peteretea Posted August 14, 2018 Posted August 14, 2018 So is there a way to remove several but not all devious devices out of my inventory? I try to use the remove command but it doesn't work.
Ernest Lemmingway Posted August 14, 2018 Posted August 14, 2018 Probably a dumb question, but why is DDi assigned to AA slots in FNIS that it doesn't actually use? I'm not a modder so I have no clue how that works.
Kimy Posted August 14, 2018 Posted August 14, 2018 That's a bug. Tyrant contributed a fix for that, I've already merged to the dev repo. 3
peteretea Posted August 15, 2018 Posted August 15, 2018 Sorry to ask again but it seems like I cannot even force remove the restraint items. The yoke that is supposed to be removed at the beginning of the slave quest of captured dream shop is not removing even though it shows "Remove yoke" on the upper left corner. I also try the remove command and it doesn't work. What can I do about it?
SleepyJim Posted August 15, 2018 Posted August 15, 2018 32 minutes ago, peteretea said: Sorry to ask again but it seems like I cannot even force remove the restraint items. The yoke that is supposed to be removed at the beginning of the slave quest of captured dream shop is not removing even though it shows "Remove yoke" on the upper left corner. I also try the remove command and it doesn't work. What can I do about it? Captured Dreams hasn't been updated to fully work with the latest versions of DDi (v4.0+) Yoke and armbinder removal are specifically where problems exist, as the CD creator said in this post. If you're having problems removing a CD restraint your best bet for getting help will be in the CD thread.
peteretea Posted August 15, 2018 Posted August 15, 2018 17 hours ago, SleepyJim said: Captured Dreams hasn't been updated to fully work with the latest versions of DDi (v4.0+) Yoke and armbinder removal are specifically where problems exist, as the CD creator said in this post. If you're having problems removing a CD restraint your best bet for getting help will be in the CD thread. Thanks for the information. So is there a way to manually remove these items? I really want the quests to get going even if CD is not updated.
Equien Posted August 16, 2018 Posted August 16, 2018 Can anyone give me the name/code or how to make a key to unlock all devices? I put some on my companion and none of the keys I found through the console unlocks them! I can't find it on the blacksmith anvil either
LazyBoot Posted August 16, 2018 Posted August 16, 2018 1 hour ago, Equien said: Can anyone give me the name/code or how to make a key to unlock all devices? I put some on my companion and none of the keys I found through the console unlocks them! I can't find it on the blacksmith anvil either There's no way to have 1 key that works with all devices, you'll need to find out what key each device needs. If they are from the DD core mods, it'll be either a restraints key, chastity key, or a piercing removal tool. But items from mods other than DDa/DDi/DDx may use their own keys. But in those cases you'd need to ask in the thread for the mod the items belong to.
Slagblah Posted August 16, 2018 Posted August 16, 2018 3 hours ago, peteretea said: Thanks for the information. So is there a way to manually remove these items? I really want the quests to get going even if CD is not updated. In the Console (~), select the player, then: 1. Point mouse at equipped items and hit {Shift}. 2. Find the item in the list using {Shift} to select (use the mesh file listed to help identify the correct item). 2a. If the ID shown is 80000000, then you need to use the "showinventory" console command to find the ID of the Unnamed Worn item associated with the device you want to remove (you may need to clear out your inventory if the list is too long). 3. Once you have the Unnamed ID (which is the Rendered Device), type: "player.removeitem {ID} 1" 4. After that, you can open your inventory and remove the Inventory Device normally, without triggering the unlock message. Note that this method should not be used on Quest Devices obtained in the normal way as that can break your game (or at least the quest) in serious ways. 1
peteretea Posted August 17, 2018 Posted August 17, 2018 22 hours ago, Slagblah said: In the Console (~), select the player, then: 1. Point mouse at equipped items and hit {Shift}. 2. Find the item in the list using {Shift} to select (use the mesh file listed to help identify the correct item). 2a. If the ID shown is 80000000, then you need to use the "showinventory" console command to find the ID of the Unnamed Worn item associated with the device you want to remove (you may need to clear out your inventory if the list is too long). 3. Once you have the Unnamed ID (which is the Rendered Device), type: "player.removeitem {ID} 1" 4. After that, you can open your inventory and remove the Inventory Device normally, without triggering the unlock message. Note that this method should not be used on Quest Devices obtained in the normal way as that can break your game (or at least the quest) in serious ways. So do you mean removing it only by the remove console? It works on some devices but others such as yokes and plugs will stay on even if you use the remove command. I use the "showinventory" command to find their ID and after I use "removeitem" it clearly shows a message such as "Yoke Removed" on the upper left corner, but it is actually not removed and the unlock message still triggers when you hit the device in the inventory.
