Jump to content

Recommended Posts

Posted
On 6/22/2018 at 12:44 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?

I think you can download the older versions from github

Posted
7 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...

For SSE, you downloaded the CK through the bethesda launcher from bethesda.net right? That bit me for a while. Just In CaseTM https://bethesda.net/en/dashboard bottom of page

 

Posted

I am trying to get DDE and DDI to work in my game. 

To start DDA works just fine, absolutely no problems with it. 

I wanted to install the other 2 for use with the Slaverun Mod. Please note that in the past the other 2 (DDE and DDI) have not worked for me either, Slaverun is avtive but un-useable due to no active DDE or DDI. 

So what is happening, after installing, activating running FNIS (which is happy, no warnings) and LOOT (also happy with no warnings), I hit start up SKSE64 version of Skyrim SE. It loads all the way to Main Menu.

1. Load a save CTD before it even comes near to starting

2. Start a new Game CTD before it even comes near to starting.

Yes the save is always fresh, and obviously New Game is fresh.

 

I am at an end of my experimenting to work out why these 2 DD addons just don't want to work... I have even gone as far as to remove all Mods start completely clean and then try to no avail.

Posted
5 hours ago, DarksideTinkerbell said:

I am trying to get DDE and DDI to work in my game. 

To start DDA works just fine, absolutely no problems with it. 

I wanted to install the other 2 for use with the Slaverun Mod. Please note that in the past the other 2 (DDE and DDI) have not worked for me either, Slaverun is avtive but un-useable due to no active DDE or DDI. 

So what is happening, after installing, activating running FNIS (which is happy, no warnings) and LOOT (also happy with no warnings), I hit start up SKSE64 version of Skyrim SE. It loads all the way to Main Menu.

1. Load a save CTD before it even comes near to starting

2. Start a new Game CTD before it even comes near to starting.

Yes the save is always fresh, and obviously New Game is fresh.

 

I am at an end of my experimenting to work out why these 2 DD addons just don't want to work... I have even gone as far as to remove all Mods start completely clean and then try to no avail.

just a thought, are you trying to use mods for the older skyrim on the special edition one ? if not, and you have the older skyrim, you need to use the SKSE 1.7.3. not the one for SE.

Posted
2 hours ago, barak43 said:

just a thought, are you trying to use mods for the older skyrim on the special edition one ? if not, and you have the older skyrim, you need to use the SKSE 1.7.3. not the one for SE.

I don't think so? Although I must admit it can be very hard to tell if I am downloading Mods for older Skyrim or the ones I can use which are SSE. They are not always clear. I do use only Mods that are Linked through the Skyrim SE pages, of which I assume are for SSE. But in saying that I have encountered Mods that have a hkx? animation that is not compatible with SSE, plus I have followed the links in requirements when given in a Mod description, there have been a few times they have been for Oldrim? (Skyrim better especially for modding not Skyrim SE such a new li'il baby when it comes to modding)

 

So to be totally honest I am unsure if I have downloaded the Skyrim SE versions or not. I can say one version when I think DDI was installed first FNIS went berserk with warnings mainly of compatibility, when I overrode DDI with DDE FNIS was fine.  Now with either FNIS is fine, but that still doesn't fix the loading issue. (The DD that I have is the same one found on the Skyrim SE LL site)

 

I would hope this is the correct one for SSE, downloaded all 3 individually, but only Assets works past the Main menu.

 

My SKSE is the most recent, FNIS is 7 something, SL is the most recent (not light version but full), having a Mod not work often has me double checking its requirements to ensure they are all up to date.

Posted
1 hour ago, DarksideTinkerbell said:

I don't think so? Although I must admit it can be very hard to tell if I am downloading Mods for older Skyrim or the ones I can use which are SSE. They are not always clear. I do use only Mods that are Linked through the Skyrim SE pages, of which I assume are for SSE. But in saying that I have encountered Mods that have a hkx? animation that is not compatible with SSE, plus I have followed the links in requirements when given in a Mod description, there have been a few times they have been for Oldrim? (Skyrim better especially for modding not Skyrim SE such a new li'il baby when it comes to modding)

 

So to be totally honest I am unsure if I have downloaded the Skyrim SE versions or not. I can say one version when I think DDI was installed first FNIS went berserk with warnings mainly of compatibility, when I overrode DDI with DDE FNIS was fine.  Now with either FNIS is fine, but that still doesn't fix the loading issue. (The DD that I have is the same one found on the Skyrim SE LL site)

 

I would hope this is the correct one for SSE, downloaded all 3 individually, but only Assets works past the Main menu.

