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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.

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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?

post-250573-0-51456700-1507816095_thumb.png

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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?

 

 

Bodyslide has nothing to go with the *_go.nif files. All of the *_go files (as well as the rest of the meshes and textures) for DDi items are included in DDa and are not built in bodyslide, at least this is how it is set up last I downloaded it. The *_go files for DDx items are included in DDx and are not built in bodyslide either. All of these are in the meshes/devious/devices folder with some items being in the koffe folder as well.

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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?

 

Well, the _go files are only ever shown in the pre-view or when it's on the ground, so doesn't need to be adapted to any body.

Some other things, like plugs, also doesn't need to. Only exception seems to be that the included armbinders are set up for uunp, so the cbbe sets will include them for bodyslide.

Also keep in mind that with MO and bodyslide you sometimes need to ctrl+click when batch building and choose the overwrite folder or it will sometimes fail to build everything.

Though if things like armbinders don't show up in-game when worn, you probably have an issue that's not caused by DD.

 

Also keep in mind that you really shouldn't have things laying around in your overwrite folder, but instead you should right click and choose to make a mod after every tool run (or move into the "mod" if you've already made one for that tool)

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Sorry for bad English.

I could not compile a fragment of papyrus: libs.ManipulateGenericDeviceByKeyword (libs.playerref, Libs.Zad_Deviousgag, False). I loaded Devious Devices Integration into Creation Kit and tried to compile the already existing script - it also does not compile. What could be the problem. The Lovers lab scripts and the Sexlab Aroused Redux scripts are compiled very well.

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Bodyslide has nothing to go with the *_go.nif files [...] and are not built in bodyslide

 

Well, the _go files are only ever shown in the pre-view or when it's on the ground, so doesn't need to be adapted to any body.

 

Thanks, I have to admit it was a rhetorical question, however.

 

 

Some other things, like plugs, also doesn't need to.

[...]

Though if things like armbinders don't show up in-game when worn, you probably have an issue that's not caused by DD.

 

Finally someone who understood the issue. Any ideas how to troubleshoot? Since DD is the only mod that shows these symptoms.

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...

 

Finally someone who understood the issue. Any ideas how to troubleshoot? Since DD is the only mod that shows these symptoms.

I already told you the answer. Build the items in Bodyslide, until you build the items in Bodyslide the meshes for them do not exist in the location the game expects them to be and therefore will not show in the game.

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When I try to recompile zadLibs.zadLibs.psc I get an error, what could be the problem? Please, help!

 

Starting 1 compile threads for 1 files...

Compiling "zadlibs"...

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zbfSexLab.psc(3782,0): the parameter types of function log in the empty state on script zbfsexlab do not match the parent script sslanimationfactory

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(235,82): cannot convert to unknown type fnissmconfigmenu

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(235,82): cannot cast a form to a fnissmconfigmenu, types are incompatible

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(235,20): unknown type fnissmconfigmenu

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(236,19): fnissmconfigmenu is not a known user-defined type

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(236,31): none is not a known user-defined type

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(236,7): type mismatch while assigning to a int (cast missing or types unrelated)

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(240,57): fnissmconfigmenu is not a known user-defined type

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(240,69): none is not a known user-defined type

D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(240,12): type mismatch on parameter 3 (did you forget a cast?)

No output generated for zadlibs, compilation failed.

 

Batch compile of 1 files finished. 0 succeeded, 1 failed.

Failed on zadlibs

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When I try to recompile zadLibs.zadLibs.psc I get an error, what could be the problem? Please, help!
 
Starting 1 compile threads for 1 files...
Compiling "zadlibs"...
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zbfSexLab.psc(3782,0): the parameter types of function log in the empty state on script zbfsexlab do not match the parent script sslanimationfactory
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(235,82): cannot convert to unknown type fnissmconfigmenu
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(235,82): cannot cast a form to a fnissmconfigmenu, types are incompatible
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(235,20): unknown type fnissmconfigmenu
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(236,19): fnissmconfigmenu is not a known user-defined type
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(236,31): none is not a known user-defined type
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(236,7): type mismatch while assigning to a int (cast missing or types unrelated)
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(240,57): fnissmconfigmenu is not a known user-defined type
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(240,69): none is not a known user-defined type
D:\Program files\Skyrim_Sexy_Edition\Data\Scripts\Source\zadBoundCombatScript.psc(240,12): type mismatch on parameter 3 (did you forget a cast?)
No output generated for zadlibs, compilation failed.
 
