jigwigigx Posted July 11, 2018 Posted July 11, 2018 Hi everyone. I have just done a cull of all my skyrim mods to cut down on junk/unwanted scripts etc. and to start a new game with only the devious mods installed. Can anyone suggest a good complimentary mod other than Cursed Loot (which I am waiting to be updated) but similar that I can use to equip/implement stuff? I already tried s.l.u.t.s. , shout like a virgin and devious followers but they are not quite what I'm looking for.
Mamango Posted July 11, 2018 Posted July 11, 2018 Hello Kimy, i'm curious, do you plan any new rope devices for the next update? Also, is it ok to ask for thigh high pony boots? ? 3
Popular Post Tyrant99 Posted July 11, 2018 Popular Post Posted July 11, 2018 Wondering why DD 4.1 is occupying 780 AA Slots that it makes 0 use of?: FNIS_DD_List.txt takes 6 FNIS slots for the below 14 groups. As it is actually replacing some animations from each of these 14 AA groups, this one makes perfect sense. ******************************************************************************************************** FNIS_DD2_List.txt is the same as the above, 6 slots for the same 14 groups: However, DD2 does not replace any combat animations or shout animations, meaning it is occupying 216 AA Slots in these categories for no reason. It could I believe be modified to this without losing any DD animations and free up those 216 unused AA Slots: ******************************************************************************************************** FNIS_DD3_List.txt is the same, again using 6 sets of each of the below 14 groups: As far as I can see, the only AA groups actually being replaced based on the animations in the DD3 folder are: _mtx _mt _mtidle Meaning FNIS_DD3_List.txt is occupying 564 FNIS AA Slots that it doesn't use in any way. It could I believe be modified to this without losing any DD animations and freeing up those 564 slots: Between DD2 & DD3, that's 780 FNIS AA Slots being occupied that are not in use in any way. - Seems inefficient. There is a cap on these btw, FNIS documentation calls it 'arbitrary', but I've tested and there is a definite ceiling, meaning, grabbing all of these slots unnecessarily could easily break other Mods that may be legitimately using these Slots. FNIS before and after .txt changes, rerun FNIS for Modders then Users on my end, showing exact same number of registered animations and AA files, but with a dramatic reduction in FNIS sets, groups, and file slots used: Reduced 17 sets, 102 groups (17 x 6), and 780 FNIS AA Slots without losing any animations or AA replacements... 20
Pinute Posted July 11, 2018 Posted July 11, 2018 34 minutes ago, Tyrant99 said: Wondering why DD 4.1 is occupying 780 AA Slots that it makes 0 use of?: Reduced 17 sets, 102 groups (17 x 6), and 780 FNIS AA Slots without losing any animations or AA replacements... Tipped for effort and opening the discussion 1
Maycroft Posted July 14, 2018 Posted July 14, 2018 Well, didn't find the answer to my problem anywhere so it is time to ask here. All devices work fine, except for the armbinders: while animations are ok, they do not block acess to inventory, magic and skills, and struggling is only accessible through inventory (no pop-up massages befor opening inventory). I suspect that might be aeser problem with Devious Training or ZAZ in that case, but mayby someone knows better Mod order Spoiler Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 actorEvents.esm=1 hdtHighHeel.esm=1 Schlongs of Skyrim - Core.esm=1 ApachiiHair.esm=1 SexLab.esm=1 SexLabAroused.esm=1 ZaZAnimationPack.esm=1 CreatureFramework.esm=1 RidingStyles2.esm=1 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Devious Devices - Expansion.esm=1 SkyUI.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 FNIS.