 

My SKSE is the most recent, FNIS is 7 something, SL is the most recent (not light version but full), having a Mod not work often has me double checking its requirements to ensure they are all up to date.

ok, so you have the SSE. you're not in the correct thread then.

 

here is the correct one.

https://www.loverslab.com/topic/99700-devious-devices-se-beta/

 

but from what i can see, the DD SE is the only one, you dont need the DDA, DDI and DDX mods since they are for old skyrim.

(could be mistaken since i have the old skyrim)

 

you just need what is in the requirement section in the thread above.

Posted

DD can be fun under the right conditions, but I think we can all agree that the escape methods are often unrealistic. I have this trouble with immersion when wearing them. For example, if you can't cut a device right away because the material "resists", why would you be able to cut it later? Either change the message to imply that you were only able to cut it a small way through, which would make more attempts viable and take away the silly magic material idea.

 

How is it possible to struggle out of bondage mittens or armbinders when your hands/arms are locked in place? Is the material elastic in some manner?

Posted
9 minutes ago, nightwolf said:

How is it possible to struggle out of bondage mittens or armbinders when your hands/arms are locked in place? Is the material elastic in some manner?

Probably because gameplay mechanics demand *some* baseline escape options, despite it being a bit unrealistic.

 

Individual mods can and do make bindings more realistic by making the custom version they use inescapable via lockpicking or struggling, and instead provide other ways of getting free with quests or dialogue options. 

Posted
1 hour ago, damaskos said:

Why does DD2 and DD3 animation folders drop max animation limit by ~3000, despite only containing 444 animations files?

Because FNIS doesn't add animations from single files. It takes them from a behaviour file, and that file might contain around 3000 files. So if you want to decrease animation count from DD, you either have to delete the behaviour file(which can cause FNIS to ignore the whole mod) or edit the animationlist txt and generate a new hkx file with FNIS for modders.

Posted
34 minutes ago, nightwolf said:

Because FNIS doesn't add animations from single files. It takes them from a behaviour file, and that file might contain around 3000 files. So if you want to decrease animation count from DD, you either have to delete the behaviour file(which can cause FNIS to ignore the whole mod) or edit the animationlist txt and generate a new hkx file with FNIS for modders.

What kind of animations those ~3000 are and where can I browse them?

Posted
44 minutes ago, damaskos said:

What kind of animations those ~3000 are and where can I browse them?

There are not ~ 3000 new animations, as you said there are only a few hundred new animation files.  The issue people are running into is that Skyrim has limits on its memory resources because it was never intended to have so much loaded into the game beyond the main game + DLCs.  We don't understand what exactly those limits are and what combination of data types in mods push a load order over the "limit" - some people only needed to drop one or two SLAL packs to get 4.1 to work, others needed to drop a lot more. 

 

The fact you need to drop 3,000 animations to stop crashing probably has more to do with the type of mods you have installed than just straight-up animation count - perhaps your bottleneck is a string limit, or a specific type of animation like animations that use objects, furniture animations, or alternate animations.  Dropping 3k generic animations may put you under the limit, but it may be that you have one or two mods affecting specific data types (PCEA2, XPMSE animations ect) that if removed would let you run many more animations with DD 4.1.  Only real way to figure that out is to test things on your side, but being that close to the limit means your Skyrim is right on the breaking point and it may be time to evaluate what mods you need or don't need, especially ones that add alternate animations or animations you never see.