Slagblah Posted August 17, 2018 Posted August 17, 2018 53 minutes ago, peteretea said: So do you mean removing it only by the remove console? It works on some devices but others such as yokes and plugs will stay on even if you use the remove command. I use the "showinventory" command to find their ID and after I use "removeitem" it clearly shows a message such as "Yoke Removed" on the upper left corner, but it is actually not removed and the unlock message still triggers when you hit the device in the inventory. That method should work for most Devious Devices and I have personally tried it with the CD Yoke (recently, under DDi 4.1), so I know it works with that specific item. When you do the "removeitem" command in step 3, you should see the device on you character be removed, but the item will still show in your inventory as equipped. If the device doesn't disappear, then you used the wrong ID in the console. Remember, the correct ID will not have a name associated with it.
peteretea Posted August 17, 2018 Posted August 17, 2018 1 hour ago, Slagblah said: That method should work for most Devious Devices and I have personally tried it with the CD Yoke (recently, under DDi 4.1), so I know it works with that specific item. When you do the "removeitem" command in step 3, you should see the device on you character be removed, but the item will still show in your inventory as equipped. If the device doesn't disappear, then you used the wrong ID in the console. Remember, the correct ID will not have a name associated with it. I did it, thank you very much Just one last question, is the ID "0a040f0c" like some kind of body preset? It is the only thing I cannot remove that is without the name and it is not a DD.
SleepyJim Posted August 17, 2018 Posted August 17, 2018 1 hour ago, peteretea said: I did it, thank you very much Just one last question, is the ID "0a040f0c" like some kind of body preset? It is the only thing I cannot remove that is without the name and it is not a DD. That's the device hider. If you don't want to use it, it can be disabled by changing its slot to none on the first of the Devices Underneath pages in the devious MCM. Its default slot is 41.
crz555 Posted August 19, 2018 Posted August 19, 2018 Hi my games always crash and ı have all the REQUIREMENTS what should ı do ? any idea ?
gurdilhfkk Posted August 20, 2018 Posted August 20, 2018 On 8/19/2018 at 10:51 AM, crz555 said: Hi my games always crash and ı have all the REQUIREMENTS what should ı do ? any idea ? Maybe you have too many animations in FNIS. For me that was the answer, before DD4, i was using 15k anim (with FNIS XXL). Savegames were loading most of the time but CTD was very frequent in game. After updating to DD4.1, game was always crashing while loading, even new game. Although i installed 15~ new mods in the same time, i highly suspect DD4.1 to be guilty as i was unable to find another suspect (by desactivating all of them and activating mod back one by one). CTD on savegame load always happend beyond a certain amount of activated mods, whatever the mods. By reducing animations below 10000 my game was suddently perfectly stable. CTD on 1st load are very rare and i never experimentated a CTD in game in 1 month although my game is heavy modded. Btw i have a small problem (bug ?) with DD4.1. Every item are working as intented except the rope armsbinder, its idle pose never play. What is strange is that the new latex elbowbinder do work, and the rope one, which have the same idle i think, not. I have a custom idle mod installed but if this was the problem, why it would only override this specific idle pose, and not all other one ?