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 Weapons & Armor Fixes_Remade.esp=1 Schlongs of Skyrim.esp=1 SOS - Smurf Average Addon.esp=1 Complete Crafting Overhaul_Remade.esp=1 Weapons & Armor_TrueWeaponsLvlLists.esp=1 xazPrisonOverhaulPatched.esp=0 Captured Dreams.esp=1 SexLab-Stories.esp=1 DeviousTraining.esp=1 Populated Lands Roads Paths Legendary.esp=1 SexLabNudeCreatures.esp=1 SexLabNudeCreaturesDG.esp=1 SexLabNudeCreaturesDB.esp=1 HentaiCreatures.esp=1 sanguinesDebauchery.esp=1 Deviously Cursed Loot.esp=1 S_L_U_T_S.esp=1 SexLab_Dialogues.esp=1 SexLab-StoriesDevious.esp=1 TheEyesOfBeauty.esp=1 SlaveTats.esp=1 SlaveTatsEventsBridge.esp=1 XPMSE.esp=1 CleanStart-Skills_start_at_level_1.esp=1 MoreNastyCritters.esp=1 SLAnimLoader.esp=1 SexLab Aroused Creatures.esp=1 SLAL_AnimationsByLeito.esp=1 SexLabDefeat.esp=1 EstrusChaurus.esp=1 EstrusSpider.esp=1 LADL - No Starting Spells.esp=1 SLALAnimObj.esp=1 RaceMenuMorphsUUNP.esp=1 Tiwa44_Minidresses_Dragonborn.esp=1 Tiwa44_Minidresses.esp=1 Alternate Start - Live Another Life.esp=1 Deviously Cursed Loot LAL AddOn.esp=1 Alternate Start - Live A Deviant Life.esp=1
El_Duderino Posted July 14, 2018 Posted July 14, 2018 15 minutes ago, Maycroft said: All devices work fine, except for the armbinders: while animations are ok, they do not block acess to inventory, magic and skills, and struggling is only accessible through inventory (no pop-up massages befor opening inventory). I suspect that might be aeser problem with Devious Training or ZAZ in that case, but mayby someone knows better That is working as intended. You can *look* into your inventory, maps, skills etc. with hands tied, but not *use* everything in it. Try equipping a weapon or a spell and it won't work! Bound Combat is your only fighting option with bound hands if you can't / don't want to escape from the armbinder right away. It was done that way after the addition of Bound Combat so that armbinders won't be the complete game stoppers like they were in earlier versions of DD.
Maycroft Posted July 14, 2018 Posted July 14, 2018 1 hour ago, El_Duderino said: That is working as intended. You can *look* into your inventory, maps, skills etc. with hands tied, but not *use* everything in it. Try equipping a weapon or a spell and it won't work! Bound Combat is your only fighting option with bound hands if you can't / don't want to escape from the armbinder right away. It was done that way after the addition of Bound Combat so that armbinders won't be the complete game stoppers like they were in earlier versions of DD. Oh, thanks for the quick reply. Didn't expect that being a thing. Anyway, when I think of it, changes make sence - I don't want to be stuck in bondage AND owerweight
divinefire Posted July 14, 2018 Posted July 14, 2018 Tried tyrant99's post and I only lost 1 average size animal slal pack compared to 6 packs. I played for a few hours and did not encounter any problems with the mod at all so thanks for the tip.
Seandels199 Posted July 14, 2018 Posted July 14, 2018 Thanks this is an amazing mod, really enjoying all the features, playing Skyrim this way is a blast. I'm having a bit of an issue where I can't seem to get the quests to start, have tried dropping the books and picking them up again as suggested, and still no luck, the dialog box for Urag does not appear, I'm quite new to this myself, so if someone could maybe just point me in the right direction, I'd really appreciate it. Also, where would I be able to find the Papyrus Logs? Really appreciate it thanks guys
SleepyJim Posted July 14, 2018 Posted July 14, 2018 23 minutes ago, Seandels199 said: Thanks this is an amazing mod, really enjoying all the features, playing Skyrim this way is a blast. I'm having a bit of an issue where I can't seem to get the quests to start, have tried dropping the books and picking them up again as suggested, and still no luck, the dialog box for Urag does not appear, I'm quite new to this myself, so if someone could maybe just point me in the right direction, I'd really appreciate it. Also, where would I be able to find the Papyrus Logs? Really appreciate it thanks guys The quests are no longer included. While some of the things they used - such as the bookcase and books - are part of the DDi master file, the quests themselves were contained in a separate plug-in. From version 4.0 onwards that plug-in hasn't been part of the download.