 

I think WaxenFigure phrased it pretty well earlier in the thread with this post:

 

Quote

The facts that Fore can load a whole lot more animations into his game than so many other people AND that the number of animations people start having trouble with varies tells us several things:

 

  • There IS a limited resource and exceeding it is fatal.
  •  
  • The limit of animations that can be added seems to be variable.
  •  
  • Loading other mods that do not contain animations seems to lower the number of animations that can be added.
  •  
  • The limit is therefore not a specific count of animations that can be added.
  •  
  • The limit then must be a memory resource.
  •  
  • Animations are not the only objects placed into that memory resource.

 

Our efforts are probably best spent examining the various mods we have that allow us to check memory usage and that alter memory handling, memory sizes etc to see it there is a way we can increase the "limit".

 

Posted
1 hour ago, Reesewow said:

There are not ~ 3000 new animations, as you said there are only a few hundred new animation files.  The issue people are running into is that Skyrim has limits on its memory resources because it was never intended to have so much loaded into the game beyond the main game + DLCs.  We don't understand what exactly those limits are and what combination of data types in mods push a load order over the "limit" - some people only needed to drop one or two SLAL packs to get 4.1 to work, others needed to drop a lot more. 

 

The fact you need to drop 3,000 animations to stop crashing probably has more to do with the type of mods you have installed than just straight-up animation count - perhaps your bottleneck is a string limit, or a specific type of animation like animations that use objects, furniture animations, or alternate animations.  Dropping 3k generic animations may put you under the limit, but it may be that you have one or two mods affecting specific data types (PCEA2, XPMSE animations ect) that if removed would let you run many more animations with DD 4.1.  Only real way to figure that out is to test things on your side, but being that close to the limit means your Skyrim is right on the breaking point and it may be time to evaluate what mods you need or don't need, especially ones that add alternate animations or animations you never see.

 

I think WaxenFigure phrased it pretty well earlier in the thread with this post:

 

 

He didn't say he needed to drop 3000. He said his animation limit goes down by 3000 only from the animations in DD2 and DD3 folders, which is a strange thing to say because there are more animations than that in DD in total.

Posted
2 hours ago, damaskos said:

What kind of animations those ~3000 are and where can I browse them?

DDI has 1270 files(assets will add even more) if you search the folders in meshes/animations, and the animation lists are in four different folders. If you go to meshes/animations and type *.txt in the search field you will find them. But I don't recommend removing animations from DD since it will result in an incomplete mod. It's better to remove a SLAL pack or a pose pack if you have that installed.

Posted
10 hours ago, barak43 said:

ok, so you have the SSE. you're not in the correct thread then.

 

here is the correct one.

https://www.loverslab.com/topic/99700-devious-devices-se-beta/

 

but from what i can see, the DD SE is the only one, you dont need the DDA, DDI and DDX mods since they are for old skyrim.

(could be mistaken since i have the old skyrim)

 

you just need what is in the requirement section in the thread above.

Thank you very much for your assistance,  I will check up on DD SE although Slaverun SE (beta) still insists on DDA DDI and DDX according to LOOT. I think this is where a lot of confusion is happening on my part. SE made/converted Mods that have requirements and especially in my case recommendations that are for Mods converted to SSE.

 

Posted
2 hours ago, DarksideTinkerbell said:

Thank you very much for your assistance,  I will check up on DD SE although Slaverun SE (beta) still insists on DDA DDI and DDX according to LOOT. I think this is where a lot of confusion is happening on my part. SE made/converted Mods that have requirements and especially in my case recommendations that are for Mods converted to SSE.

 

DDa, DDi and DDx for SE are all available from the devious devices SE beta page barak43 linked. They've been collected together on one page, unlike with these original skyrim DD files.

Posted
43 minutes ago, SleepyJim said:

DDa, DDi and DDx for SE are all available from the devious devices SE beta page barak43 linked. They've been collected together on one page, unlike with these original skyrim DD files.

Cool thank you I have down loaded all three from the site, still unable to get them to work. I haven't tried just the singular, which would be the "Mega" file, would that due to its size be all 3 incorporated? Maybe that is where I am going wrong, I have all 3 Individual files, when all I need is the 1. Would explain why I can get Assets working fine, but as soon as I add either of the other 2 I get only rejection. Suggesting that maybe its 2 Mods doing more or less the same thing in parts but because of this the game is like "WTF? So who is doing what I'm outta here!"

