fettered Posted June 11, 2018 Posted June 11, 2018 1 hour ago, Player80 said: 1 hour ago, Dinkel said: so i figured out that, in my case every mod that has ddi/dde etc as a requierment causes my game to ctd after updating ddi/dde. sanguine debauchery simple slavery captured dreams prison overhaul having these esp's enabled cause me to CTD, is this to be expected because the dd versions changed and i have to wait for these individual mods to update or is there something im missing ? I'm using Simple Slavery and Captured Dreams with the new update. Try disabling SD+, PO and make a new game. Alternatively you could try to create a new game (with the SD+ and PO) then load your older save after MCM stops updating. I've just updated and am using SS, CD, SD+ and PO, have had no issues so far, all installed fine and ran just perfect after FNIS. Maybe I'm just lucky?
Rowan. Posted June 11, 2018 Posted June 11, 2018 Just a quick question, does anyone know of any mods that utilize any of the new animations? I'm kind of curious to see them but I don't know how to go about it ;-; Great work as always DD team ❤️
rubychoco Posted June 11, 2018 Posted June 11, 2018 How do I manually install this mod correctly? There's a problem when I try to use NMM, so I have to do it that way. I extracted the file to the skyrim data folder, and brought out the .esm file from the core folder so that it'd show up as a check box in NMM. The mod works correctly, but none of the items show up in game. I can get them in game using an item finder mod, but when I equip it the item doesn't show. What am I doing wrong?
gheavy Posted June 11, 2018 Posted June 11, 2018 3 hours ago, rubychoco said: How do I manually install this mod correctly? There's a problem when I try to use NMM, so I have to do it that way. I extracted the file to the skyrim data folder, and brought out the .esm file from the core folder so that it'd show up as a check box in NMM. The mod works correctly, but none of the items show up in game. I can get them in game using an item finder mod, but when I equip it the item doesn't show. What am I doing wrong? Did you run Bodyslide? Invisible items are almost always caused by missing nifs.
Guest Posted June 11, 2018 Posted June 11, 2018 Nice update. I like that there is no cd on unlocking attempts, because tbh that wasn't very realistic. Could you also do bigger ring gags for the next version? They are too small for anything but the smallest penises.
DonQuiWho Posted June 11, 2018 Posted June 11, 2018 15 minutes ago, nightwolf said: Nice update. I like that there is no cd on unlocking attempts, because tbh that wasn't very realistic. Could you also do bigger ring gags for the next version? They are too small for anything but the smallest penises. Agreed on the no cd and the ring size Kimy might be too polite to say just how many of 'those' there are here tho... LOL
kuro123456789 Posted June 11, 2018 Posted June 11, 2018 I downloaded the new version,but only the animations will load in successfully.All the new gear can’t seem to load and I can’t find them in bodyslide. Any idea what’s the problem?
cinemagic Posted June 11, 2018 Posted June 11, 2018 I have a question that is the internal gagtalk in former 3.0ver been removed since 4.1? I checked change log and see there are new large gags that can completely block gagtalk. But ingame all my gags are blocking. I normally played with devious cured loot's gagtalk function disabled to avoid it interfering with SD+ or other mods. An Example: I play cursed loot and do solicitation, dealt with a customer and he wanted bondage play, after the sex scene i can't talk to him for removing devices or getting reward, only get one dialogue option like "[you feel impossible to talk through a gag]", he just put a normal red ebonite ball gag on me. I only want to know if DDi's internal gagtalk is removed. If DCL contents like solicitation are intended to play with DCL gag talk, i can turn it on when i get into it and off otherwise, as an alternative solution.
LazyBoot Posted June 11, 2018 Posted June 11, 2018 22 minutes ago, cinemagic said: I have a question that is the internal gagtalk in former 3.0ver been removed since 4.1? I checked change log and see there are new large gags that can completely block gagtalk. But ingame all my gags are blocking. I normally played with devious cured loot's gagtalk function disabled to avoid it interfering with SD+ or other mods. An Example: I play cursed loot and do solicitation, dealt with a customer and he wanted bondage play, after the sex scene i can't talk to him for removing devices or getting reward, only get one dialogue option like "[you feel impossible to talk through a gag]", he just put a normal red ebonite ball gag on me. I only want to know if DDi's internal gagtalk is removed. If DCL contents like solicitation are intended to play with DCL gag talk, i can turn it on when i get into it and off otherwise, as an alternative solution. All ballgags use the harder system, you'll need something to write with in order to talk wearing one.
cinemagic Posted June 11, 2018 Posted June 11, 2018 7 minutes ago, LazyBoot said: All ballgags use the harder system, you'll need something to write with in order to talk wearing one. Got it, quill and inkwell right? Thx for explaining. So next time I run with DCL solicitation when DCL gagtalk disabled I need to prepare some material for write. Not to mention bondage prefering customers always put me into arm/elbowbinder so it's not immersive that I can still do that. (or use my toes? what about the boots, oh.....) Kimy might get to add some function to solictation like customer at least remove the gag for 1 minute duration after sex, and if he is a "generous" one who want player keeping restrained and player don't use that 1 minute to talk back to him, the gag get back, imho.
