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Posted
44 minutes ago, Symb0lic said:

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.

They don't block inventory access any more. That's intentional. If you want to struggle against one or try to unlock it just activate it as if you were equipping or removing a standard item.

Posted
6 hours ago, Symb0lic said:

Ohhhhhh, what else do they not or do block?

You can:

- look into your inventory

- use *certain* items from your inventory (like foodstuffs to not become a show stopper for those with survival mods)

- use the map and journal

- use normal activators like doors etc.

- use Bound Combat to fend of easier enemies like wolves etc. (if enabled in DD's MCM), though that only works properly if you are in 3rd person view

 

You cannot:

- attempt to unequip other devices

- equip weapons

- equip spells

- use furniture (incl. crafting stations and carriages)

 

There may be more, this is what I remember at the moment.

Posted

Thanks uhh question that is in no way related to this forum, do I need to update Zaz Anim Pack to v8 because the animations for some aren't showing, I'm just bent 45 degrees anti-clockwise with hands and feet apart.

Posted
3 hours ago, Symb0lic said:

do I need to update Zaz Anim Pack to v8

No, in fact you don't need to install *any* Zaz Anim Pack to use DD on its own. What other mods that use DD require then is usually stated on their download page, some work fine with Zaz-7, others make use of newer items from Zaz 8 (or 8+ or whatever version there may be now).

 

I've never heard of the animation issue you describe, this doesn't sound like the 'classic' T-pose one gets when FNIS hasn't been run (correctly) so I'm not sure what's going on there. As general troubleshooting things, you could check that you are using the correct XPMSE skeleton (and that no other mod is overwriting it, some older follower mods in particular tend to do that), that your FNIS runs without errors/warnings and that you aren't accidentally mixing LE and SE Skyrim mods.

Posted

Hello, thanks all for your hard work on making and helping this mod.

 

I have something to report.    I am having trouble getting 4.1 to work (do not need help with this part, I can do this.. but to show what I am doing I mention this)  CTD on load/new.  So I am playing with SLAL anims to debug.

 

1.  Disabled ALL SLAL anims run FNIS and start new.  No crash.

 

2.  Enabled most SLAL anims run FNIS start new.  crash.

 

3.  Disabled one SLAL pack NOT RUN FNIS (..I forget to but...) start new no crash.  (strange pose for character of course, cannot play, this is expect)

 

4.  Change nothing. Run FNIS, start new, crash.

 

 

 

I think this should not happen?  Why crash only AFTER run fnis?  Something maybe wrong here?  Or am I wrong about that

 

 

Posted

@shencereys Sounds like an issue of too many animations. That's the reason I haven't installed 4.1 yet, and may not. We've gotten to the point where it is no longer feasible to run both the latest/biggest ZAP and DD along with lots of other SLAL packs, and now decisions have to be made as to what mods and frameworks we can live without. It sucks but that's the price of progress.

 

It is hard to tell from FNIS whether you have too many animations, since if you are using the XXL version it will certainly generate successfully for far more animations than can be reliably loaded into the game when launching. Even if you're below the theoretical limit, the numbers of stages and so forth can quickly load so much code for the game that the engine cannot handle it and the game crashes. Rule of thumb: if you have a lot of SLAL packs and frameworks, and your game crashes when you try to load a save or start a new game, you need to cut back on animations. That is why it works when you disabled all your SLAL packs.

 

If you aren't running Crash Fixes or Fallrim Tools, they might help, but don't count on it (although you should certainly install them anyway if you don't have them, they will keep the game much more stable once you get it to launch). 

 

And to clarify: all this applies if you are crashing AFTER you get the main menu and try to load a save or start a new game. If you're crashing before you get the menu or see smoke, it is a different problem, probably LO related.

Posted
2 hours ago, GeorgiaCav said:

@shencereys Sounds like an issue of too many animations. That's the reason I haven't installed 4.1 yet, and may not. We've gotten to the point where it is no longer feasible to run both the latest/biggest ZAP and DD along with lots of other SLAL packs, and now decisions have to be made as to what mods and frameworks we can live without. It sucks but that's the price of progress.

 

It is hard to tell from FNIS whether you have too many animations, since if you are using the XXL version it will certainly generate successfully for far more animations than can be reliably loaded into the game when launching. Even if you're below the theoretical limit, the numbers of stages and so forth can quickly load so much code for the game that the engine cannot handle it and the game crashes. Rule of thumb: if you have a lot of SLAL packs and frameworks, and your game crashes when you try to load a save or start a new game, you need to cut back on animations. That is why it works when you disabled all your SLAL packs.

 

If you aren't running Crash Fixes or Fallrim Tools, they might help, but don't count on it (although you should certainly install them anyway if you don't have them, they will keep the game much more stable once you get it to launch). 