Posted

Sorry for my English, I have a problem with "boundcombat" and I don't know how to describe it in English in detail.

So, I upload two photos.

Maybe something goes wrong,but I have no idea. Anyone can help?

BTW, when i am in combat ,only run will like this,other animation (jump sprint even attack and non-combat)are work fun.

QQ图片20180627210108.png

QQ图片20180627210140.png

Posted

When my character's hands are bound, all animations are overriten by ZAP animations. For example, when my character with armbinder equipped is raped by a female, the only available animation is DDZapArmbLesbian01. I have turned on Use Animation Filter and Use Bound Animations in DD settings and turned off Override if needed in ZAP settings, but it doesn't seem to work. Can anyone please help me with any advice? I'm using DDI 4.1 and Zap 7.0.

Posted
6 minutes ago, glebbus13 said:

When my character's hands are bound, all animations are overriten by ZAP animations. For example, when my character with armbinder equipped is raped by a female, the only available animation is DDZapArmbLesbian01. I have turned on Use Animation Filter and Use Bound Animations in DD settings and turned off Override if needed in ZAP settings, but it doesn't seem to work. Can anyone please help me with any advice? I'm using DDI 4.1 and Zap 7.0.

That is what the "use animation filter" option does - it filters animations to give you ones that match the items you are wearing.  If you want to use any animation while bound - you can turn off all of those options.  However, be aware that your character will not have any hands if you use a non-armbinder animation while wearing an armbinder.

 

Also, Cursed Loot I believe will always pick a compatible animation despite your DD settings when it creates a scene, so if that is the mod triggering Sexlab while you are bound you should only see ZAP/DD animations.  Unfortunately there just aren't that many right now, but it sounds like it is going to be a focus of future updates to add more bound Sexlab animations. 

Posted
16 minutes ago, Reesewow said:

That is what the "use animation filter" option does - it filters animations to give you ones that match the items you are wearing.  If you want to use any animation while bound - you can turn off all of those options.  However, be aware that your character will not have any hands if you use a non-armbinder animation while wearing an armbinder.

 

Also, Cursed Loot I believe will always pick a compatible animation despite your DD settings when it creates a scene, so if that is the mod triggering Sexlab while you are bound you should only see ZAP/DD animations.  Unfortunately there just aren't that many right now, but it sounds like it is going to be a focus of future updates to add more bound Sexlab animations. 

I will try to uncheck Use Animation Filter, thanks for the tip! I was just wondering why female characters don't act as a male actors in such situations, I remember that they used to in previous version of DD. I'm just tired of watching the only lesbian bound animation over and over again.

Posted

Hi,

 

I just wanted to confirm something

 

When DDi was updated to 4.0 and beyond, that made updating from old versions pretty much impossible, right?

Due to the all new structuring, scripting, etc. and that it should be on new games in the future.

 

I skimmed through the entire thread and I saw the initial released back on page 357 and I saw Princessity's comment on page 360 about how my game and my surrounding city could blink out of existence if I tried to update from an earlier version to 4.0 and new games would be advised. lol

 

Thanks in advance for help/confirmation.

 

 

Posted
44 minutes ago, MagicKarp said:

Hi,

 

I just wanted to confirm something

 

When DDi was updated to 4.0 and beyond, that made updating from old versions pretty much impossible, right?

Due to the all new structuring, scripting, etc. and that it should be on new games in the future.

Should be on a new game?  Absolutely.  If your save being as stable as possible is important to you, you probably should take this approach and avoid adding/removing or making major updates to mods during a playthrough. 

 

Impossible to update?  Hardly - doing a proper uninstall (which means uninstalling all DD mods as well since their masters will be missing) and save clean procedure to remove the baked-in scripts may work just fine for you - I did this and haven't had any issues running DD 4.0+.  The biggest thing to note is doing this is 100% unsupported - so if you do run into problems trying to do this you shouldn't ask for help in the support threads.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...