaZAnimationPack.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - Integration.esm ClimatesOfTamriel.esm hdtHighHeel.esm Schlongs of Skyrim - Core.esm CreatureFramework.esm actorEvents.esm RSkyrimChildren.esm Devious Devices - Expansion.esm RaceMenu.esp RaceMenuPlugin.esp SkyUI.esp FNIS.esp dD - Enhanced Blood Main.esp dD-Dragonborn-Dawnguard-EBT Patch.esp RLO - Interiors.esp RealisticWaterTwo.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp RLO - Exteriors.esp HentaiCreatures.esp SMIM-Merged-All.esp SexLab Beastess.esp Deviously Cursed Loot.esp CinematicFireFX.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp ClimatesOfTamriel-Interiors-Warm.esp RaceMenuMorphsUUNP.esp Eyes of Aber.esp Brows.esp Lieyes_v1.0.esp LoksEyes.esp HelmetToggle.esp UIExtensions.esp AddItemMenu2.esp XPMSE.esp Zipsuit.esp FemaleCityGuardsAndSoldiers.esp The Dance of Death - Ultimate Edition.esp Seductress Serana.esp Seductress Elizabeth.esp Longer Days CoT - 4 Hours - Dawnguard.esp ContinueGameNoCrash.esp SlaveTats.esp SexyVest.esp AmazingFollowerTweaks.esp Tropicalpack.esp Schlongs of Skyrim.esp SOS - VectorPlexus Regular Addon.esp FloppySOS.esp SLAnimLoader.esp ERF - Ceraph.esp dD - Realistic Ragdoll Force - Realistic.esp RealisticWaterTwo - Waves.esp SofiaFollower.esp TheAmazingWorldOfBikiniArmor.esp MoreNastyCritters.esp Bijin NPCs.esp RealisticWaterTwo - Dragonborn.esp SexLabDefeat.esp RealisticWaterTwo - Waves - Dawnguard.esp RealisticWaterTwo - Dawnguard.esp HDTTailsEquipable.esp zzEstrus.esp EstrusChaurus.esp Immersive Arousal.esp Aibellia.esp Aradia Devious Expansion.esp Blush When Aroused.esp SexLabMatchMaker.esp HDTSextoys.esp SLAL_K4Anims.esp SLALAnimObj.esp SLAL_AnimationsByLeito.esp NibblesAnimObjects.esp AnubAnimObj.esp SexLabTools.esp NotificationLog.esp RLO - Effects.esp RLO - Illuminated Spells.esp iLuvLoading.esp Devious Deviants.esp KS Hairdos - HDT.esp SOSRaceMenu.esp Alternate Start - Live Another Life.esp Mod Organizer the current body i'm using is sevenbase bombshell bbp, skeleton is XPMSE (HDT option), and i obv. used the UUNP 7b bombshell slider when creating the morphs in bodyslide. once they were created it made a mod out of them. I've been trying to fix this for the past 2 days and haven't come up with a solution. so far i've tried using different sevenbase bodies. reinstalling the mods and the sliders several times. unistalling mods that might be in conflict with the bbp behavior ( For example KS hairdos - hdt ) copying the files manually from overwrite section in MO into the respective mod folders *Nothing Worked* Thanks for all the help in advance. Literally anything can help me.
WaxenFigure Posted October 5, 2017 Posted October 5, 2017 Hello loverslab community i have DDx DDa DDintegration installed and can't make the sliders work. The items always look slighty displaced this is what it looks like : http://prntscr.com/gtlvrn My current load order Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ZaZAnimationPack.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - Integration.esm ClimatesOfTamriel.esm hdtHighHeel.esm Schlongs of Skyrim - Core.esm CreatureFramework.esm actorEvents.esm RSkyrimChildren.esm Devious Devices - Expansion.esm RaceMenu.esp RaceMenuPlugin.esp SkyUI.esp FNIS.esp dD - Enhanced Blood Main.esp dD-Dragonborn-Dawnguard-EBT Patch.esp RLO - Interiors.esp RealisticWaterTwo.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp RLO - Exteriors.esp HentaiCreatures.esp SMIM-Merged-All.esp SexLab Beastess.esp Deviously Cursed Loot.esp CinematicFireFX.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp ClimatesOfTamriel-Interiors-Warm.esp RaceMenuMorphsUUNP.esp Eyes of Aber.esp Brows.esp Lieyes_v1.0.esp LoksEyes.esp HelmetToggle.esp UIExtensions.esp AddItemMenu2.esp XPMSE.esp Zipsuit.esp FemaleCityGuardsAndSoldiers.esp The Dance of Death - Ultimate Edition.esp Seductress Serana.esp Seductress Elizabeth.esp Longer Days CoT - 4 Hours - Dawnguard.esp ContinueGameNoCrash.esp SlaveTats.esp SexyVest.esp AmazingFollowerTweaks.esp Tropicalpack.esp Schlongs of Skyrim.esp SOS - VectorPlexus Regular Addon.esp FloppySOS.esp SLAnimLoader.esp ERF - Ceraph.esp dD - Realistic Ragdoll Force - Realistic.esp RealisticWaterTwo - Waves.esp SofiaFollower.esp TheAmazingWorldOfBikiniArmor.esp MoreNastyCritters.esp Bijin NPCs.esp RealisticWaterTwo - Dragonborn.esp SexLabDefeat.esp RealisticWaterTwo - Waves - Dawnguard.esp RealisticWaterTwo - Dawnguard.esp HDTTailsEquipable.esp zzEstrus.esp EstrusChaurus.esp Immersive Arousal.esp Aibellia.esp Aradia Devious Expansion.esp Blush When Aroused.esp SexLabMatchMaker.esp HDTSextoys.esp SLAL_K4Anims.esp SLALAnimObj.esp SLAL_AnimationsByLeito.esp