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Posted
On 7/20/2018 at 8:28 AM, 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.

On 7/20/2018 at 9:09 AM, Slagblah said:

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.

For the record, and in case anyone else experiences this problem, I have determined that SD+ was the culprit. There is an override record in the ESP file that adds a Condition to block the "JumpRoot" Idle animation if the "zad_DeviousArmbinder" keyword (or the zbf equivalent) is actively worn by the player (worn keyword count is non-zero).

 

After tweaking the ESP by removing the offending keywords, I can now jump again while wearing a regular armbinder. I'm not sure why it started happening recently, though, since SD+ is not a recent addition, although the problem may have been introduced by an update and I just didn't notice it right away.

Posted

(Sorry for my poor English)

I don't know when it happened, it seems like.. the system for blindfolds in my current game-saves is broken.

 

Basically, when the player trys to equip DD items, pop-ups goes up, right? (I mean the 'Equip or not' / 'Lock or not' things.)

But in case of blindfolds, Pop-ups didn't come up and just apply the visual hinderance effect.

What it worse, It is recognized as unequipped in the inventory.

 

1710896171_enb2018_07_2612_49_25_42.thumb.png.37863bc9e2cdaba83c0726035812a2a9.png

 

 

In addition, other DD items which have blindfold effect are not properly equipped.

For example, If I try to equip 'Balloon Hood', the same thing that I've mentioned happened again and the character seems to equip a 'red ebonite blindfold'.

 

85342026_enb2018_07_2612_51_54_25.thumb.png.dd20cc51270683266437dc7f81ade5bb.png

 

(The item in this screenshot was a rubber hood, not a balloon hood XD.. but trust me, I've surely tried other blindfolds and things still happened.)

 

I think it has taken place since the first try for a red ebonite blindfold. (It probably be the first blindfold I got and I equipped)

And I, also, think this problem is not from DDA, DDI or DDX, because things work fine in a new-game character.

 

I've tried the solution written in the known issues. (since I thought it looked like the problem I have.)

But didn't work.

 

Is there anyone having the same problem, or, can anyone help me about this problems?


(And, if i found the wrong thread, please tell me so that I can fix.)

(Edit : Images reuploaded, because I cannot see the images in my PC..)

Posted

So I downloaded devious devices integration and ran it and when my game started my character got on all fours when I moved forwarded. However moving side to side or back they were upright. Did I install the mod incorrectly or forget something. Should note that I tried a manual installation first before I realized I could do it through NMM. Is it possible I corrupted the game files or something? Anything helps.

 

Thank you.

Posted

What can i do if the gags don't work? The player and NPC have the normal moaning sound during sex and if i start a dialogue with a gagged NPC they have the usuall lines and not the mmmm... sound.

Posted
15 minutes ago, xyzxyz said:

What can i do if the gags don't work? The player and NPC have the normal moaning sound during sex and if i start a dialogue with a gagged NPC they have the usuall lines and not the mmmm... sound.

Did you install gagsfx?

Posted
3 minutes ago, xyzxyz said:

nope, wasn't nessesarry until now

When the gags still had zaz keywords on them, zaz would handle the sounds. But now you'll need something like gagsfx in order to get gag sounds.

Posted

I just started a new game with Live Another Life and during the start up sequence Prison Overhaul Patched applies the Devious Integration device hider (xx040F0C) to the player's inventory. This is causing the left-hand dagger to remain invisible when sheathed. Some troubleshooting confirmed POP was responsible for adding the device hider as it is not added when POP is not in the load order. Also, this was also not the case in the 0.33 version of Prison Overhaul.
 

So far I have rerun the Dual Sheath Redux patcher and FNIS several times, re-installed the XPMSE skeleton, and everything is updated with the most recent versions but the invisible dagger persists. However, the dagger is visible when drawn and the animation plays correctly. It seems that the device hider uses the same armor slot as left handed daggers (but not left-handed swords as they are both visible). I also tried to change the device hider slot via the Devious Devices MCM but that did not work.

 

The device hider cannot be removed from the player's inventory via player.removeallitems or with the targeted command player.removeitem xx040F0C 1. However, with the targeted removal command the console confirms item removal but it is somehow still in the player's inventory as seen with player.showinventory.

 

Is there any way to remove xx040F0C from the player's inventory that does not mess with POP? Or is there another way to assign the left dagger to a different armor slot?

