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Posted
26 minutes ago, Kimy said:

Looks good! I would be open to adding that device to DD, if you want to submit it when it's done. We would need an AA set for it, though. DD doesn't support offset animations anymore.

Would love for that device to be added to DD :smile:

Posted
22 minutes ago, Collygon said:

Wow, really? O.o I didn't know you took submissions. You just made my day! Gosh...

 

But yeah, I will totally get to work on the AA set right away!

 

 

If you need any help with the setup or what animations you need for a full AA set, send me a PM.

Posted
11 hours ago, Collygon said:

Sure, yeah. It is basically an elbow binder, but just for the elbows. In other words, it restricts the upper arms but not the forearms. The device consists of a collar, chain, and two elbow cuffs. The cuffs attach to a D-Ring at the bottom of the chain which dangles from the collar, cascading down the actor's back. I was planning on having it function similarly to a yoke, where it can't be struggled out of and requires help + a key to escape.

 

Additionally, I made an alternate version that has an anal hook which is also attached to the chain. I have plans to expand the hook into other features as well. For instance, attaching hand cuffs to it.

 

Below are GIFs of the anal hook version previewing one of my completed struggle animations.

 

 

Wow that is amazing. I hope this makes it in in the new upcoming release.

Posted
13 hours ago, Collygon said:

Sure, yeah. It is basically an elbow binder, but just for the elbows. In other words, it restricts the upper arms but not the forearms. The device consists of a collar, chain, and two elbow cuffs. The cuffs attach to a D-Ring at the bottom of the chain which dangles from the collar, cascading down the actor's back. I was planning on having it function similarly to a yoke, where it can't be struggled out of and requires help + a key to escape.

 

Additionally, I made an alternate version that has an anal hook which is also attached to the chain. I have plans to expand the hook into other features as well. For instance, attaching hand cuffs to it.

 

Below are GIFs of the anal hook version previewing one of my completed struggle animations.

 

 

 

That looks really good. I've been hoping for more cuffs/restraints that have unique bindings. I thought of something like this, as well as cuffs that attach to the collar, either loosely or tightly (both palms facing in and out). Examples:

  Hide contents

the_nagging_dress_by_skygaggedrim-davs60j.thumb.jpg.609dfc6bcabe9435f252e10b30785b6a.jpg

125923.thumb.jpg.6889bf6d9871e0a0335178f43013f70a.jpg

126346.thumb.jpg.1d73653877e938609c56cc7197a02490.jpg

The first one isn't an example in terms of actual restraints, just what I'm thinking of in terms of pose for the extreme cuffs to collar palms inward in the top left corner.

Posted

Wasn't sure exactly where to post this, but since it's mostly about the devices, I'll give it a shot here.

I'm trying to create an animation pack for being used with DD restraints (armbinders and elbowbinders so far).

I'm nearly done, but I wonder if there are any animation tags that I can use.
I want to know if there are tags for each restraint, or at least category (wrist restraints, gag, ...)

If not, what would be the best approach to make animations that use these devices compatible with mods that use bindings?

Posted
28 minutes ago, SpaceHamst3r said:

Wasn't sure exactly where to post this, but since it's mostly about the devices, I'll give it a shot here.

I'm trying to create an animation pack for being used with DD restraints (armbinders and elbowbinders so far).

I'm nearly done, but I wonder if there are any animation tags that I can use.
I want to know if there are tags for each restraint, or at least category (wrist restraints, gag, ...)

If not, what would be the best approach to make animations that use these devices compatible with mods that use bindings?

Assuming you're talking about sex animations:

I think you'll have to contact the DD team and have them add the animations to the framework.

As far as I know there's no way of adding animations to DD without having the DD team do it.

 

If it's idle/walking/etc animations, you'll just need to overwrite the corresponding files in DD, the same way the alternate sets in the DD install does it. 

Posted
1 hour ago, LazyBoot said:

Assuming you're talking about sex animations:

I think you'll have to contact the DD team and have them add the animations to the framework.

As far as I know there's no way of adding animations to DD without having the DD team do it.

 

If it's idle/walking/etc animations, you'll just need to overwrite the corresponding files in DD, the same way the alternate sets in the DD install does it. 

I'm going create some bound animations first to put them in an SLAL pack.
If I think they will be good enough, I'll contact the DD team for their thoughts about it.

 

The problem I'm having isn't about having my animations added to the framework (would be great, but still working on it),

You have "aggressive" "Dirty" and such tags to know when an animation can play, right?
I wanted to know if DD or maybe SL has a tag that defines when an animation with an armbinder or elbowbinder will be played.