NibblesAnimObjects.esp AnubAnimObj.esp SexLabTools.esp NotificationLog.esp RLO - Effects.esp RLO - Illuminated Spells.esp iLuvLoading.esp Devious Deviants.esp KS Hairdos - HDT.esp SOSRaceMenu.esp Alternate Start - Live Another Life.esp Mod Organizer the current body i'm using is sevenbase bombshell bbp, skeleton is XPMSE (HDT option), and i obv. used the UUNP 7b bombshell slider when creating the morphs in bodyslide. once they were created it made a mod out of them. I've been trying to fix this for the past 2 days and haven't come up with a solution. so far i've tried using different sevenbase bodies. reinstalling the mods and the sliders several times. unistalling mods that might be in conflict with the bbp behavior ( For example KS hairdos - hdt ) copying the files manually from overwrite section in MO into the respective mod folders *Nothing Worked* Thanks for all the help in advance. Literally anything can help me. Put those piercings on your character and then open Racemenu through the console. There's a page of sliders in Racemenu where you should be able to find your body listed and using that slider you should be able to place those piercings via Racemenu. If the slider for your body doesn't work there are also a number of individual sliders that can be used to adjust them.
Veladarius Posted October 5, 2017 Posted October 5, 2017 Hello loverslab community i have DDx DDa DDintegration installed and can't make the sliders work. The items always look slighty displaced this is what it looks like : http://prntscr.com/gtlvrn My current load order Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ZaZAnimationPack.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - Integration.esm ClimatesOfTamriel.esm hdtHighHeel.esm Schlongs of Skyrim - Core.esm CreatureFramework.esm actorEvents.esm RSkyrimChildren.esm Devious Devices - Expansion.esm RaceMenu.esp RaceMenuPlugin.esp SkyUI.esp FNIS.esp dD - Enhanced Blood Main.esp dD-Dragonborn-Dawnguard-EBT Patch.esp RLO - Interiors.esp RealisticWaterTwo.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp RLO - Exteriors.esp HentaiCreatures.esp SMIM-Merged-All.esp SexLab Beastess.esp Deviously Cursed Loot.esp CinematicFireFX.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp ClimatesOfTamriel-Interiors-Warm.esp RaceMenuMorphsUUNP.esp Eyes of Aber.esp Brows.esp Lieyes_v1.0.esp LoksEyes.esp HelmetToggle.esp UIExtensions.esp AddItemMenu2.esp XPMSE.esp Zipsuit.esp FemaleCityGuardsAndSoldiers.esp The Dance of Death - Ultimate Edition.esp Seductress Serana.esp Seductress Elizabeth.esp Longer Days CoT - 4 Hours - Dawnguard.esp ContinueGameNoCrash.esp SlaveTats.esp SexyVest.esp AmazingFollowerTweaks.esp Tropicalpack.esp Schlongs of Skyrim.esp SOS - VectorPlexus Regular Addon.esp FloppySOS.esp SLAnimLoader.esp ERF - Ceraph.esp dD - Realistic Ragdoll Force - Realistic.esp RealisticWaterTwo - Waves.esp SofiaFollower.esp TheAmazingWorldOfBikiniArmor.esp MoreNastyCritters.esp Bijin NPCs.esp RealisticWaterTwo - Dragonborn.esp SexLabDefeat.esp RealisticWaterTwo - Waves - Dawnguard.esp RealisticWaterTwo - Dawnguard.esp HDTTailsEquipable.esp zzEstrus.esp EstrusChaurus.esp Immersive Arousal.esp Aibellia.esp Aradia Devious Expansion.esp Blush When Aroused.esp SexLabMatchMaker.esp HDTSextoys.esp SLAL_K4Anims.esp SLALAnimObj.esp SLAL_AnimationsByLeito.esp NibblesAnimObjects.esp AnubAnimObj.esp SexLabTools.esp NotificationLog.esp RLO - Effects.esp RLO - Illuminated Spells.esp iLuvLoading.esp Devious Deviants.esp KS Hairdos - HDT.esp SOSRaceMenu.esp Alternate Start - Live Another Life.esp Mod Organizer the current body i'm using is sevenbase bombshell bbp, skeleton is XPMSE (HDT option), and i obv. used the UUNP 7b bombshell slider when creating the morphs in bodyslide. once they were created it made a mod out of them. I've been trying to fix this for the past 2 days and haven't come up with a solution. so far i've tried using different sevenbase bodies. reinstalling the mods and the sliders several times. unistalling mods that might be in conflict with the bbp behavior ( For example KS hairdos - hdt ) copying the files manually from overwrite section in MO into the respective mod folders *Nothing Worked* Thanks for all the help in advance. Literally anything can help me. Build your body in bodyslide using the same body as what you used to make the devices and don't use the standard one. HDT and TBBP/BBP bodies don't connect the same way to the skeleton so there are some differences, particularly in the breasts (TBBP/BBP breasts tend to be flatter). Also, there are minor differences in the bodies in bodyslide compared to the non bodyslide one, especially when it comes to the breasts.