LazyBoot Posted June 11, 2018 Posted June 11, 2018 4 minutes ago, cinemagic said: Got it, quill and inkwell right? Thx for explaining. So next time I run with DCL solicitation when DCL gagtalk disabled I need to prepare some material for write. Not to mention bondage prefering customers always put me into arm/elbowbinder so it's not immersive that I can still do that. (or use my toes? what about the boots, oh.....) Kimy might get to add some function to solictation like customer at least remove the gag for 1 minute duration after sex, and if he is a "generous" one who want player keeping restrained and player don't use that 1 minute to talk back to him, the gag get back, imho. Quill, inkwell and paper (the paper is consumed)
cinemagic Posted June 11, 2018 Posted June 11, 2018 13 minutes ago, LazyBoot said: Quill, inkwell and paper (the paper is consumed) Thx, I can speculate that. If only quill and ink not working, I'll definitely test with paper, leather, linen wrap, clean rag or anything could be wrote on, would be interesting.
galgat Posted June 11, 2018 Posted June 11, 2018 I am at a loss on this. No matter what I do I can not get past 10400 humanoid animations with DDI4.1 but with DDI4.0 I have 11786 humanoid animations no problem. What could cause this, if I go over 10400 and use DDI4.1 it is instant CTD?
Reesewow Posted June 11, 2018 Posted June 11, 2018 2 hours ago, LazyBoot said: All ballgags use the harder system, you'll need something to write with in order to talk wearing one. I was under the impression that one of the implications of the larger ball gags was that they could take over the "hard" system and the smaller ones could again allow for gag-talk, since they were quite popular as items (especially in older DD mods). If that isn't the case in the new update, I would like to offer that as a suggestion since "hard" dialogue blocking and requiring the ink/quill/paper for communication makes modders leery to use ball gags in any sort of scene or event where the player could be expected to not have access to these items. @galgat Simply put - you have too many mods and animations installed for your particular setup if you crash on load/new game. You need to reduce your animation load if you want to be able to use 4.1, Skyrim simply cannot handle extreme animation loads and we've finally started to hit that point. This will be an ongoing problem going forward whenever a new large SLAL pack updates or a major mod that uses animations updates - we need to be reasonable in what we include in our load orders. There is nothing modders can do about this, this is the reason FORE did not want to release a version of FNIS with over 10k animation slots.
CGi Posted June 11, 2018 Posted June 11, 2018 31 minutes ago, galgat said: What could cause this, if I go over 10400 and use DDI4.1 it is instant CTD? if i understood fore correctly, it's the not listed AA animations. So the amount of animations is actually higher than what you're shown.
Supertin Posted June 11, 2018 Posted June 11, 2018 21 minutes ago, Reesewow said: I was under the impression that one of the implications of the larger ball gags was that they could take over the "hard" system and the smaller ones could again allow for gag-talk, since they were quite popular as items (especially in older DD mods). If that isn't the case in the new update, I would like to offer that as a suggestion since "hard" dialogue blocking and requiring the ink/quill/paper for communication makes modders leery to use ball gags in any sort of scene or event where the player could be expected to not have access to these items. We already have plans for the next update to change and adjust how the gag difficulty system works. We're still discussing exact details, but the intention is to atleast add more nuance to it. That includes there being a noticeable difficulty difference between regular and bigger ball gags. 3
galgat Posted June 11, 2018 Posted June 11, 2018 45 minutes ago, CGi said: if i understood fore correctly, it's the not listed AA animations. So the amount of animations is actually higher than what you're shown. all I know is I just used the same profile, installed DDI4.0 and ran the animation count output from FNIS up to 11803, and the game loads fine. Same load Order, just more SLAL animations to get it to 11803. How many animations that are somehow hidden in DDI4.1 are there, my last count on the dev version was only 1242. does it add another 1600 that i do not see? That is strange indeed. So if I run zaz 8.0 I would pretty much have to drop every SLAL pack I have. but with DDI4.1 I can not get above 10400, actually 10278, as It is hard to hit exactly at 10400, I am pretty much guessing that 10400 is the limit it may be lower. but it shows a 1600 animation loss for Me. so if the Dev version I had, had 1242, then there must be 1600 more animations that are invisible in the released version as you say? EDIT >> The Dev version never did this to me, and I tried it just before release. EDIT >> Only update i missed in the dev version was I think kimy's fix for the speedmult problem with the hobble skirt. I downloaded, and tested it very shorty before release.