 

Basically, does the "armbinder" and "elbowbinder" tag exist? or maybe just a bound tag?
I noticed that Leito's pack has a "binding" tag for bound animations, but I want to know if there something more specific for certain restraints.

Posted
30 minutes ago, SpaceHamst3r said:

I'm going create some bound animations first to put them in an SLAL pack.
If I think they will be good enough, I'll contact the DD team for their thoughts about it.

 

The problem I'm having isn't about having my animations added to the framework (would be great, but still working on it),

You have "aggressive" "Dirty" and such tags to know when an animation can play, right?
I wanted to know if DD or maybe SL has a tag that defines when an animation with an armbinder or elbowbinder will be played.

 

Basically, does the "armbinder" and "elbowbinder" tag exist? or maybe just a bound tag?
I noticed that Leito's pack has a "binding" tag for bound animations, but I want to know if there something more specific for certain restraints.

DD uses it's own animation registry separate from sexlab, and sexlab is not aware of any DD items.

So the only way for fitting animations to be chosen based on worn restraints is to go through DD (either directly or through the DD filter).

And you can't add animations to the registry like you can with SLAL. So you'd have to go through the DD team to have it work properly.

 

EDIT: Also, DD is looking for more animations that work with the restraints, so I'm sure if you send any to them, it'll most likely be included.

Posted
6 minutes ago, LazyBoot said:

DD uses it's own animation registry separate from sexlab, and sexlab is not aware of any DD items.

So the only way for fitting animations to be chosen based on worn restraints is to go through DD (either directly or through the DD filter).

And you can't add animations to the registry like you can with SLAL. So you'd have to go through the DD team to have it work properly.

Alright, I'll contact them once I'm done with some animations.
Thanks.

Posted

Just last night I discovered a couple of games on Steam that could give new ideas for bondage stuff.  Cinderella Escapes, and Cinderella Escapes 2: Revenge.  The games are very different from each other, as the 1st is a block sliding puzzle game, and the 2nd is a musou-like fighting action game.  But both feature the protagonist, Cinderella, with her arms bound behind her for the whole game.  And, if you install the explicit patch for each.  The 1st game has no nudity, and the patch basically just adds rope bondage, but the 2nd has rope, chains, armbinder, and lots of topless lingerie, as well as a discipline hood.  Oh, and they both have blindfolds and ballgags as accessories, too.

 

in CE2R, with the explicit patch, you can go into the Quest book and if you go to the very bottom, there's 3 special scenarios.  The first 2 just let you try out the "traps", but the 3rd is an actual trapped dungeon that you have to try and escape, by rescuing 7 other girls.  And when you rescue each, you take their place and have to struggle free.

Posted
4 hours ago, Kethrian said:

Just last night I discovered a couple of games on Steam that could give new ideas for bondage stuff.  Cinderella Escapes, and Cinderella Escapes 2: Revenge.  The games are very different from each other, as the 1st is a block sliding puzzle game, and the 2nd is a musou-like fighting action game.  But both feature the protagonist, Cinderella, with her arms bound behind her for the whole game.  And, if you install the explicit patch for each.  The 1st game has no nudity, and the patch basically just adds rope bondage, but the 2nd has rope, chains, armbinder, and lots of topless lingerie, as well as a discipline hood.  Oh, and they both have blindfolds and ballgags as accessories, too.

 

in CE2R, with the explicit patch, you can go into the Quest book and if you go to the very bottom, there's 3 special scenarios.  The first 2 just let you try out the "traps", but the 3rd is an actual trapped dungeon that you have to try and escape, by rescuing 7 other girls.  And when you rescue each, you take their place and have to struggle free.

I played both and the second one need some serious work on the damn camera tracking in game, constantly having to hit a key to force the camera behind you is a total pain in what is in effect a 3rd person beat them up.

Posted

I was using a controller, and the right stick worked the camera just fine for me.  I only had to turn off the invert camera controls so it would move intuitively.

Posted

such a lovely community :smile:

 

Anypoot, I came by to ask a question regarding using the plugs in this and expansion on NPC's. Is it just the case that once I get them to insert a plug, I cannot seem to remove them and receive the message: "cannot remove because npc is wearing a chastity belt" (even though the npc isn't wearing one to begin with). I have tried actually getting an npc to put one on along with a chastity belt from this mod, but to no avail of being able to remove it afterwards. Yes I do posses a key and confirm that I can use the plugs on my pc just fine.

 

Many boodles of thanks in advance my doods.

 

edit ----- 

On 08/01/2018 at 6:19 AM, LazyBoot said:

Has been reported, as a workaround you can equip them with an open-back belt and remove the plug while the belt is equipped.