Jbourne Posted October 8, 2017 Posted October 8, 2017 Really inexperienced user here, I've been having an issue with all of the dresses and bras, as they spontaneously resize the breasts upon equipping them. Whenever one of the devices is equipped, the breasts grow somewhat long and way larger than when no items are equipped. What exactly is happening? I have breast node management disabled in the DD settings.
blase_hase Posted October 11, 2017 Posted October 11, 2017 good evening, here's another invisibility issue reporting in: upgraded from an older version, encountered that pretty much every device is invisible. Now, being a somewhat seasoned user, i reckon stuff being invisible most often than not indicates a missing mesh. fired up mfg console, looked up the item's mesh path reference, went on to the data tab in MO - mesh exists, path is correct. bugger. got on the interwebz, learned that BS is now required (never used it but hey), did stuff according to this comment, fired up the game. welp, the devices with mesh path refs to the meshes built by BS started to show up fine, however, stuff that refs meshes coming preloaded with DDA/DDI/DDX, such as the ground object meshes (*_go.nif), is still invisible. I'd understand if the devices' meshes would somehow conflict w/ skeleton or body mesh and disappear - but ground object meshes/ inventory preview?! Any ideas? PS: I'm testing w/ minimal load order (only requirements basically+additemmenu) and a new game PPS: creationkit shows all the meshes just fine
WaxenFigure Posted October 12, 2017 Posted October 12, 2017 good evening, here's another invisibility issue reporting in: upgraded from an older version, encountered that pretty much every device is invisible. Now, being a somewhat seasoned user, i reckon stuff being invisible most often than not indicates a missing mesh. fired up mfg console, looked up the item's mesh path reference, went on to the data tab in MO - mesh exists, path is correct. bugger. got on the interwebz, learned that BS is now required (never used it but hey), did stuff according to this comment, fired up the game. welp, the devices with mesh path refs to the meshes built by BS started to show up fine, however, stuff that refs meshes coming preloaded with DDA/DDI/DDX, such as the ground object meshes (*_go.nif), is still invisible. I'd understand if the devices' meshes would somehow conflict w/ skeleton or body mesh and disappear - but ground object meshes/ inventory preview?! Any ideas? PS: I'm testing w/ minimal load order (only requirements basically+additemmenu) and a new game PPS: creationkit shows all the meshes just fine Only mentioned about a thousand times since the current release came out: You must run Bodyslide now to create versions of these items that fit whichever of the numerous body styles you prefer. It's a new requirement but it fixes the problem of having only CBBE or UNP items and therefore using them alters your body to fit those items. Now you can pick a preset body in Bodyslide or build your own custom body there then build DD devices that fit that exact body.
blase_hase Posted October 12, 2017 Posted October 12, 2017 Only mentioned about a thousand times since the current release came out: You must run Bodyslide now to create versions of these items that fit whichever of the numerous body styles you prefer. It's a new requirement but it fixes the problem of having only CBBE or UNP items and therefore using them alters your body to fit those items. Now you can pick a preset body in Bodyslide or build your own custom body there then build DD devices that fit that exact body. While I appreciate your input, could you explain how bodyslide interacts with ground object meshes? I have found no output definitions for *_go.nif in the slider set xmls. See attached image: stuff built by BS (green) is visible, stuff DDA is coming prepacked with (e.g. plugs) (red) doesn't. That's the issue. how am I supposed to build the armbinder_1.nif with BS if there is no mention of armbinder in the slider set xml whatsoever?
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