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Posted
2 hours ago, Hazman said:

Ah I wondered what that patch did, I didn't tick it as I'm used to not installing patches as I don't know what they are for. I'll give HKX compatibility a go.

 

EDIT: I ran that and it said a bunch of ZaZ animations are not compatible, is Zaz 8 not Skyrim compatible and only SSE?

As far as I can gather ZAP 8 is for normal Skyrim, with a version also being (or already) converted for SSE. That probably means there is more than one place to download it and more than one version. I would assume one should work for Skyrim and one for SSE. I don't use ZAP 8 though, so I don't know the specifics. I stick to the official version 7 from Zaz himself.

 

If you're using the most recent version of devious devices, ZAP is no longer required and nothing from it should actually be used in dd. I think it only contains a leftover edit to the zbf test zone that apparently isn't compatible with ZAP 8.

Posted

Well I tried after doing the HKX patch for ZaZ animation 8 and for Zaz 7, neither of them make it work, and without ZaZ animations installed at all. I'm out of ideas myself as to why it isn't working

Posted
12 hours ago, fore said:

 

That happens when you are using an outdated version of TK Dodge. Is fixed in FNIS SE. Will be fixed for Oldrim FNIS shortly.

That was it! Problem solved. Thanks for the help.

Posted
21 hours ago, SleepyJim said:

Things like gags, blindfolds, plugs etc aren't included in bodyslide slider sets because they don't need to be built. They are mostly one-size-fits-all items. Their meshes are included in the "00 Core" folders of dda and ddx, and everything in these folders needs to be installed regardless of whether you're using uunp or cbbe. I would unzip the dda and ddx archives you downloaded and open each of them up side by side with your installation of each mod. Check that everything within the 00 Core folder is installed in your game's Data folder - or equivalent depending on which mod manager you use. If they aren't, something went wrong during installation and you should either try re-installing or drag and drop the files from 00 Core over manually.

 

Just to be clear: the 00 Core folders themselves shouldn't be installed. Their contents should be in your Data folder or equivalent.

12 hours ago, Hazman said:

I have all 00Core items installed as they are in the folder I use Mod Organiser to install my mods. I've tried other colours and materials to make sure it's not just the black ebonite or black leather and they all don't work. I can see the meshes and they look fine in NifSkope.

Found my issue was it was installing the 00Core folder properly but not the 01CBBE folder properly.

 

Posted
14 hours ago, Hazman said:

Found my issue was it was installing the 00Core folder properly but not the 01CBBE folder properly.

 

This last thread is fascinating but I admit I have no idea what you are talking about. I would love to understand and if any of those of you who put up the last half dozen or so posts could explain it I would love to be educated.

Posted
30 minutes ago, Psalam said:

This last thread is fascinating but I admit I have no idea what you are talking about. I would love to understand and if any of those of you who put up the last half dozen or so posts could explain it I would love to be educated.

Lets say you want to install Devious Devices Assets. Normally you would just add the 7zip/rar archive you downloaded to whichever mod manager you use and you would get an installation menu, asking you if you wanted CBBE bodyslide files or UUNP bodyslide files. You would make your choice and the mod manager picks the right files and adds them for you. After then building the meshes in bodyslide the mod would be ready to use.

 

If you instead unzip the archive to install manually, you would see the files are split into different folders. The core folder contains everything that always needs to be installed. The CBBE folder contains the slider sets for those who need to build devices with CBBE bodyslide. The UUNP folder contains the same sets for use with UUNP bodyslide instead of CBBE. And the fomod folder contains the files needed for the installer menu to work - (which would not be needed for manual installation.)

 

For manual installation, you would basically need to copy everything from either the CBBE or UUNP folder, drop it into the Core folder, and then install the contents of the Core folder into the game's Data folder. Then run bodyslide as usual.

Posted
1 hour ago, SleepyJim said:

Lets say you want to install Devious Devices Assets. Normally you would just add the 7zip/rar archive you downloaded to whichever mod manager you use and you would get an installation menu, asking you if you wanted CBBE bodyslide files or UUNP bodyslide files. You would make your choice and the mod manager picks the right files and adds them for you. After then building the meshes in bodyslide the mod would be ready to use.

 

If you instead unzip the archive to install manually, you would see the files are split into different folders. The core folder contains everything that always needs to be installed. The CBBE folder contains the slider sets for those who need to build devices with CBBE bodyslide. The UUNP folder contains the same sets for use with UUNP bodyslide instead of CBBE. And the fomod folder contains the files needed for the installer menu to work - (which would not be needed for manual installation.)

 

For manual installation, you would basically need to copy everything from either the CBBE or UUNP folder, drop it into the Core folder, and then install the contents of the Core folder into the game's Data folder. Then run bodyslide as usual.

If I understand you it is not unlike loading the bodyslide files for, say, Merta Black Rose. It has to be downloaded manually and it's three parts need to be placed in separate folders in Bodyslide. What you describe is, of course, more complicated, but I think I've got the idea.