 

And to clarify: all this applies if you are crashing AFTER you get the main menu and try to load a save or start a new game. If you're crashing before you get the menu or see smoke, it is a different problem, probably LO related.

Ok - thanks for the information.  I would like to ask you to pay attention to this order of events with DD 4.1.  Not that I crash. but HOW 

 

What I mean is:  

 

REMOVE (uninstall) SLAL PACK - forgot to run FNIS - do not crash

 

then

 

run FNIS > CRASH

 

why does it not crash when anims are removed but crash ONLY after I run FNIS?  It seems like this occurrence is not logical.  maybe this is not strange.  Then you can laugh at me.

Posted

Because without the FNIS files, the game doesn't have any animations. Instead of being overloaded, it's having to do far less than it's designed to do. If my understanding is correct, that is.

Posted
34 minutes ago, shencereys said:

Ok - thanks for the information.  I would like to ask you to pay attention to this order of events with DD 4.1.  Not that I crash. but HOW 

 

What I mean is:  

 

REMOVE (uninstall) SLAL PACK - forgot to run FNIS - do not crash

 

then

 

run FNIS > CRASH

 

why does it not crash when anims are removed but crash ONLY after I run FNIS?  It seems like this occurrence is not logical.  maybe this is not strange.  Then you can laugh at me.

This is because not running FNIS essentially broke your Skyrim animations (which is why you get all the T-poses ect) so they weren't being loaded properly in the first place.  Since the problem is an engine limitation associated with having too many animations, this allowed you to load without crashing but in an unplayable state.  Running FNIS after that *fixes* your animation files so they are loaded... but now they are too large and cause a CTD.

 

Either way, there have been lots of posts about this issue recently.  Essentially you should try to reduce your animation load, especially by removing animation-adding mods or packs you don't use often.

Posted

Sorry guys but for some reason the mod don't work properly in the game, i can wear plug with out chastity belt, the polling event configuration menu is blank, wearing chastity belt but it don't appear that my char wearing it(or rather it is invisible), the same thing happen to some other device like cuff and harness, the inventory still show that my char is wearing it, when i'm clicking to equiping chastity belt and using "Mastrubate" option, the game undress and teleport me to the middle of the whole skyrim map and redress @.@. I playing Skyrim Legendary Edition, just recently re-playing and the game don't have much mods. My mod list is: some outfit mods, sexlab framework and defeat, more nasty critter, and some mods like HDT high heel and physic, FNIS,.... 

Posted
On ‎7‎/‎14‎/‎2018 at 5:01 AM, 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.

The armbinders are not a game stopper in DDi 3 and bound combat is futile.  

Posted

Is it just me or does anyone else have a problem with jumping while wearing an Armbinder? Note that jumping in an Elbowbinder works just fine and I know that jumping in an Armbinder used to work recently, but I'm not sure exactly when it broke.

 

It is possible, I suppose, that a 3rd-party mod is blocking it, but I have no idea which one it might be (I may end up having to disable some recently added mods to see if any of them are responsible).

 

Or perhaps it broke in DD 4.1? By the way, I have tried reinstalling animation files and rebuilding FNIS, with no change.

Posted
5 hours ago, Slagblah said:

Is it just me or does anyone else have a problem with jumping while wearing an Armbinder? Note that jumping in an Elbowbinder works just fine and I know that jumping in an Armbinder used to work recently, but I'm not sure exactly when it broke.

 

It is possible, I suppose, that a 3rd-party mod is blocking it, but I have no idea which one it might be (I may end up having to disable some recently added mods to see if any of them are responsible).

 

Or perhaps it broke in DD 4.1? By the way, I have tried reinstalling animation files and rebuilding FNIS, with no change.

Not sure what exactly you mean by "problem" with jumping, but I just tested and jumping works just fine for me with DD 4.1 while wearing a regular armbinder.  Thinking you have a 3rd party mod that is causing your issue or are in a modded scene that disables jumping while bound.

Posted
36 minutes ago, Reesewow said:

Not sure what exactly you mean by "problem" with jumping, but I just tested and jumping works just fine for me with DD 4.1 while wearing a regular armbinder.  Thinking you have a 3rd party mod that is causing your issue or are in a modded scene that disables jumping while bound.

Nope, just a regular Black Ebonite Armbinder (others too), no special scene or quest. I guess I'll have to investigate 3rd party mods to see what's doing it. I figured that might be the case since it was just Armbinders and not ElbowBinders that prevented jumping. Probably a keyword filter that didn't cover DD 4+ additions.

Posted

So I have recently upgraded Devious Devices and DD Expansion but now my game crashes on both load game and new game has anyone ever had this problem and how do I fix it?