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on zadlibs

 

Hmm... I see issues related to zazAnimationPack scripts, and fnis sexy move. Do you have the sources for those?

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Could somebody help me?

 

First of all, maybe is my problem with the female body (althought i'm using default CBBE), but when i equip nipple piercing, it will clip with the current armor. It can be fixed with the item hider, i know, but the problem is: What can i do with my companions? 

 

Other problem i have seen is that, i can't interact with inflable dildos equipped in npc's (comanions) 

 

Is there any fix?

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Would be immensely grateful if someone could please assist. I have on many occasion abandoned the use of DD and dependent mods because it commences in my system by disabling my character's movement, from start up, unequipped (of any device), without prompt, without clear indication how to reverse the effect. She wobbles about as if in ankle chains and sporting a yoke - neither of which she posses. This and it has only just been installed. I have also tested with no dependent mod - just DD assets and Integration.  I have complied with a number of load orders recommended here on this site and simply can't prevent it. But I can't avoid this utility because so many mods depend on it and I would like to try those mods out.  Here is the last load order, but truth be told, I have tried many as recommended:

Plug Ins and Left Side (MO):
Sexlab
Zaz Anim
DD - Assets
DD - Integration.
SL Aroused
... followed by many more SL mods

This happens with a new game as well.

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i recently installed devious devices so i could use the estrus chest function of deviously enchanted chests

 

loaded a save and found that my female follower was walking with the hobble skirt hopping animation. she doesn't have a hobble skirt equipped, and also when i loaded a different character (with the same female follower) the follower was also walking with the hobble skirt bunnyhop. when she started walking she would take a few normal steps then start hopping

 

when i loaded yet another different save, but with a different female follower, and she didn't have this problem. anyone have any hints?

 

also, maybe it's a FNIS or some other problem, because when i tried the 'small steps' animation and i ran, sofia just ran at full speed but with the small steps animation, now that was hilarious. doesn't cause me any problems with combat so it shouldn't really bother me, but i just want to fix it if possible

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  • 2 weeks later...

I am having an issue with armbinders. It will be used on npc. But when they move or something the arm will be outside like the have no armbinder on. Seems like the animation aren't loading properly, i tried reinstalling zaz, but sadly it didn't help.

 

edit:for PC it works fine btw only npc have this

 

 