Thanks a lot.

Posted
On 3/3/2018 at 7:34 PM, frenchymcclaust said:

running into a problem with invisible body parts even after using bodyslide, any help or suggestions appreciated 

I suggest you provide specifics.  What body parts are missing when you equip which item.  When you don't provide details then they have to ask you and that delays getting a resolution.

Posted

Hi there

 

I'm having an issue where the armbinders, yokes, etc. stop using bound animations if I leave the cell. The characters will still have the items equipped, but their hands will be free. Similarly, I'm having an issue where if a character has a tail plug or fetters/chains, they might become invisible when exiting a building until the offending item is removed. 

 

Really appreciate the work you guys do. I have a few requests for future updates:

 

1. Hoods like the Black Ebonite Open Eyes/Open Face in more colors than Black/Red/White (as well as ones that are completely encompassing as gag/blindfold)

 

2. Maid headdress that can be worn with these hoods (looking into altering a headdress from another mod to be usable like this, but I'm not the most computer literate and the CK seems to like exploding on my compute)

 

3. Tail plugs in different hair colors (black, brunette, redhead, white, etc.) or maybe a plug that changes colors to match the wearer's hair color (that sounds a lot more complicated)

 

4. The ability to cuff a character's hands either in front or behind them with the same item (or failing that, visually identical items that work in one or the other. If that works, could the same be done with hobble dresses?)

 

5. Restraints that attach the subject's hands to their collar (a sort of begging/sit pretty kind of pose)

 

6. A collar that makes the wearer crawl on all fours, and possibly more elaborate outfits to do the same with a "normal" version being hands and knees and an "extreme" version being knees and elbows as the only points of contact

 

Not expecting all of these suggestions (or even any of them) to come to anything, but I would definitely appreciate seeing these get included.

 

Look forward to seeing more of your work!

Posted
1 hour ago, Addasus said:

3. Tail plugs in different hair colors (black, brunette, redhead, white, etc.) or maybe a plug that changes colors to match the wearer's hair color (that sounds a lot more complicated)

I'm fairly sure that's how some of them (if not all) work already. At least for the player, not sure about npcs.

Posted

Finally found the culprit for the rapid equipping/unequipping of weapon with bound hands. Seems like it's SPERG's "fist" weapon. Problem is, it replaces default unarmed even when the option to use it is disabled via MCM. Can there be some compatibility fix?

Posted
23 minutes ago, ChewGun said:

Finally found the culprit for the rapid equipping/unequipping of weapon with bound hands. Seems like it's SPERG's "fist" weapon. Problem is, it replaces default unarmed even when the option to use it is disabled via MCM. Can there be some compatibility fix?

The only way to stop the endless equip/unequip loop is to set SPERG's unarmed mode to manual. It gives you fists that you have to manually equip when you want them, which might not be ideal, but it fixes the main incompatibility with DD.

Posted
17 hours ago, LazyBoot said:

I'm fairly sure that's how some of them (if not all) work already. At least for the player, not sure about npcs.

 

Just did a test. With my male PC character, the tails were the default blonde color in the preview. When I switched to a female character with race menu, the tails matched her color, instantly changing if I changed her hair color again. Funny thing is, the NPC's tails also changed to match my character's color. So that's one mystery solved.

Posted
22 hours ago, WaxenFigure said:
On 2018. 03. 09. at 7:14 PM, Amberyl said:

Can I use regular SexLab aroused and not the redux one?

Highly not recommended but it will work, at least until it destroys your game.

I only ever used the regular one, what/which problems does it cause?

Posted
On 9.3.2018 at 8:41 AM, Addasus said:

Hi there

 

I'm having an issue where the armbinders, yokes, etc. stop using bound animations if I leave the cell. The characters will still have the items equipped, but their hands will be free. Similarly, I'm having an issue where if a character has a tail plug or fetters/chains, they might become invisible when exiting a building until the offending item is removed. 

For the invisible NPC issues, your answer is likely in this post:

https://www.loverslab.com/topic/34345-breasts-stretch-really-far-then-said-npc-sometimes-goes-invisible/?page=3&tab=comments#comment-1621615

It may sound complicated at first, but to my knowledge this is the best fix that's currently known.

 

The next update to DD should improve the situations with NPCs not remembering their bindings.

On 9.3.2018 at 8:41 AM, Addasus said:

4. The ability to cuff a character's hands either in front or behind them with the same item (or failing that, visually identical items that work in one or the other. If that works, could the same be done with hobble dresses?)

To some degree that's already possible, it just needs the right things set up in the armor in the CK you could use (for example) the common DD arm cuffs as armbinder, elbowbinder, or handcuffs. You'd still have three seperate items in the inventory though. What's really missing is the models that would work without too much visual oddity involved (like cuffs not being visibly linked together).