 

EDIT: Alternatively, you can use this script to fix it.

zadEquipScript.pex

 

Well then, glad I manage to find something about this. I suppose I have my answer . 

Posted
1 minute ago, Sensual Nautilus said:

such a lovely community :smile:

 

Anypoot, I came by to ask a question regarding using the plugs in this and expansion on NPC's. Is it just the case that once I get them to insert a plug, I cannot seem to remove them and receive the message: "cannot remove because npc is wearing a chastity belt" (even though the npc isn't wearing one to begin with). I have tried actually getting an npc to put one on along with a chastity belt from this mod, but to no avail of being able to remove it afterwards. Yes I do posses a key and confirm that I can use the plugs on my pc just fine.

 

Many boodles of thanks in advance my doods.

Known bug in the current version, I believe you can bypass the problem by equipping a "open back" chastity belt on the NPC and then remove the plug.

Posted

There are some problems with the fitting of some devives on player and NPC, so you can see the skin through. There was a way to make the devices fit on the body, something with the body slide manager, but I could need some help with that.

Posted
42 minutes ago, xyzxyz said:

There are some problems with the fitting of some devives on player and NPC, so you can see the skin through. There was a way to make the devices fit on the body, something with the body slide manager, but I could need some help with that.

Yes. Bodyslide is a requirement for devious devices now, and using it to build the devices is essential. There's a tutorial explaining what to do here.

Posted

I was using Tes5edit and checked Devious Devices - Intergration.esm for errors and I found this

 

Spoiler

[00:00] Checking for Errors in [05] Devious Devices - Integration.esm
[00:00] zad_effArmBinder "Armbinder Script" [MGEF:050284F6]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [050284F5] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [050284EB] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [050284EC] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [050284ED] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [050284EE] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [050284EF] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [050284F0] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [050284F1] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [050284F2] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [050284F3] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [050284F4] < Error: Could not be resolved >
[00:00] zad_effHeavyBondage "Heavy Bondage Script" [MGEF:0507BFBB]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [050284F5] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [050284EB] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [050284EC] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [050284ED] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [050284EE] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [050284EF] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [050284F0] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [050284F1] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [050284F2] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [050284F3] < Error: Could not be resolved >
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [050284F4] < Error: Could not be resolved >
[00:00] zadQuest "Chastity Belt" [QUST:0500F624]
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05012697] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501AD47] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AA] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AB] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AC] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AD] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284F5] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05061A71] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05061A72] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284EB] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284EC] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284ED] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284EE] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284EF] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284F0] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284F1] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284F2] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284F3] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050284F4] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CBA] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CBB] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CBC] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CBE] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CBF] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CC0] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CC1] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CC2] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05032CC3] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501AD47] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AA] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AB] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AC] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501B2AD] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504EC27] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504EC28] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504EC29] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504F6EF] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504F6F0] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504F6F1] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504F6F2] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05053D75] < Error: Could not be resolved >
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05053D74] < Error: Could not be resolved >
[00:00] All Done!

 

should I remove this or try to fix it?

 

I was trying to find out why I keep getting the T-post when sex animation play with armbinder on.

Posted

I really didn't want to bother you guys with this but I'm at my wit's end here. 

 

I'm getting the T-Pose when I equip any DD device with an animation (mostly testing with yoke/armbinder). I won't get stuck in the Tpose until I start walking or trying to attack something, and also trying to attack makes the attack sounds with no animation.  

 

I've tried damn near everything, I've completely reinstalled DDI and all of it's requirements multiple times, and I selectively disabled every non essential mod until I'm left with DD, additemmenu, and alternate start (so I can test).

 

When that didn't work I completely reinstalled skyrim, grabbed fresh downloads of DD and sexlab, and reinstalled FNIS 7 and SKSE, but I'm still getting the same behavior. Its just won't play DD animations. Animations from other mods, including ZAP and SL are working fine. I can even wear an armbinder through Zap's menu and have it work correctly.

 

I'm just out of ideas. Is there something I might have overlooked?Capture.thumb.PNG.05f229730726310ce1cdfa9540e28c92.PNG

 

Posted
1 hour ago, ender66 said:

<snip>

I'm getting the T-Pose when I equip any DD device with an animation (mostly testing with yoke/armbinder). I won't get stuck in the Tpose until I start walking or trying to attack something, and also trying to attack makes the attack sounds with no animation.

<snip>

Did you run FNiS from inside MO?
i don't see a mod for it's generated files or that you have files in MO's Overwrite folder.

Posted
5 hours ago, CGi said:

Did you run FNiS from inside MO?
i don't see a mod for it's generated files or that you have files in MO's Overwrite folder.

Oh, yes. Sorry, when I took this screenshot I had just cleared the overwrite folder. I run it from inside MO, and i can very that it works for other mods, including sexlab.