Posted
11 hours ago, ClockworkTower said:

So I have recently upgraded Devious Devices and DD Expansion but now my game crashes on both load game and new game has anyone ever had this problem and how do I fix it?

You probably have too many SLAL animations installed. This is a common problem and there's quite a lot of discussion about this in the previous pages.

Posted

yep already figured it out and fixed the issue, thanks anyway though :)

Posted

I have a question.

When I was investigating the bugs in some mod, and found such an error logs in papyruslog.

 

ERROR: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [Item 1 in container  (00000014)].zadHiderScript.Delete() - "<native>" Line ?
    [Item 1 in container  (00000014)].zadHiderScript.OnContainerChanged() - "zadHiderScript.psc" Line 5

 

how can I fix this error?

and sorry for my bad english.

 

Posted
On 6/10/2018 at 1:33 AM, MetZwerg said:

and no it´s NO animations issue....

 

i took all my animations lists down lower than before installing this....

and still CTD...

 

so yes...

Non-Functional

but some are lucky to get it running...

 

@you people who cannot make it work: 

I had to go down to 8k animations from previously 12k and switch from FNIS 7.4.5 XXL to FNIS 7.4 basic. 
I still got a CTD so I went even lower with my animation count. 
Because: if you have no CTD without running FNIS, its the animations count that are the problem, period. 

I had to go almost 4k animations down with DD 4.1 installed. Before I could handle around 11-12k, now I am below 8k (so I could also switch to base FNIS instead of XXL...)
Just happens to fit the experiences here. 

Does DD 4.1 have such a big impact animationswise? And still, even when there are more animations from DD 4.1 we should still be able to reach the same amount of total FNIS animations than before without CTD? :D

 

I say this because I basically did nothing but updating DD to 4.1 with an almost unchanged mod profile. And now I am like 6 animation mods including estrus shorter than before :(

EDIT: I also have zap 8+, could that be connected? I noticed over the time there are quite some compatibility problems between the two mods? 
 

Posted
8 hours ago, JuliusXX said:

A couple of pages back there was this post. I made these changes to make some more room for animations in my setup and haven't had any problems so far. 

with that fix it is running....

 

so yes, the original mod is just plain badly functional to the border of non functional withgout these changes....

 

but really 780 not used but counted aa animations, that simply do nothing......

 

 

Posted
On 7/11/2018 at 7:15 PM, Tyrant99 said:

Wondering why DD 4.1 is occupying 780 AA Slots that it makes 0 use of?:

 

image.png.7a5ecfedaefc95dbf9f0f8e163bdd621.png

 

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.

 

image.png.01caafcf165ee6de71219085c885c125.png

 

********************************************************************************************************

 

FNIS_DD2_List.txt is the same as the above, 6 slots for the same 14 groups:

 

image.png.2c6d94db9fcbd27ada6e03c3f3484786.png

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:

image.png.f6de1d52e673a14974489c4104b70da8.png

 

********************************************************************************************************

 

FNIS_DD3_List.txt is the same, again using 6 sets of each of the below 14 groups:

 

image.png.742530ad847f97b171fe4e330d15bda5.png

 

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:

 

image.png.5aada66fd4f21cf284242ba241022ff3.png

 

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:

 

image.png.a802a4ee6518ba3b165660038bd4d222.png

 

image.png.e4db4e2c327ff88e78ada48fc4440e5c.png

 

Reduced 17 sets, 102 groups (17 x 6), and 780 FNIS AA Slots without losing any animations or AA replacements...

  

I am sorry but I am totally lost here.

 

What do I change now exactly and where? 
Could you probably just provide the given txt file? 
I see the entries in the files, but I honestly do not understand from your post which entries to modify or remove and also I have no idea which of the txt files to modify (or all of them?) 

thank you :D 

Posted
6 hours ago, Nymra said:

I am sorry but I am totally lost here.

 

What do I change now exactly and where? 
Could you probably just provide the given txt file? 
I see the entries in the files, but I honestly do not understand from your post which entries to modify or remove and also I have no idea which of the txt files to modify (or all of them?) 

thank you :D 

I'm using MO and here's a fix file I made for myself. If you are using MO simply add this after the original DD and in case of problems it is then easy to remove. Just remember to also run FNIS for users. It also contains the original text files if you want to compare those changes.

 

 

DD v4.1 Animation Fix.7z

Posted
3 hours ago, JuliusXX said:

I'm using MO and here's a fix file I made for myself. If you are using MO simply add this after the original DD and in case of problems it is then easy to remove. Just remember to also run FNIS for users. It also contains the original text files if you want to compare those changes.

Thanks very much for the fix!

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