On 9.3.2018 at 8:41 AM, Addasus said:

6. A collar that makes the wearer crawl on all fours, and possibly more elaborate outfits to do the same with a "normal" version being hands and knees and an "extreme" version being knees and elbows as the only points of contact

Supertin is already working on arm/leg binders in the style of a "doggie suit". Check the beta thread for more details:

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/

Posted

I dont know if its the right place but ...

 

I just made a fresh installation of skyrim (using MO this time).

 

On a brand new game, my papyrus log is showing 172 warnings like this one : "warning: Property DDBeltedSolo on script zadbq00 attached to zadQuest (0D00F624) cannot be initialized because the script no longer contains that property" with different property each line.

 

On my previous installation, i noticed these warnings already. DDi worked fine (or at least seemed to), but my game was very unstable. More likely due to my 100+ sexlab mod.

 

I m just asking if i has to worry about these warnings or not.

Posted
On 3/10/2018 at 5:16 PM, Wyrade said:

I only ever used the regular one, what/which problems does it cause?

 

The regular version causes stack dumps.  Stack dumps means scripts that should have run did not run and those scripts are often not in the mod that caused the stack dump to occur so it can cause minor to monster problems depending on what scripts failed to run.

 

There are also a number of bugs in the original which have also been fixed, and the author has been extremely reluctant to add anything to the mod which could cause an increase in the overhead of using the mod as well.  The Redux author is also still around and supporting his version of the mod while the original author left here a long time ago.

Posted
6 hours ago, pxf1997 said:

I couldn't find “Breast bondage yoke” after I update to  DDi 4.0.Where shall I got it?

I believe it's abbreviated BB yoke instead if being spelled out.

Posted
20 minutes ago, rjn said:
6 hours ago, pxf1997 said:

I couldn't find “Breast bondage yoke” after I update to  DDi 4.0.Where shall I got it?

I believe it's abbreviated BB yoke instead if being spelled out.

If I recall, it's called "Iron Breast Yoke".

But anyway, it's from DDx not DDi.

Posted

Apologies in advance if this is the wrong place but I'm having a bit of trouble with DD. I've installed all the various gubbins (don't have much in the way of extra stuff, first time I've attempted installing mods for skyrim really bar SkyUI).

Using normal Skyrim (not SE) and have SKSE installed via Steam. All versions of mods downloaded seem to be the latest ones (only did it yesterday and checked for updates in NMM).

The problem is that it all seems to work fine for the most part but I can't start the main quest (the one in the arcanaeumn - https://www.youtube.com/watch?v=RAlF5wM_D40&feature=youtu.be). I go into the room, the Orc guy is sitting near the desk. I pick up the note and key, open the cupboard and take the books (individually, not take all). Then nothing happens, the quest doesn't then start as it does in the video.

I did a few other checks, installed a few of the not strictly essential mods etc. I even manually loaded some of the chastity belts and bras into my inventory and locked them on, they display the correct animations, messages etc. etc. but I just cannot get the quest to begin.

Attached two Papyrus logs (1 is the instance where I just tried to get the quest to start and quit, 0 is where I was messing around adding items to inventory via console).

Also attached load order file from NMM.

I did do some basic things, uninstalling all three DD mods, some of the other ones, building for Bodyslider, rebuilding FNIS and nothing seems to have made any difference.

Papyrus.1.log

Papyrus.0.log

LoadOrder_Skyrim_2018-03-21T11-36-42.txt

Posted
7 minutes ago, ytitsahCdetleB said:

Apologies in advance if this is the wrong place but I'm having a bit of trouble with DD. I've installed all the various gubbins (don't have much in the way of extra stuff, first time I've attempted installing mods for skyrim really bar SkyUI).

Using normal Skyrim (not SE) and have SKSE installed via Steam. All versions of mods downloaded seem to be the latest ones (only did it yesterday and checked for updates in NMM).

The problem is that it all seems to work fine for the most part but I can't start the main quest (the one in the arcanaeumn - https://www.youtube.com/watch?v=RAlF5wM_D40&feature=youtu.be). I go into the room, the Orc guy is sitting near the desk. I pick up the note and key, open the cupboard and take the books (individually, not take all). Then nothing happens, the quest doesn't then start as it does in the video.

I did a few other checks, installed a few of the not strictly essential mods etc. I even manually loaded some of the chastity belts and bras into my inventory and locked them on, they display the correct animations, messages etc. etc. but I just cannot get the quest to begin.

Attached two Papyrus logs (1 is the instance where I just tried to get the quest to start and quit, 0 is where I was messing around adding items to inventory via console).

Also attached load order file from NMM.

I did do some basic things, uninstalling all three DD mods, some of the other ones, building for Bodyslider, rebuilding FNIS and nothing seems to have made any difference.

Papyrus.1.log

Papyrus.0.log

LoadOrder_Skyrim_2018-03-21T11-36-42.txt

That quest has been removed, for now. I think they said it was a bit buggy, and hadn't been maintained.

Posted
5 minutes ago, LazyBoot said:

That quest has been removed, for now. I think they said it was a bit buggy, and hadn't been maintained.

Lol well that would certainly explain it then... Thanks

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