volanthh Posted July 15, 2018 Posted July 15, 2018 I have a question more on the modding integration side of things rather than an issue with the mod. Not quite sure if this is the right Devious variant to post it at, but figured it makes sense regardless. If I'm writing a mod that had this, DDe, and DDa as dependencies and I'm writing a function/scene that involves removing all equipped items from a character, is there a recommended/preferred/pre-written way to check for and leave alone equipped DD items? I've done some brief looking around but couldn't find anything that stood out and I just wanted to verify before I go re-inventing the wheel. Thanks.
Seandels199 Posted July 15, 2018 Posted July 15, 2018 16 hours ago, SleepyJim said: The quests are no longer included. While some of the things they used - such as the bookcase and books - are part of the DDi master file, the quests themselves were contained in a separate plug-in. From version 4.0 onwards that plug-in hasn't been part of the download. Aaah ok that's a bummer, were the quests any fun though? I suppose it wouldn't work if I downloaded the files separately? Still thanks a bunch for the speedy reply, you guys here are awesome!
SleepyJim Posted July 15, 2018 Posted July 15, 2018 2 hours ago, Seandels199 said: Aaah ok that's a bummer, were the quests any fun though? I suppose it wouldn't work if I downloaded the files separately? Still thanks a bunch for the speedy reply, you guys here are awesome! It's been a long time since I played those quests, so I can't remember exactly what was involved (except for being sent to three random Dwemer ruins, one or more of which could have been on Solstheim, and possibly quest-locked and high level, which wasn't ideal.) Kimy discussed the removal of them a few days ago, here.
Slagblah Posted July 15, 2018 Posted July 15, 2018 6 hours ago, volanthh said: I have a question more on the modding integration side of things rather than an issue with the mod. Not quite sure if this is the right Devious variant to post it at, but figured it makes sense regardless. If I'm writing a mod that had this, DDe, and DDa as dependencies and I'm writing a function/scene that involves removing all equipped items from a character, is there a recommended/preferred/pre-written way to check for and leave alone equipped DD items? I've done some brief looking around but couldn't find anything that stood out and I just wanted to verify before I go re-inventing the wheel. Thanks. If I understand you correctly and you want to unequip all non-DD items while leaving the DD items on, then check out either the SexLab StripActor() function (sslActorLibrary.psc), or the strip() function from Cursed Loot (dcur_library.psc). The SexLab version will return an array of the items removed, which can then be used to re-equip them later with the UnstripActor routine.
Slagblah Posted July 15, 2018 Posted July 15, 2018 5 minutes ago, SleepyJim said: It's been a long time since I played those quests, so I can't remember exactly what was involved (except for being sent to three random Dwemer ruins, one or more of which could have been on Solstheim, and possibly quest-locked and high level, which wasn't ideal.) Kimy discussed the removal of them a few days ago, here. Yeah, I remember running into the problem with the quest-locked targets for that quest. It was one of the reasons I avoided it, but I did like the other one with the rechargeable soul gems. In fact, I made some custom tweaks to it that expanded the available types of rechargeable gems from Petty to Grand, depending on how aroused you were when you created the gem. The better quality gems of course took much longer to fully charge. I also added Anal rechargeable soul gems, which got cold (rather than hot) when charging, and when worn along with a Vaginal rechargeable gem, both would charge faster and produce shock effects.
volanthh Posted July 15, 2018 Posted July 15, 2018 6 hours ago, Slagblah said: If I understand you correctly and you want to unequip all non-DD items while leaving the DD items on, then check out either the SexLab StripActor() function (sslActorLibrary.psc), or the strip() function from Cursed Loot (dcur_library.psc). The SexLab version will return an array of the items removed, which can then be used to re-equip them later with the UnstripActor routine. Will do. Thanks for the reply.
