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Posted
1 hour ago, shadowwolf2k7 said:

i have found a way to show belts and harnesses while wearing some armors, though it does require 1 of 2 things. either removing the helmet completely or using the helmet hiding mod from the nexus. when i use the helmet toggle from the helmet hiding mod, it causes the belts and harnesses to show up while hiding the helmet. not sure if that the belt and lower part of the harness is linked to the head slot in some way but when a helmet isnt show, due to either not wearing one or hiding it the belt and harness shows up.

I've never used any helmet hiding mods, but I think I remember discussion of them in the past causing conflicts with DD's device hider as they both use slot 41 (long hair.) It sounds like what you're seeing there.

 

The devious device hider uses slot 41. It's an invisible item equipped on the player character which hides anything worn in slots 49, 51, 56 and 58 when you're wearing anything in the body slot 32. Belts are 49 and harnesses/corsets 58. Nipple piercings and bras are 51 and 56 respectively. You can change how the device hider works in the Devices Underneath pages of the devious devices mcm. At the top of the first page you can change the slot used by the hider, or disable it completely by setting it to none. You can also remove any of those four other slots from the slot 32 section to prevent hiding them when wearing clothing/armour.

Posted
1 hour ago, qawsedrftg765 said:

Can you make it so that gags block vampire feeding?

Are you using better vampires, or just the normal skyrim/dawnguard ones?

I'll upload my fixes for both, but I've only personally tested the BV one. So please provide feedback for the other one if that's the one you use.

 

BetterVampires-Lazy.esp

DDVampGagFix.esp

Posted
39 minutes ago, LazyBoot said:

Are you using better vampires, or just the normal skyrim/dawnguard ones?

I'll upload my fixes for both, but I've only personally tested the BV one. So please provide feedback for the other one if that's the one you use.

 

BetterVampires-Lazy.esp

DDVampGagFix.esp

To answer your question, for my standard load order atm I am just using Sacrosanct,

 

But I tried just dawngaurd and it worked well. But there is one more thing.


Sacrosanct adds the option to "drain" people, which follows the same 'feeding' animation, would it be possible to block that as well?

 

In the image below feeding is blocked with DDVampGagFix.esp & sacrosanct installed but it only blocks 'feed'.

 

Thanks for the help btw :smiley:

Pdtludo.jpg

 

EDIT: The "-" is supposed to say pickpocket but I had a mod that removes most words like 'pickup, open, pickpocket' and so on. It isn't to do with the patch or the vamp mods.

Posted
28 minutes ago, qawsedrftg765 said:

To answer your question, for my standard load order atm I am just using Sacrosanct,

 

But I tried just dawngaurd and it worked well. But there is one more thing.


Sacrosanct adds the option to "drain" people, which follows the same 'feeding' animation, would it be possible to block that as well?

 

In the image below feeding is blocked with DDVampGagFix.esp & sacrosanct installed but it only blocks 'feed'.

 

Thanks for the help btw :smiley:

 

Spoiler

Pdtludo.jpg

 

 

EDIT: The "-" is supposed to say pickpocket but I had a mod that removes most words like 'pickup, open, pickpocket' and so on. It isn't to do with the patch or the vamp mods.

Oh... Well, you'll need a specific patch for that as well then.

Posted
11 hours ago, SleepyJim said:

I've never used any helmet hiding mods, but I think I remember discussion of them in the past causing conflicts with DD's device hider as they both use slot 41 (long hair.) It sounds like what you're seeing there.

 

The devious device hider uses slot 41. It's an invisible item equipped on the player character which hides anything worn in slots 49, 51, 56 and 58 when you're wearing anything in the body slot 32. Belts are 49 and harnesses/corsets 58. Nipple piercings and bras are 51 and 56 respectively. You can change how the device hider works in the Devices Underneath pages of the devious devices mcm. At the top of the first page you can change the slot used by the hider, or disable it completely by setting it to none. You can also remove any of those four other slots from the slot 32 section to prevent hiding them when wearing clothing/armour.

it maybe weird behavior to allow the items to be shown. but it does make comments from other DD mods about you being visablely bound make sense when all you are wearing is a belt that is suppose to be hidden under armor lol

Posted

Hello, community. I was wondering how I'm suppose to use the DDi Devices underneath function. As soon as I exit the tab, the settings revert to their defaults. I'm trying to hide things like harnesses and belts when I equip body armor. Any help would be appreciated. Thanks in advance!

Posted
3 hours ago, ThanatosSystemIX said:

Hello, community. I was wondering how I'm suppose to use the DDi Devices underneath function. As soon as I exit the tab, the settings revert to their defaults. I'm trying to hide things like harnesses and belts when I equip body armor. Any help would be appreciated. Thanks in advance!

Make sure you save and reload after installing, it should already hide belts and harnesses by default. But the mod doesn't start until you load the game after installing.

