Addasus Posted June 20, 2018 Posted June 20, 2018 24 minutes ago, SdenCorp said: I cant get DDI files to show up in bodyslide I might be mistaken about this, but I don't think DDI has files for bodyslide? I thought that just Assets and Expansion (which show up as DDA and DDX I think) had them. I'm not seeing any DDI group in my bodyslide and I can't think of any items failing to show up in my game.
Lupine00 Posted June 20, 2018 Posted June 20, 2018 16 hours ago, Pinute said: Wasn't it broken, anyway? I haven't run that quest in years. It wasn't broken exactly, just badly designed, so you had to spam the talk button to trigger the dialog in the few moments of script lag before the plugs started up again.
Lupine00 Posted June 20, 2018 Posted June 20, 2018 13 hours ago, Nazzzgul666 said: Here's the thing, though: If pillory animations make more sense than armbinder animations depends a lot on your game, i.e installed mods, settings, etc. i'd really appretiate if a modder who wants to use an armbinder for a certain scene in a quest would still be able to make DDi a requirement without requiring a lot of bound animations that will never be used in his mod. I don't see why those bound animations have to be within DDi instead of a SLAL pack or something. I think this is backwards. DD is a framework. Mod X cannot know whether mod Y is also using it. Mod Y might not even have been written when X was released. Mod Y might want those animations that mod X has declared inappropriate. For DD to work, it has to have the animations that DD needs to work. SLAL packs are almost totally useless with DD as is, and I doubt that's going to improve. More likely, if the DD team manages to isolate a few more animations that genuinely work with DD items, then those animations will get into DD eventually, and you won't need the packs. I'm fine with that, because DD should "just work". 7 hours ago, Kimy said: ZAP 8 and DD 4+ are not companion mods. They are -competing- products. T.ara has indicated his own stance clearly enough and DD has adapted to that stance accordingly. We respect ZAP 8 as a competitor, but there will be ZERO effort from the DD end to accommodate ZAP 8, or remain compatible with it. It's my personal opinion, but - discounting assets - T.ara has never made a mod that got past alpha by any reasonable measure of code quality, while DD and DD4 are definitely of release standard - yes there are some issues, but most things work reliably, and the fix to the corset/chastity stuff in latest DCL whacks one of the more irksome niggles. The DD team worry about quality, not just feature count. In comparison, T.ara seems to abandon a mod at the point it gets 70% done and starts something new and shiny. I know which "product" I would choose to base my work on. Just need some basic DD furniture. On that topic, I'd take the collision off things like the horse etc and make it so an NPC has to put you into it, which would fix all that nonsense where you drop off it and you're stuck in it. Though there are other ways, certainly, but removing collision from milkers made them trouble-free in MME. 2
Kethrian Posted June 20, 2018 Posted June 20, 2018 Everybody that's complaining about a few hundred animations in the DD mods should stop and take a hard look at their mod list, if they're worried about going over 10,000 custom animations. You're talking about trying to chop back on a mod that is using less than 5% of the animation limit. What exactly have you installed that is using up the other 95+%? And, how many of those multiple THOUSANDS of custom animations are actually used to any decent degree? I know I have nowhere near the FNIS limit for custom animations, so I completely support Kimy & crew making more that work with their mods and which have no alternatives available. I also support that they have, with the armbinder run, given 3 variants and only install 1 set to minimize that animation space usage. 2
Lupine00 Posted June 21, 2018 Posted June 21, 2018 12 hours ago, Kethrian said: Everybody that's complaining about a few hundred animations in the DD mods should stop and take a hard look at their mod list, if they're worried about going over 10,000 custom animations. You're talking about trying to chop back on a mod that is using less than 5% of the animation limit. What exactly have you installed that is using up the other 95+%? And, how many of those multiple THOUSANDS of custom animations are actually used to any decent degree? I definitely agree. This is a good argument that anyone who has Estrus or Estrus+ installed to think about just how many animations Estrus adds that you will practically