Posted
1 hour ago, ender66 said:

Oh, yes. Sorry, when I took this screenshot I had just cleared the overwrite folder. I run it from inside MO, and i can very that it works for other mods, including sexlab.

You didn't answer the question that was asked directly but indirectly you did.

 

The files created by FNIS when you run it under MO will be placed into the Overwrite folder.  You are SUPPOSED to clear the overwrite folder before running FNIS and after it's done should create a MOD of the new output files from FNIS (just right-click on Overwrite and select "Create Mod"). 

 

You obviously did not do that so when you cleared the overwrite folder you removed the FNIS output and that makes it as if you had not run FNIS.

 

As a RULE, you should always do something with anything that shows up in the overwrite folder.  If it's a settings file for a mod, drag and drop it into that mod. If it's just garbage folders, remove them.  If it's output from FNIS, Bodyslide, DynDoLod or some other utility, make a mod of it. 

 

Make it your habit to always start the game with an empty Overwrite folder.

Posted
5 hours ago, WaxenFigure said:

You didn't answer the question that was asked directly but indirectly you did.

 

The files created by FNIS when you run it under MO will be placed into the Overwrite folder.  You are SUPPOSED to clear the overwrite folder before running FNIS and after it's done should create a MOD of the new output files from FNIS (just right-click on Overwrite and select "Create Mod"). 

 

You obviously did not do that so when you cleared the overwrite folder you removed the FNIS output and that makes it as if you had not run FNIS.

 

As a RULE, you should always do something with anything that shows up in the overwrite folder.  If it's a settings file for a mod, drag and drop it into that mod. If it's just garbage folders, remove them.  If it's output from FNIS, Bodyslide, DynDoLod or some other utility, make a mod of it. 

 

Make it your habit to always start the game with an empty Overwrite folder.

Not meaning to intrude, but this might be useful too.

 

If you have more than one profile, it is worth installing FNIS, (yes, the same version) once for each profile, setting it up with a different mod name, and a separate shortcut name, both related to the profile name, eg FNIS 7.4.4.XXL Profile WhateverA, FNIS 7.4.4.XXL Profile WhateverB.  Then check the MO L/H pane box for whichever of the installed FNIS mods is relevant to which profile 

 

Then when you run FNIS from any of those, create, from the resultant Overwrite File contents, a separate FNIS output mod for each profile, eg FNIS 7.4.4.XXL Output Profile WhateverA, FNIS 7.4.4.XXL Output Profile WhateverB.  Again, then check the MO L/H pane box for whichever Output mod is relevant to which profile

 

If you need to update any profile FNIS content, run the specific version of FNIS directly related to that mod, and then copy the resultant Overwrite output to the related Output Profile, using MO's 'copy and replace' options  

 

Reason is that some of the FNIS output goes directly into the FNIS mod's content, not only just the output file, and you want to try to avoid running any, now amended, current FNIS mod together with an 'older' FNIS 'output' mod.   This avoids having to rerun FNIS each time you change profiles and update any 'single' generic FNIS Output Mod.  

 

I think that the latest FNIS version is supposed to overcome this in some way, but I couldn't understand the Nexus content on that.  Maybe WaxenFigure can enlighten us if he, or she, does? :smile:

Posted
6 hours ago, WaxenFigure said:

You didn't answer the question that was asked directly but indirectly you did.

 

The files created by FNIS when you run it under MO will be placed into the Overwrite folder.  You are SUPPOSED to clear the overwrite folder before running FNIS and after it's done should create a MOD of the new output files from FNIS (just right-click on Overwrite and select "Create Mod"). 

 

You obviously did not do that so when you cleared the overwrite folder you removed the FNIS output and that makes it as if you had not run FNIS.

 

As a RULE, you should always do something with anything that shows up in the overwrite folder.  If it's a settings file for a mod, drag and drop it into that mod. If it's just garbage folders, remove them.  If it's output from FNIS, Bodyslide, DynDoLod or some other utility, make a mod of it. 

 

Make it your habit to always start the game with an empty Overwrite folder.

When I said "cleared" I meant that I temporarily deleted my fnis overwrite mod so that I could remake it fresh. I'm sorry I wasn't clear on that.  I tried a lot of things while troubleshooting, and I just happened to take this screenshot before re-running FNIS 

 

Posted
20 minutes ago, ender66 said:

When I said "cleared" I meant that I temporarily deleted my fnis overwrite mod so that I could remake it fresh. I'm sorry I wasn't clear on that.  I tried a lot of things while troubleshooting, and I just happened to take this screenshot before re-running FNIS 

What version of MO are you using?

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