Kimy Posted June 11, 2018 Posted June 11, 2018 7 hours ago, galgat said: all I know is I just used the same profile, installed DDI4.0 and ran the animation count output from FNIS up to 11803, and the game loads fine. Same load Order, just more SLAL animations to get it to 11803. How many animations that are somehow hidden in DDI4.1 are there, my last count on the dev version was only 1242. does it add another 1600 that i do not see? That is strange indeed. So if I run zaz 8.0 I would pretty much have to drop every SLAL pack I have. but with DDI4.1 I can not get above 10400, actually 10278, as It is hard to hit exactly at 10400, I am pretty much guessing that 10400 is the limit it may be lower. but it shows a 1600 animation loss for Me. so if the Dev version I had, had 1242, then there must be 1600 more animations that are invisible in the released version as you say? EDIT >> The Dev version never did this to me, and I tried it just before release. The released version is 100% identical to the last dev version. I don't know how FNIS is reporting AA, but there are about ~1000 animations in our 14 AA sets. About ZAP 8 - see my last night's post about that topic.
galgat Posted June 11, 2018 Posted June 11, 2018 10 minutes ago, Kimy said: The released version is 100% identical to the last dev version. I don't know how FNIS is reporting AA, but there are about ~1000 animations in our 14 AA sets. About ZAP 8 - see my last night's post about that topic. I only installed zaz 8 to get my animation count as close to 12000 as I could when I went back to the save before loading DDI4.1, and installed DDI4.0. before that it was zaz7 which zaz7, I much prefer to run. zaz7 only has 895 animations, zaz 8 has 1731, I needed the extra to push the 12000 limit. EDIT >>> Only reason I mentioned zaz 8 is that many quality mod's are now calling for it. EDIT >>> I will re download the new release, and try again, it could perhaps be something in that, but I do not see how, everything functioned fine, i tested all the new Item's, and they all worked, and looked good, just i could only have 10278 animations total with DDI 4.1.
galgat Posted June 11, 2018 Posted June 11, 2018 addition, with the dev version I had 10366 animations from FNIS, that is why I guessed 10400 may have been the limit, i checked my note's on that when I was testing the dev version. edit >>I do know that at 10566 it failed to load the save this sense I have been testing DDI4.1.
Mister X Posted June 11, 2018 Posted June 11, 2018 I got an idea: maybe add several different options for keys, made out of different resources, so they have different chances to break. Then a simple iron key will be much more likely to break than a steel key and a key carved out of a dragon bone hardly will break. This could be tied to the lockpicking chance of the device, a hard to pick item also is more likely to break a key than a device with a more simple lock.
Matz Posted June 11, 2018 Posted June 11, 2018 Seems to work great for me, thank's for the update ! I love your mods
ttpt Posted June 11, 2018 Posted June 11, 2018 1 hour ago, galgat said: addition, with the dev version I had 10366 animations from FNIS, that is why I guessed 10400 may have been the limit, i checked my note's on that when I was testing the dev version. edit >>I do know that at 10566 it failed to load the save this sense I have been testing DDI4.1. From what I've tested it doesn't seem to be the overall animations limit that's the problem, I can run with over 11000 on DD4 for example but even if I run at 10000 on DD41 it crashes, the problem is specifically the alternate animation limit, which people in the thread have said is about 2000. Frankly I don't know the internals of the mod or why it needs so many alternate animation, but if the mod alone uses over half of the allowed AA limit that's gonna cause a lot of problems for a lot of people.
MrEsturk Posted June 11, 2018 Posted June 11, 2018 I've been having an odd bug with the armbinders/yokes (it predates 4.1, started about a week ago) were the idle/jog animations will work properly for a moment, then revert to the default animations. All the other animations such as combat/jumping will continue to play the proper restrained animations, even run animation. I don't get what's causing this issue at all. Reloading a save will fix it for a moment, then the animations will break again. I tried starting a new game to see if it was just my savecode, but nope, same issue. If it helps here are the animations that break. They will play the proper restrainted animations for a brief moment, then revert to the default player animations the first time DD polls and stay that way to I reload a save: mt_idle mt_run#### mt_walk#### All other replacement animations will continue to work fine. The glitch occurs on all heavy bondage devices (armbinders/yokes/handcuffs/etc). Reinstalling DD didn't fix it, nor did install 4.1. Driving me nuts.
El_Duderino Posted June 11, 2018 Posted June 11, 2018 Just now, ttpt said: Frankly I don't know the internals of the mod or why it needs so many alternate animation That's quite simple, because there are many items that wouldn't work at all (or would look a lot less convincing) without Alternate Animations. Currently, alternate anims are used for: armbinder (& straitjacket), elbowbinder, yoke, handcuffs (& prisoner chains), breast bondage yoke, pony walk boots, pet suit, hobble dress. That's some of the coolest devices in DD, and without FNIS AA, several of these would be impossible to create. It's as Kimy said, people sadly need to make decisions about which mods they really want to use as DD and others of our favorite kinky mods keep growing. In the case of DD, those decisions extend to beyond Loverslab and folks might have to choose whether they want to use (for example) PCEA or DD in their playthrough if they also have other mods that use FNIS AA.
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