never see. The same applies to the suggestion from various mods to install Billy's creature animations. Actually, it's not that many animations, but you are installing those animations, probably for one mod to use maybe once, certainly rarely. Unless you're playing Slaverun of course ... in which case you might get sick of the sight of them. If you have Kom anims, the only mod that uses them to my knowledge is SLAV, and you can simply untick the machine from the future and you don't need them. As for Zaz 8+, it's full of animations you will be extremely lucky to ever see, including a bunch of dance moves that look like they were mo-capped and never cleaned, or rotoscoped using a clockwork mouse. If you need to dump animations ... start there. For most of the animations in that mod the only thing using them is its own test cell. OTOH, I have seen the "stop and fiddle with your chastity belt" animation in DD about one million times (you have to use the Dr. Evil voice when you say it). 1
El_Duderino Posted June 21, 2018 Posted June 21, 2018 1 hour ago, Lupine00 said: OTOH, I have seen the "stop and fiddle with your chastity belt" animation in DD about one million times (you have to use the Dr. Evil voice when you say it). Haha, yes, I absolutely love that belt struggle animation but it did get slightly excessive screen time in DD 4.0. With DD 4.1 though that experience should be vastly improved now that there are several more struggle anims for other devices, too (and of course if you grow tired of those you can always change the weights of the polled events in the MCM to make the struggles occur less often).
Dojo_dude Posted June 21, 2018 Posted June 21, 2018 There's just so many damn animations in DDiV4, it's very limiting to other SLAL packs and other AA mods.
Kimy Posted June 21, 2018 Posted June 21, 2018 7 hours ago, Dojo_dude said: There's just so many damn animations in DDiV4, it's very limiting to other SLAL packs and other AA mods. Not sure how often I need to say it, but people need to make choices. If you insist on installing really EVERY SLAL pack out there, you can't use DD. Simple as that. This strange attitude to dump literally every single SLAL pack into one's load order just because it's available for download dates back to the time when we had only a few really good SL animations. I guess people haven't yet noticed that these days are gone and we're drowning in good animations now. People can and have to be picky now. It's however ridiculous to suggest that DD would limit your ability to install a nice selection of SLAL animations. You can still install a lot more than SexLab can reasonably handle. 3
Dojo_dude Posted June 21, 2018 Posted June 21, 2018 6 minutes ago, Kimy said: Not sure how often I need to say it, but people need to make choices. If you insist on installing really EVERY SLAL pack out there, you can't use DD. Simple as that. This strange attitude to dump literally every single SLAL pack into one's load order just because it's available for download dates back to the time when we had only a few really good SL animations. I guess people haven't yet noticed that these days are gone and we're drowning in good animations now. People can and have to be picky now. It's however ridiculous to suggest that DD would limit your ability to install a nice selection of SLAL animations. You can still install a lot more than SexLab can reasonably handle. Currently DD is battling More Nasty Critters inside my load order. I'm only using TWO SLAL packs, might have to kick another one.
Kimy Posted June 21, 2018 Posted June 21, 2018 Eh, depending on your personal animation count threshold, you still should have -at least- 80-90% of your potential slots open after installing DD. You can't tell me that's not enough to install more SL animations than SL can handle. If you are THAT tight, you need to check your load order for other animation hogs. Lupine00's post above is a good start. 1
Reesewow Posted June 21, 2018 Posted June 21, 2018 27 minutes ago, Dojo_dude said: Currently DD is battling More Nasty Critters inside my load order. I'm only using TWO SLAL packs, might have to kick another one. I'd say your issue isn't SLAL-type animations then. You should look to AA and other animation adding mods instead of Sexlab mods in this case IMO. I'm running 28 SLAL packs, MNC, FNIS Sexy Moves, Zap 7, Soulgem Oven, EstrusChaurus, and DD 4.1 as my major animation-adding mods for comparison. The only major change I needed to make to my load order was to downgrade ZAP 8 to ZAP 7. Obviously YMMV - since we don't yet understand how the thresholds relate to load order or data types.