[11/02/2017 - 05:02:13AM] [Zad]: OnContainerChanged()
[11/02/2017 - 05:02:14AM] [Zad]: Giving item away. Not last copy.
[11/02/2017 - 05:02:14AM] [Zad]: ContainerMenu is open, and container is Vivace. Forcing npc to equip device.
[11/02/2017 - 05:02:14AM] [Zad]: EquipDevice called for Black Ebonite Armbinder
[11/02/2017 - 05:02:14AM] [Zad]: Acquired mutex, equipping Black Ebonite Armbinder
[11/02/2017 - 05:02:14AM] [Zad]: OnEquipped(Vivace: Black Ebonite Armbinder)
[11/02/2017 - 05:02:14AM] [Zad]: Sending device event DeviceEquippedArmbinder(Vivace:0)
[11/02/2017 - 05:02:14AM] [Zad]: Syncing for actor Vivace.
[11/02/2017 - 05:02:14AM] [Zad]: SyncInventory(): Npc is equipping Armbinder.
[11/02/2017 - 05:02:14AM] [Zad]: SyncInventory(): Equipping Armbinder.
[11/02/2017 - 05:02:14AM] [Zad]: RepopulateNpcs()
[11/02/2017 - 05:02:14AM] [Zad]: Not repopulating NPC slots: Feature is disabled.
[11/02/2017 - 05:02:14AM] [Zad]: ApplyBoundAnim()
[11/02/2017 - 05:02:16AM] [Zad]: Apply_ABC()
[11/02/2017 - 05:02:16AM] [Zad]: OnEffectStart(armbinder-noLockpicks)
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _h2heqp base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _h2hidle base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _h2hatkpow base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _h2hatk base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _h2hstag base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _jump base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _sneakmt base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _sneakidle base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _sprint base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _shout base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _mtx base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _mt base: 1 number: 0
[11/02/2017 - 05:02:17AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _mtturn base: 1 number: 0
[11/02/2017 - 05:02:18AM] FNIS aa SetAnimGroup mod: DeviousDevices Actor: Vivace group: _mtidle base: 1 number: 0
[11/02/2017 - 05:02:18AM] [Zad]: Apply_NPC_ABC( Vivace, UnarmedDamage: 4.000000 )
[11/02/2017 - 05:02:21AM] [DCUR] Scanning for followers
[11/02/2017 - 05:02:21AM] [DCUR] - Follower found: Vivace
[11/02/2017 - 05:02:21AM] [DCUR] Periodical update starts
[11/02/2017 - 05:03:41AM] [DCUR] Sex attacks are disabled!
[11/02/2017 - 05:03:44AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:03:55AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Vivace" [Actor < (880012C6)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (88001836)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Hostage" [Actor < (33005470)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Hostage" [Actor < (3300546E)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Calixto Corrium" [WIDeadBodyCleanupScript < (0001B11D)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Hostage" [Actor < (3300546F)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Angrenor Once-Honored" [WIDeadBodyCleanupScript < (0001B138)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Windhelm Guard" [Actor < (00045C11)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Windhelm Guard" [Actor < (00045C13)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Sofie" [CarryActorManualScript < (03004031)>]]; creature isn't registered; race=["Nord" [Race <NordRaceChild (0002C65B)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Windhelm Guard" [Actor < (00045C17)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Windhelm Overseer" [Actor < (33002924)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:03:59AM] [CF][Framework] Didn't activate actor ["Stray Dog" [Actor < (3305945B)>]]; already has effect
[11/02/2017 - 05:03:59AM] [CF][Creature Apply] Not activating ["Windhelm Guard" [Actor < (000FCEA6)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:04:00AM] [CF][Creature Apply] Not activating ["Windhelm Guard" [Actor < (00045C12)>]]; creature isn't registered; race=["Nord" [Race <NordRace (00013746)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:04:06AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:04:15AM] [DCUR] Periodical update starts
[11/02/2017 - 05:04:17AM] [DCUR] Sex attacks are disabled!
[11/02/2017 - 05:04:17AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:04:18AM] [CF][Creature Apply] Not activating ["Viola Giordano" [CarryActorManualScript < (0001B13C)>]]; creature isn't registered; race=["IMPERIAL" [Race <ImperialRace (00013744)>]] skin=["" [Armor < (00000D64)>]]
[11/02/2017 - 05:04:28AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:04:39AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:04:50AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:04:51AM] [DCUR] Periodical update starts
[11/02/2017 - 05:04:54AM] [DCUR] Sex attacks are disabled!
[11/02/2017 - 05:06:28AM] [CF][Framework] Didn't activate actor ["Stray Dog" [Actor < (3305945B)>]]; already has effect
[11/02/2017 - 05:06:29AM] FNIS aa SetAnimGroup mod: FNIS Sexy Move Actor: Vivace group: _mt base: 6 number: 3
[11/02/2017 - 05:06:32AM] Found 1 nakedActors
[11/02/2017 - 05:06:32AM] slaScanner start time is ....302.364014
[11/02/2017 - 05:06:32AM] Found 1 arousedActors

 

 

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I don't know if this goes here or ZAZ, but if this has already been asked let me know,. Whenever a SL scene starts involving armbinders I get a [playing animation:] message with nothing after the the :, then involved actors are teleported to a random part of skyrim in the sky where they spasmodically jerk about before falling a few thousand feet to their deaths. Is this a common problem?

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I don't know if this goes here or ZAZ, but if this has already been asked let me know,. Whenever a SL scene starts involving armbinders I get a [playing animation:] message with nothing after the the :, then involved actors are teleported to a random part of skyrim in the sky where they spasmodically jerk about before falling a few thousand feet to their deaths. Is this a common problem?

 

Are you using Cursed Loot? 