apocalypse. Posted July 16, 2018 Posted July 16, 2018 Pet Suit won't work, it wouldn't make my pc crawl and it wouldn't come off either. It keeps saying I chose o put it on when I try to take it off. My guess is due to this script error of An error has occurred with your installation of devious devices, please check the log for more information. Error text LookupDeviceType received invalid keyword [Keyword <zad_DeviousHeavyBondage> (0E05226C) ] Edit: Can take pet suit off but anim won't work and that same error appears when i unlock it and put it on
LazyBoot Posted July 16, 2018 Posted July 16, 2018 4 hours ago, Symb0lic said: Pet Suit won't work, it wouldn't make my pc crawl and it wouldn't come off either. It keeps saying I chose o put it on when I try to take it off. My guess is due to this script error of An error has occurred with your installation of devious devices, please check the log for more information. Error text LookupDeviceType received invalid keyword [Keyword (0E05226C) ] Edit: Can take pet suit off but anim won't work and that same error appears when i unlock it and put it on Reinstall DDi 4.1, and make sure nothing is overwriting scripts.
Zaflis Posted July 16, 2018 Posted July 16, 2018 Should this mod be responsible of doing something when player is sent to jail blindfolded? You can't use bed, so you can't "serve the time in jail". Only solution i know is to use Deviously Cursed Loot's "Free me!" option in MCM, or perhaps some other mod that replaces vanilla prison. But i think this should be dealt with somehow, like maybe removing the blindhood, or making beds interactible. I know that removing hoods is problematic if it's a quest item, such as DCL's rubber doll quest (which optionally can be set to not use hood). And extra scripting to prisons may potentially conflict with related other mods, so be careful if you do. If you add option for prison handling in MCM, it lets player to manage the conflicts. Another option is to dump even binding devices to the player chest, and give prisoner clothing.
xyzxyz Posted July 16, 2018 Posted July 16, 2018 Should the black leather harness block vaginal and anal sex like the other harness? It didn't in a few scenes and the arousal was set to 0 like regular sex without a belt or harness. How could it not block sex if it has the same look like the chastity harness. There is leather down there and if there are plugs in too, sex should be impossible. And I can't remove anal plugs anymore, because I get the message there would be a belt.
Reesewow Posted July 16, 2018 Posted July 16, 2018 Just now, xyzxyz said: Should the black leather harness block vaginal and anal sex like the other harness? It didn't in a few scenes and the arousal was set to 0 like regular sex without a belt or harness. How could it not block sex if it has the same look like the chastity harness. There is leather down there and if there are plugs in too, sex should be impossible. There are different harnesses I believe - if the harness doesn't have "chastity" in the name it doesn't function as a chastity belt.
xyzxyz Posted July 16, 2018 Posted July 16, 2018 1 hour ago, Reesewow said: There are different harnesses I believe - if the harness doesn't have "chastity" in the name it doesn't function as a chastity belt. That is weird because they look the same and do the same job, holding plugs in a body.
Reesewow Posted July 16, 2018 Posted July 16, 2018 Just now, xyzxyz said: That is weird because they look the same and do the same job, holding plugs in a body. It is more for people to be able to have choice - some people would want the harnesses to be just for looks (and assume you could just move the tiny strap of leather to one side), and others want them to act like chastity belts. If you want a harness to act like a chastity belt, I think every colour has a "chastity" version that will do that.
xyzxyz Posted July 16, 2018 Posted July 16, 2018 9 minutes ago, Reesewow said: It is more for people to be able to have choice - some people would want the harnesses to be just for looks (and assume you could just move the tiny strap of leather to one side), and others want them to act like chastity belts. If you want a harness to act like a chastity belt, I think every colour has a "chastity" version that will do that. And what is the enchantment on non-chastity belts? They show one in the inventory, but I never noticed anything.
apocalypse. Posted July 17, 2018 Posted July 17, 2018 All fixed but Armbinders and other wrist restraints aren't doing their thing and I can access inv, is this normal? If not, I need some help.
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