Dojo_dude Posted June 21, 2018 Posted June 21, 2018 22 minutes ago, Reesewow said: I'd say your issue isn't SLAL-type animations then. You should look to AA and other animation adding mods instead of Sexlab mods in this case IMO. I'm running 28 SLAL packs, MNC, FNIS Sexy Moves, Zap 7, Soulgem Oven, EstrusChaurus, and DD 4.1 as my major animation-adding mods for comparison. The only major change I needed to make to my load order was to downgrade ZAP 8 to ZAP 7. Obviously YMMV - since we don't yet understand how the thresholds relate to load order or data types. Last time I checked, can't find the post right now. I had about 13890 animations and close to 1890 Alternate Animations. I only have Funnybiz, Billyy and PCEA2. However, I'm not sure about 28 SLAL packs, those can't all be larger ones. PCEA2 uses several hundred AA slots, obviously it's an old game and we can't keep jabbing things into it XD
Reesewow Posted June 21, 2018 Posted June 21, 2018 2 hours ago, Dojo_dude said: Last time I checked, can't find the post right now. I had about 13890 animations and close to 1890 Alternate Animations. I only have Funnybiz, Billyy and PCEA2. However, I'm not sure about 28 SLAL packs, those can't all be larger ones. PCEA2 uses several hundred AA slots, obviously it's an old game and we can't keep jabbing things into it XD I'm counting SLAL packs based on how many SLAL windows they take up - Billyy's animations are actually 6 separate SLAL packs (and the main creature ones are very large packs) and I have all of those installed. Not all of my packs are large of course, a few only have a handful of animations, but I include all the major animator's packs such as Leito's, Anub's, Koms ect. Funnybiz however... if you have all packs of that mod installed you actually are running 16+ separate SLAL packs - some of which are massive in animation count. Unless you love all of those animations specifically, I'd recommend uninstalling all but your favorite categories of Funnybiz's animations. That should give you a lot more breathing room to add SLAL packs from other authors that have a much smaller total animation count. I only have two of his animation packs installed - femdom and group, and the group one is dangerously close to the chopping block because I only use about half of those animations, and all the ones I don't use are still registered in FNIS with 3-5 actors per stage per animation. To go back to the DD topic - the only specific issue I've had with DD 4.1 so far was an issue with a particular blindfold having no removal dialogue - a different user identified the issue and posted a bug report on the DDX thread. Issue affects the "red leather blindfold (custom)" and "white leather blindfold (custom)". Edit: Since a mod just got uploaded requiring ZAP 8 that I want to try, I decided to go ahead and remove Funnybiz's group animation SLAL pack. Just for information sake, dropping that one Funnybiz option reduced my FNIS animation count by 471(!). Going from ZAP 7 to ZAP 8 increased it by 836 and added a huge amount of new furniture animations, but without that one SLAL pack I can now run ZAP 8 and DD 4.1 in the same load order (for now). 2
Pinute Posted June 21, 2018 Posted June 21, 2018 1 hour ago, Kimy said: Eh, depending on your personal animation count threshold, you still should have -at least- 80-90% of your potential slots open after installing DD. You can't tell me that's not enough to install more SL animations than SL can handle. If you are THAT tight, you need to check your load order for other animation hogs. Lupine00's post above is a good start. For LE, as a data point I had DD4.1, XPMSE, ZaZ8, and Shout Like a Virgin as major LL animation adders, a few other small mods (like bathing animations, etc.). With selecting SL packs carefully (bye bye to 2/3s of Funnybizness) I ended up with 484 character animations and 470 odd creature animations, and my character animation count was under 12000. I do forget the AA count, but it must have been fairly high because I would crash if I had more than 12000.