 

This problem drove me mad for ages and I never ever did get rid of it completely,  Only solution seemed to be to specify 'No armbinders'

 

It looked as if a scene generated by CL was drawing off its own/some different animation library as opposed to directly from Zaz.  Those seemed to send you to Bleakwind Basin, and predestined you to getting your Darwin Award for falling to a nasty death after a bout of aerial copulation

 

if the scene was run by Defeat, although the Zaz anims never seemed to work properly there either, it would lurch through the duff anims without porting you to the heavens, and your PC would merely look a bit stupid humping around on the ground to no good effect

 

I posted some logs and stuff on, I think, the CL forums ages ago, which seemed to show that train of events

 

Hope that helps a little

 

Of course, if you're not using Cursed Loot, it won't help in the slightest :P

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I don't know if this goes here or ZAZ, but if this has already been asked let me know,. Whenever a SL scene starts involving armbinders I get a [playing animation:] message with nothing after the the :, then involved actors are teleported to a random part of skyrim in the sky where they spasmodically jerk about before falling a few thousand feet to their deaths. Is this a common problem?

 

Are you using Cursed Loot? 

 

This problem drove me mad for ages and I never ever did get rid of it completely,  Only solution seemed to be to specify 'No armbinders'

 

It looked as if a scene generated by CL was drawing off its own/some different animation library as opposed to directly from Zaz.  Those seemed to send you to Bleakwind Basin, and predestined you to getting your Darwin Award for falling to a nasty death after a bout of aerial copulation

 

if the scene was run by Defeat, although the Zaz anims never seemed to work properly there either, it would lurch through the duff anims without porting you to the heavens, and your PC would merely look a bit stupid humping around on the ground to no good effect

 

I posted some logs and stuff on, I think, the CL forums ages ago, which seemed to show that train of events

 

Hope that helps a little

 

Of course, if you're not using Cursed Loot, it won't help in the slightest :P

 

 

I believe SexLab has a marker that is moved to where the sex scene is supposed to happen and its 'home' position is that location in the sky (center of Skyrim I believe). Sometimes things happen that slow its movement to where the sex is supposed to take place which is why sometimes you may be moved there and start falling then be moved back where you should be (happened to me a few times). It may be due to the call for the sex scene does not specify the location of the scene in some way which is why it tends to happen with sex scenes that happen randomly. I have had it happen with various mods that start scenes wherever you may be.

 

It is not something that is necessarily an issue with the mod calling the sex scene or sexlab but generally is due to script lag. SexLab will move the marker but if a location is not pre set by the mod calling the scene sexlab defaults to its marker and sometimes isn't moved fast enough because of the lag.

 

For modders to preset the location they would have to make a marker and move it to the location as it is handled as an object reference so it has to exist in the world. Most modders don't make use of the sexlab marker though so you sometimes end up with the skydiving sex act. I don't use it in Captured Dreams but that is because I have my own preset markers as all of mine are set in specific locations and set the location using those.

 

 

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...

I believe SexLab has a marker that is moved to where the sex scene is supposed to happen and its 'home' position is that location in the sky (center of Skyrim I believe). Sometimes things happen that slow its movement to where the sex is supposed to take place which is why sometimes you may be moved there and start falling then be moved back where you should be (happened to me a few times). It may be due to the call for the sex scene does not specify the location of the scene in some way which is why it tends to happen with sex scenes that happen randomly. I have had it happen with various mods that start scenes wherever you may be.

...

It is a marker set at 0,0,0 of the exact center of the game (effectively that's where it spawns).

 

That marker is supposed to be moved to the center of the location where the sex is to occur but occasionally the game utterly fails to move that marker from where it was spawned. After the marker is moved (or fails to move) then the actors in the sex act are hit with a SetVehicle call that attaches them to that marker, if the marker failed to move when it was supposed to that call causes the actor to be moved instead.

 

This only occurs when you are having sex outdoors but once it has occurred it likes to repeat for a while so the fix is simply to have sex indoors once before trying outdoor sex again.

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...