Posted
4 hours ago, bomba8206 said:

I just started a new game with Live Another Life and during the start up sequence Prison Overhaul Patched applies the Devious Integration device hider (xx040F0C) to the player's inventory. This is causing the left-hand dagger to remain invisible when sheathed. Some troubleshooting confirmed POP was responsible for adding the device hider as it is not added when POP is not in the load order. Also, this was also not the case in the 0.33 version of Prison Overhaul.
 

So far I have rerun the Dual Sheath Redux patcher and FNIS several times, re-installed the XPMSE skeleton, and everything is updated with the most recent versions but the invisible dagger persists. However, the dagger is visible when drawn and the animation plays correctly. It seems that the device hider uses the same armor slot as left handed daggers (but not left-handed swords as they are both visible). I also tried to change the device hider slot via the Devious Devices MCM but that did not work.

 

The device hider cannot be removed from the player's inventory via player.removeallitems or with the targeted command player.removeitem xx040F0C 1. However, with the targeted removal command the console confirms item removal but it is somehow still in the player's inventory as seen with player.showinventory.

 

Is there any way to remove xx040F0C from the player's inventory that does not mess with POP? Or is there another way to assign the left dagger to a different armor slot?

POP is for all practical purposes incompatible with DD.

Posted

I've just downloaded 4.1 for the first time (all three components), and popped them into my Skyrim instance. Ran FNIS and Bodyslide, and started a new save.

 

Now I'm noticing that no events are triggering at all. In the MCM, I can configure the frequency, but below that, where in past versions there was a list of events, it's completely empty.

I've made sure that Sexlab was initialized. I've saved/reloaded and restarted the client. No changes.

 

What are some other steps I could take to get DD to, erm, remember that it has those events?

Posted
59 minutes ago, RegisteredUser said:

I've just downloaded 4.1 for the first time (all three components), and popped them into my Skyrim instance. Ran FNIS and Bodyslide, and started a new save.

 

Now I'm noticing that no events are triggering at all. In the MCM, I can configure the frequency, but below that, where in past versions there was a list of events, it's completely empty.

I've made sure that Sexlab was initialized. I've saved/reloaded and restarted the client. No changes.

 

What are some other steps I could take to get DD to, erm, remember that it has those events?

Did you make sure to save and reload after installing sexlab?

Posted
On ‎7‎/‎31‎/‎2018 at 9:12 PM, bomba8206 said:

I just started a new game with Live Another Life and during the start up sequence Prison Overhaul Patched applies the Devious Integration device hider (xx040F0C) to the player's inventory. This is causing the left-hand dagger to remain invisible when sheathed. Some troubleshooting confirmed POP was responsible for adding the device hider as it is not added when POP is not in the load order. Also, this was also not the case in the 0.33 version of Prison Overhaul.
 

So far I have rerun the Dual Sheath Redux patcher and FNIS several times, re-installed the XPMSE skeleton, and everything is updated with the most recent versions but the invisible dagger persists. However, the dagger is visible when drawn and the animation plays correctly. It seems that the device hider uses the same armor slot as left handed daggers (but not left-handed swords as they are both visible). I also tried to change the device hider slot via the Devious Devices MCM but that did not work.

 

The device hider cannot be removed from the player's inventory via player.removeallitems or with the targeted command player.removeitem xx040F0C 1. However, with the targeted removal command the console confirms item removal but it is somehow still in the player's inventory as seen with player.showinventory.

 

Is there any way to remove xx040F0C from the player's inventory that does not mess with POP? Or is there another way to assign the left dagger to a different armor slot?

POP doesn't add/do any of that. 

Posted

Excuse me I have some requests for more restraints, one is a wire muzzle that you would normally use on dogs or cats but for humans (and the other races of skyrim such as elves, argonians, and khajiit of course.), a fleshlight gag, some canine paw boots to go with the paw mittens, a cum funnel gag, a shock collar, and can we maybe get a collar with a D ring with some tags to go with the it please, kinda like the anal pear chain signs but for the player's neck.

 

here are some pics of what I have in mind

Spoiler

Wire Muzzle

DTM4light-2.jpg.9747e104d346b0fa5533e3151f432185.jpg

 

Shock Collar

iq-plus-collar-in1.thumb.jpg.d1ecce0cf10f6cab4f597c4e768a137e.jpg

 

Cum Funnel Gag

61USStN81wL._UX425_.jpg.c470c2265da48c4c47cf1b9ba85b4a12.jpg

 

Canine Paw Boots

512YAdTPPbL._SX522_.jpg.22dbf76834ccca766c92f70d11c56752.jpg

 

Fleshlight Gag

717VLn01hiL._SX355_.jpg.9ebb631fc30b7e361e9f0b528136aa51.jpg

 

 

Posted

I've looked all over the place but can't find the answer, if anyone could answer my question that would be great. Is it possible to turn off the player being bound by npc? I'm a male character and don't like being bound and raped all the time while being called a women. Pretty lame.