Jimi123 Posted June 22, 2018 Posted June 22, 2018 ink/quill/paper (Tintenfass/Schreibfeder/papierrolle) I got it ... and how can i use it if i try to talk .. and get to the" ..." nothing happens.. ? or because i am playing it in german and these are different items ? is that possible ? i just try it till it will work.. hopefully.
Lupine00 Posted June 22, 2018 Posted June 22, 2018 Even with the recent update, PCEA2 causes trouble. It's another great candidate to not run. You'll probably find your game a lot better off without it, both in animations and script demands. However, I can run MNC, DD4.1, Leito's SLAL pack, FB's SLAL pack (which is big), SAP, and Zaz 8+ and still come in under the limit for normal FNIS. Next time you add a mod, take a look at the animation list. It's a text file. How many lines are in it? If it's a lot, do you really need that mod? Possibly, some people who have strangely large animation counts are running NMM, and have accumulated orphan assets? AFAICS, FNIS adds behaviour files, but it doesn't remove them when you remove mods. If you don't use MO, so you can simply discard them all when you make a new LO, then you may need to be careful and clean them by hand. 1
noiadark Posted June 22, 2018 Posted June 22, 2018 Could someone please upload the 4.0 DDi? For some reason, installing the 4.1 DDi messes up my game irrepairably. Even if I uncheck the DDi plugin, the game crashes when I try to load a save or start a new game right after the loading screen, but uninstalling DDi makes the game work again. Would anyone have any idea what causes this? 1
Dojo_dude Posted June 22, 2018 Posted June 22, 2018 2 hours ago, Lupine00 said: Even with the recent update, PCEA2 causes trouble. It's another great candidate to not run. You'll probably find your game a lot better off without it, both in animations and script demands. However, I can run MNC, DD4.1, Leito's SLAL pack, FB's SLAL pack (which is big), SAP, and Zaz 8+ and still come in under the limit for normal FNIS. Next time you add a mod, take a look at the animation list. It's a text file. How many lines are in it? If it's a lot, do you really need that mod? Possibly, some people who have strangely large animation counts are running NMM, and have accumulated orphan assets? AFAICS, FNIS adds behaviour files, but it doesn't remove them when you remove mods. If you don't use MO, so you can simply discard them all when you make a new LO, then you may need to be careful and clean them by hand. Thanks and thanks to Reesewow also. [now I want a Reese's Pieces.. lol] I'll be re-evaluating the Funnybizness animations, there's a ton of them I've never used nor seen. I usually keep a notepad copy of my FNIS output for just that purpose. Also PCEA2.... you guys, c'mon it's awesome! Each character can have there OWN animation style, adds so much life to the boring Dragonborn character. I have Samurai, Mages, Two-handers. With the right script patches it all works fine on 100+ hour saves.
Mister X Posted June 24, 2018 Posted June 24, 2018 On 6/22/2018 at 6:44 PM, noiadark said: Could someone please upload the 4.0 DDi? For some reason, installing the 4.1 DDi messes up my game irrepairably. Even if I uncheck the DDi plugin, the game crashes when I try to load a save or start a new game right after the loading screen, but uninstalling DDi makes the game work again. Would anyone have any idea what causes this? That's a common problem ATM. For some reason DDi 4.1 doesn't like it, when you have too many animations installed. If you didn't already do it, install Crash Fixes from Nexus, set RecordCrashInfo=1 in its .ini and load up your game. Afterwards, check the generated text files (if using MO, within the overwrite folder) When the exception address is BE6DD3, then your problem is your animation count. Uninstall some SLAL packs and you should be good to go eventually. 4
darkevilhum Posted June 24, 2018 Posted June 24, 2018 16 minutes ago, Mister X said: That's a common problem ATM. For some reason DDi 4.1 doesn't like it, when you have too many animations installed. If you didn't already do it, install Crash Fixes from Nexus, set RecordCrashInfo=1 in its .ini and load up your game. Afterwards, check the generated text files (if using MO, within the overwrite folder) When the exception address is BE6DD3, then your problem is your animation count. Uninstall some SLAL packs and you should be good to go eventually. Been running into this issue quite frequently and scratching my head as to what it was. Quoting for my own seach reference in the future. Thank you
Mister X Posted June 24, 2018 Posted June 24, 2018 @darkevilhum You may believe me, it took me several days and a few posts in the Technical support forum here, too, to get this solution ^^
Jimi123 Posted June 24, 2018 Posted June 24, 2018 On 6/11/2018 at 6:53 PM, 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. @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. how can i talk now if iam wearing a simple gag ? i cant use my ink quill or paper or what ever did i missed sth ? do i need dfw ? Need an answer now pls!!! Quote ink/quill/paper (Tintenfass/Schreibfeder/papierrolle) I got it ... and how can i use it if i try to talk .. and get to the" ..." nothing happens.. ? or because i am playing it in german and these are different items ? is that possible ? i just try it till it will work.. hopefully.