I believe SexLab has a marker that is moved to where the sex scene is supposed to happen and its 'home' position is that location in the sky (center of Skyrim I believe). Sometimes things happen that slow its movement to where the sex is supposed to take place which is why sometimes you may be moved there and start falling then be moved back where you should be (happened to me a few times). It may be due to the call for the sex scene does not specify the location of the scene in some way which is why it tends to happen with sex scenes that happen randomly. I have had it happen with various mods that start scenes wherever you may be.

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It is a marker set at 0,0,0 of the exact center of the game (effectively that's where it spawns).

 

That marker is supposed to be moved to the center of the location where the sex is to occur but occasionally the game utterly fails to move that marker from where it was spawned. After the marker is moved (or fails to move) then the actors in the sex act are hit with a SetVehicle call that attaches them to that marker, if the marker failed to move when it was supposed to that call causes the actor to be moved instead.

 

This only occurs when you are having sex outdoors but once it has occurred it likes to repeat for a while so the fix is simply to have sex indoors once before trying outdoor sex again.

 

 

Fair enough.  I'm not too tech savvy, so I take the points about script delays etc as given, and, although I did this a long time ago, I'm sure you could pretty well see those in the logs I produced, reflecting the in game participants' movements, where the protagonist would move and then, if the scene broke completely, disappear, followed by the PC's transportation to the centre of the known universe and ultimate death as it got up and then jumped to conclusions. 

 

But why does this problem only show up in anims that use armbinders?  It's never happened to me for anything else that I can recollect

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...

I believe SexLab has a marker that is moved to where the sex scene is supposed to happen and its 'home' position is that location in the sky (center of Skyrim I believe). Sometimes things happen that slow its movement to where the sex is supposed to take place which is why sometimes you may be moved there and start falling then be moved back where you should be (happened to me a few times). It may be due to the call for the sex scene does not specify the location of the scene in some way which is why it tends to happen with sex scenes that happen randomly. I have had it happen with various mods that start scenes wherever you may be.

...

It is a marker set at 0,0,0 of the exact center of the game (effectively that's where it spawns).

 

That marker is supposed to be moved to the center of the location where the sex is to occur but occasionally the game utterly fails to move that marker from where it was spawned. After the marker is moved (or fails to move) then the actors in the sex act are hit with a SetVehicle call that attaches them to that marker, if the marker failed to move when it was supposed to that call causes the actor to be moved instead.

 

This only occurs when you are having sex outdoors but once it has occurred it likes to repeat for a while so the fix is simply to have sex indoors once before trying outdoor sex again.

 

 

Fair enough.  I'm not too tech savvy, so I take the points about script delays etc as given, and, although I did this a long time ago, I'm sure you could pretty well see those in the logs I produced, reflecting the in game participants' movements, where the protagonist would move and then, if the scene broke completely, disappear, followed by the PC's transportation to the centre of the known universe and ultimate death as it got up and then jumped to conclusions. 

 

But why does this problem only show up in anims that use armbinders?  It's never happened to me for anything else that I can recollect

 

 

Likely a delay in the filtering and selection of an appropriate animation, if you have a lot of them it has to search through more of them to find the correct one.

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But why does this problem only show up in anims that use armbinders?  It's never happened to me for anything else that I can recollect

Your PC spending a lot of time in armbinders? Is being bound her most frequent reason for being fucked?

 

It's not specific to armbinders or any mod, it's a bug in the game that decides to NOT move the marker when the Sexlab script says to move it. To the best of my knowledge we have not yet found a reason why it happens or a workaround to ensure it moves the marker when we say to move it so occasionally you will experience this bug.

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  • 3 weeks later...

Having an issue where devices will not hide under clothing when I try to use the devices underneath function. Instead it will just clip through my clothing and not be hidden.

 

From what I understand, the process of how it works is to go to the "body" block area in MCM then make one of the options below, the device I want hidden (such as chastity belt).

Papyrus.0.txt.log

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Hi everyone,

 

I just released a patch that fixes doggy style Animations in Zaz Animation Pack V7.0 and V.8.0 (those animations that have been broken for years, since before version zaz 6.0).

 

https://www.loverslab.com/files/file/4829-zaz-doggystyle-animation-fix-zaz-animation-pack-v70-and-v80/

 

Since those broken animations have been bugging me for years, I am just letting everyone know now that I finally fixed the problem.

 

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