Posted
3 hours ago, ThanatosSystemIX said:

Hello, community. I was wondering how I'm suppose to use the DDi Devices underneath function. As soon as I exit the tab, the settings revert to their defaults. I'm trying to hide things like harnesses and belts when I equip body armor. Any help would be appreciated. Thanks in advance!

Well, by default belts and harnesses are hidden when wearing body armour (along with bras and nipple piercings) so if settings keep reverting to default the result should actually be what you're looking for. Changes you make shouldn't be reverting though, so I'm not sure why that would be happening.

 

It works like this: In the two devices underneath pages each equipment slot is listed with four lines beneath it. If you fill any of those lines with another slot's number any items worn in that second slot will be hidden when wearing something in the first. So lets say you want to hide nipple piercings when wearing a chastity bra. You would need to find the bra's section (56) and set one of the four lines in it to the nipple piercings slot (51.) 51 will now be hidden when you have something equipped in 56.

 

You might also want to double check the slot used by the device hider itself. That's at the top left of the first devices underneath page. It should be set to slot 41, but you can change it if you want in case you have another mod that conflicts.

Posted

got a question about the new catsuits. is there a plan to fix the first person coloring on them? currently they are all black in first person, however in third person they are the right color. another question. even after using body slide to generate the meshes to fit the body they dont fit under pieces of armor like if you are wearing bracers they clip or look kinda broken. is there a fix for that? or will i have to live with it? the body type i use is the UNPB body, so i use the UUNP-UNPB setting for all items i use, and the catsuits are the only thing that dont fit right with other armor. i do have DCUR in my load order as well and the catsuits from it fit under armor

Posted

hello so ive installed the mod and everything is working except the animations when my hands are bound i have invisible arms , i can see the restraints floating in the air and im in a tpose (i always fun fnis before playing)

sometimes when moving its the normal runing animations sometimes t-pose

i installed all the animations from the zip file

Posted

What's the item in the image that's featured showing the woman hopping due to her legs being bound when installing this mod? I'm trying to find it.

Posted

I am Having some issue with the armbinder, elbowbinder, and straitjacket animations. whenever I equip them my character starts T pose state I have run FNIS, have all needed masters. Deleted re-downloaded and reinstalled the all 3 DD mods and FNIS. Verified game data, restarted new save. Nothing works if I use the MCG motion patch the movement is returned but the struggle/unlock animation is still broken the moment I remove the devices animation returns fine. All other animations are working fine and even only having those 3 mods with animations it fails.

EDIT: I am using Mod Organizer beta version if that could be the issue.

Posted
6 hours ago, Ragnarokj said:

What's the item in the image that's featured showing the woman hopping due to her legs being bound when installing this mod? I'm trying to find it.

i believe you need to install that animation when installing DD

Posted
17 hours ago, Ragnarokj said:

What's the item in the image that's featured showing the woman hopping due to her legs being bound when installing this mod? I'm trying to find it.

It's the White Ebonite Hobble Dress (Open) - either standard or extreme - from devious devices expansion.

 

edit - it's the extreme one for the hop or shuffle animations, as Kimy confirmed below.

Posted

So uh, I discovered a rather annoying bug. Namely, my character looks like she's wearing a ring gag. She also has all the effects of wearing a gag, like gag speak and being unable to equip another gag. However...there is no gag equipped in my inventory. Using DCL's free me or DD's inbuilt safeword function both don't remove it, though I've discovered that calling removeallitems on the PC removes it.

 

Anyone know a) The origin so I can prevent it from happening and b) Any console commands to fix it that don't require me to stash all my stuff in a barrel before i removeallitems?

Posted

I'm a bit unhappy with a change recently made to the integration mod and the general options. Namely a loss of control over my options for exactly how to escape objects. I liked being able to set it so that keys were consumed on use, never jammed the locks, and were rare and hard to come by, this allowed Devious Devices to be implemented as a rogue-like trap that caused an increase in difficulty. The loss of ability to destroy keys impacts that.

 

I request an option to simply be able to toggle on and off "keys destroyed on use" returned. As the expectation that mod creators will provide me the tools necessary to set up the settings on devices how I desire to; especially considering the mod creator that hasn't provided me those tools is you seems unlikely outside of having an over-ride available somewhere within the options pages of integration at all, perhaps as an advanced option ("If you turn these on you may break certain quests and items, so please understand what you're doing").

 

I'll pay for the extra workload if the scripts necessary are no longer compatible with where the project has gone, but this setting is very important to the way I used the mods for my experience.

Posted
8 minutes ago, CuriouslyMods said:

I request an option to simply be able to toggle on and off "keys destroyed on use" returned.

This has already been implemented in the latest development version of DDi. The beta testing thread is here if you want to try it.