Guest Posted June 25, 2018 Posted June 25, 2018 Hi there, So im rather new to modding and want to make my own follower (which is done at this point) so now it's time for adding content! So i want to add dialogue etc which ties into devious device use (and sexlab arousal, but i already asked there for that part, which seems easy enough to add (dialogue condition = getfactionrank = x ). Now i would like to also add to a result to said dialogue to equip an item -> e.g. chastity belt / plugs and the like. Can i just do this through the Ck's condition system or do I need to delve into scripting to get this working? It would also be awesome if this npc can also remove said device again ofc (after a certain time or if arousal is below a threshhold again or something ? EDIT: Also, does anyone know how to add the CK to MO? I cant get it to work Not even with the official guide thingy which says you have to put in overwrite steamappID 202480...
Xarius Posted June 25, 2018 Posted June 25, 2018 My 4.0 -> 4.1 upgrade experience. Installed 4.1 with MO1, then went back to MO2 and ran FNIS/Bodyslide without error, CTD while loading save (in a very safe and mostly empty cell, so no overburdened loading). > 25 Jun 13:10:58 Game has crashed with exception address 0xBE6DD3! This matches the above animation overload issue noted by @Mister X Reverted to 4.0, re-ran FNIS, save loads without issue. Read a bunch of the comments here and then removed a few small SLAL packs and a number of PCEA2 packs that I wasn't using. Re-enabled 4.1, ran FNIS (now about 500 animations less even with 4.1 stuff), save loaded. Rebuilt Sexlab animation registry and tried out an armbinder to make sure animations were playing properly. All seems to be in order except a few empty 'Chance' options in the DD MCM under events. They default to 0 but it seems like they shouldn't be there?
TurboNerd Posted June 26, 2018 Posted June 26, 2018 6 hours ago, jujoco said: Hi there, So im rather new to modding and want to make my own follower (which is done at this point) so now it's time for adding content! So i want to add dialogue etc which ties into devious device use (and sexlab arousal, but i already asked there for that part, which seems easy enough to add (dialogue condition = getfactionrank = x ). Now i would like to also add to a result to said dialogue to equip an item -> e.g. chastity belt / plugs and the like. Can i just do this through the Ck's condition system or do I need to delve into scripting to get this working? It would also be awesome if this npc can also remove said device again ofc (after a certain time or if arousal is below a threshhold again or something ? EDIT: Also, does anyone know how to add the CK to MO? I cant get it to work Not even with the official guide thingy which says you have to put in overwrite steamappID 202480... My mod Devious Device Helpers is one example of how to do this. It provides general removal assistance and periodic bondage "play time". I don't claim that what I've done is the best way to do things. You can borrow code or hack on it to your heart's content. I don't use MO so I can't hand you a solution. A likely irrelevant or obvious suggestion: Use MO to launch CK.
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