Posted
1 hour ago, TrueBlue69 said:

I've looked all over the place but can't find the answer, if anyone could answer my question that would be great. Is it possible to turn off the player being bound by npc? I'm a male character and don't like being bound and raped all the time while being called a women. Pretty lame.

This mod itself doesn't bind the player or make npcs do so. This is the framework, so if you're finding your player character keeps getting bound it's down to a devious plugin mod - something like cursed loot or captured dreams perhaps. So if you're using devious plugins, look in their support topics or MCMs to see what options there are.

 

That said, in the mod description for DDi here it does say:

Quote

 

COMPATIBILITY AND CONFLICTS

 

General remark: The point of this mod is locking the player in restraints hard to remove.

 

Basically, all the devious mods I've seen are designed primarily for a female player character to be bound. The only male support I've seen has been to add male versions of some devices so male player characters can also be bound, although it only affects meshes so often dialogue will still assume female. While devices will work on npcs, pretty much all devious content is geared towards player as submissive rather than dominant.

Posted

Hello, sorry my English!
I have a small problem. I've already asked for help here https://www.loverslab.com/topic/105411-hands-at-the-top-and-behind-the-back-devious-device/

 

Then I uninstalled and installed the mods individually and I discovered that the problem comes from DD Integration

 

The problem is that my character when he is stationary and is not in a battle pose has his hands up (as in a robbery), and when he stands still in a stelth position he has his hands behind his back.

 

I've installed the Devious Device Mods in the past, but this never happened.

 

How do I solve?

 

Of course I used FNIS, and I checked the inventory to make sure I did not have DD items equipped.

Posted

is an patch out fot this that does not use up all alternativ animation slots with only 4.1 installed ?

 

just started a new game and still get crashes when updating to 4.1...

no other animations installed apart from more nasty critters sexlab and this....

Posted
4 hours ago, MetZwerg said:

is an patch out fot this that does not use up all alternativ animation slots with only 4.1 installed ?

Look back in this thread for a post on July 24th by JuliusXX, there is a link to a patch there.

Posted
2 hours ago, PubliusNV said:

Look back in this thread for a post on July 24th by JuliusXX, there is a link to a patch there.

This. Seriously important. The link goes back to op by Tyrant 99 on July 11.

 

Makes a BIG difference - had to drop animations to ~9k (after removing PCEA 2 for 4.0 to work..) until I was able to get 4.1 to play nicely with everything else. Anything beyond that I tried to load with 4.1 enabled led to a CTD on load, no exceptions. Once I gave the instructions that Tyrant 99 listed a try, I was able to load all of Babo and 4 of the FB sets on top of what I had before , and have a stable game including Zaz 8.0+.

Not as scientific an analysis as some have done, but I'm still learning from a mere user basis...

 

Kudos to Tyrant 99 for the work done (and and Julius XX for highlighting!) and for the help provided to the rest of us! Hope that the rest of the devs see and try. It goes a long way to show that it isn't just 'you have too many anims loaded, learn to live with either DD or Zaz or even less..'

Posted
On 8/10/2018 at 5:09 PM, Parsten83 said:

It goes a long way to show that it isn't just 'you have too many anims loaded, learn to live with either DD or Zaz or even less..'

If I had suspected a bug to be responsible for it, you can safely assume that I would have fixed it. I offered the best explanation I had at this point. It's always easier to be a smart-ass in hindsight, I guess.

Posted
5 minutes ago, angar3 said:

Anyone have version 3.3 b ?

I assume you want it to run Captured Dreams, as there is otherwise no good reason to still use that version. We don't support older DD versions in any shape or fashion, but I know that Veldarius PMs people that version upon request, so I suggest asking him for it.

Posted
4 hours ago, Kimy said:

If I had suspected a bug to be responsible for it, you can safely assume that I would have fixed it. I offered the best explanation I had at this point. It's always easier to be a smart-ass in hindsight, I guess.

 

Smart-assery not intended whatsoever. My apologies that offense was given.

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