Posted
8 minutes ago, CuriouslyMods said:

I'm a bit unhappy with a change recently made to the integration mod and the general options. Namely a loss of control over my options for exactly how to escape objects. I liked being able to set it so that keys were consumed on use, never jammed the locks, and were rare and hard to come by, this allowed Devious Devices to be implemented as a rogue-like trap that caused an increase in difficulty. The loss of ability to destroy keys impacts that.

 

I request an option to simply be able to toggle on and off "keys destroyed on use" returned. As the expectation that mod creators will provide me the tools necessary to set up the settings on devices how I desire to; especially considering the mod creator that hasn't provided me those tools is you seems unlikely outside of having an over-ride available somewhere within the options pages of integration at all, perhaps as an advanced option ("If you turn these on you may break certain quests and items, so please understand what you're doing").

 

I'll pay for the extra workload if the scripts necessary are no longer compatible with where the project has gone, but this setting is very important to the way I used the mods for my experience.

https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?page=77&tab=comments#comment-2206050

 

That thread and the public Github would be a good area to check and keep an eye on, Destroy Keys option is already implemented again in the next update.

Posted
On 16/12/2017 at 12:28 PM, divinefire said:

Hi

 

I tried to install all the new DD mods from the directions and after install I got the crash after loading or starting a new game so I was stuck between step 3 and 4 on the front page. I rechecked all the requirements(ran all the early versions fine for years), ran TSedit incase of missing masters, and FNis checks with no errors. So I manually dug into the files to see if I could figure out whats happening and narrowed it down to whenever I run Fnis with the DD2 file animations/behavior it reports no errors but I am unable to start or load a game. I can load everything else including all the other DD mods. Even tried disabling most of my mods. I am kind of baffled why it would crash this way as I figure it would crash or fail the animations when they happened. I thought maybe I hit some kind of animation limit but I tested and installed another animation mod that had more than this one and loaded fine. So my question is what do these DD2 animations do or involve as they look like renamed versions on the ones in the other DD file so I can see if some other animation mod is screwing it up that I have.

 

I have to say, I am getting this exact same issue. And yea, it does seem animation related, > If I do not run FNIS I am able to start a new game, if I run FNIS, I get a crash when I load/start new game.

 

Did anyone else get this issue and resolve it?

Posted
55 minutes ago, FinalCloud said:

 

I have to say, I am getting this exact same issue. And yea, it does seem animation related, > If I do not run FNIS I am able to start a new game, if I run FNIS, I get a crash when I load/start new game.

 

Did anyone else get this issue and resolve it?

Later on I did some more fiddling and found out that I was over the animation limit except FNIS isn't telling me I am with errors like it used to. I took some out and was able to load the game. Every single animation I had was fine as i rotated them in and out but all together put me over the limit. Try just temp. disable some animations, run FNIS again and see if you can load it.

Posted
3 hours ago, divinefire said:

Later on I did some more fiddling and found out that I was over the animation limit except FNIS isn't telling me I am with errors like it used to. I took some out and was able to load the game. Every single animation I had was fine as i rotated them in and out but all together put me over the limit. Try just temp. disable some animations, run FNIS again and see if you can load it.

FNIS states on it's page that in increasing the limit FNIS allows you run the open risk of exceeding the number of animations your system can handle.  You had a warning, you either missed it or failed to remember it (both are of course very easy to do).  The only point here is that you cannot really blame Fore, he did try to warn you.

 

Posted
8 hours ago, divinefire said:

Later on I did some more fiddling and found out that I was over the animation limit except FNIS isn't telling me I am with errors like it used to. I took some out and was able to load the game. Every single animation I had was fine as i rotated them in and out but all together put me over the limit. Try just temp. disable some animations, run FNIS again and see if you can load it.

Yea, FNIS can't "tell" you when you are over the limit that your setup can handle, because it seems to be different for each install.  FNIS XXL has a super high "max" animations allowed, but most people's games will start crashing before that limit is reached.  The only reason the XXL file exists is people complained about the old maximums being too low, so that is why there is a warning on the FNIS page about instability due to too many animations.

Posted
8 hours ago, divinefire said:

Later on I did some more fiddling and found out that I was over the animation limit except FNIS isn't telling me I am with errors like it used to. I took some out and was able to load the game. Every single animation I had was fine as i rotated them in and out but all together put me over the limit. Try just temp. disable some animations, run FNIS again and see if you can load it.

 

Hey, yea, that fixed it, cheers bro. Disabled some mods, guess I cant run saves with pose mods and a lot of the SL mods.

 

4 hours ago, WaxenFigure said:

FNIS states on it's page that in increasing the limit FNIS allows you run the open risk of exceeding the number of animations your system can handle.  You had a warning, you either missed it or failed to remember it (both are of course very easy to do).  The only point here is that you cannot really blame Fore, he did try to warn you.

 

 

Haha, nah it is my fault. Didnt actually bother reading any documentation, if I had seen that you could hit a "hidden" system limit on animations, I would ofc have tried disabling all my poser anims first -.-.

 

Cheers for your help and the info lads.

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