Guest Posted August 20, 2018 Posted August 20, 2018 On 8/19/2018 at 4:51 AM, crz555 said: Hi my games always crash and ı have all the REQUIREMENTS what should ı do ? any idea ? Does the crash happen before you load a game (menu), when you try to load a game, or some time after you load your game?
Zaflis Posted August 21, 2018 Posted August 21, 2018 With tons of mods and animations you need 2 more mods to prevent crashes: https://www.nexusmods.com/skyrim/mods/72725/https://www.nexusmods.com/skyrim/mods/85443/ The latter chances the game single-threaded during load. There was some issues that multithread was causing, and at some point i was crashing on load repeatedly 3 times in a row.. when i stopped trying more and installed that mod - fixed.
Lupine00 Posted August 21, 2018 Posted August 21, 2018 I recently experienced the newer pony bit + harness (fancy looking gags). They look very nice. Sadly, they are set to remove food. Sure. They're not ring gags, and given the animations there are I can see you wouldn't want to use them for sex (even though in the real world, they don't block oral sex at all). It's particularly implausible that the pony bridle stops drinking (plainly they do not in real life, though surely it is awkward), while an armbinder + blindfold don't present any obstacle to eating and drinking at all (while they would be quite a problem, in reality). The food and drink removal makes them unwearable long-term in combination with needs mods - and yet long term pony play scenarios seem quite logical (SLUTS-type situations and others). Yes, there is a dialog to beg for food/drink, but there isn't one on my follower, which makes little sense, as my follower can carry food. And there's nobody else to ask out in the wilderness. Maybe it should be there, and maybe it's not intended. Speaking more broadly... Sure, you could split eating and drinking to be controlled individually by different devices, and that might make sense now and again. In my mind, the only gags that should block either food or drink completely are the "complete silencer" super-heavy-bondage options (big panel gags, posture collars with built-in gag and muzzle, gas-mask if it's locked in place, etc). (And with some of these devices it is technically still possible to suck up drink through your nose, though horrid - but I'd probably take it over anal rape by draugr any day). I won't even ask where you keep all that gear when you're running around naked... Let alone how you get to it with your arms in a sleeve that tight, and possibly wearing mittens too So... Could we simply get a blanket DD-wide option to disable the entire "no food/drink" mechanic? It is simply endless grief with needs mods, and not everyone wants to make that either/or choice. Why not leave it up to the player, or other mods to handle? If the player chooses? DD simply doesn't handle this with any nuance, and probably can't - ever - due to its entirely reasonable lack of support for other mods, and the exact combination of numerous possible devices in play. This would allow players (or mods) to impose their own rules instead of having to console items off, that would be fun to leave on.
Lupine00 Posted August 21, 2018 Posted August 21, 2018 I went to make a new armbinder mesh recently and ran against an issue. Is there a UUNP compatible mesh that has the arms in the armbinder position to use as a body-slidable reference for modelling? The only way I can see to work now is a combination of using an existing armbinder as a reference, and then trial and error for strap-fit. It's less than ideal, and surely a problem that others solved long ago?
_SpaceHamster_ Posted August 21, 2018 Posted August 21, 2018 25 minutes ago, Lupine00 said: I went to make a new armbinder mesh recently and ran against an issue. Is there a UUNP compatible mesh that has the arms in the armbinder position to use as a body-slidable reference for modelling? The only way I can see to work now is a combination of using an existing armbinder as a reference, and then trial and error for strap-fit. It's less than ideal, and surely a problem that others solved long ago? Uhhh, I think I can help you with this? I should be able to export an unp body with armbinder and elbowbinder positions in 3ds Max. Give me 10-20 minutes. EDIT: Made .nif file of UUNP body using preset UNP with the arms in armbinder position. I could have given the arms in elbowbinder position though. We need more elbowbinder models ? ArmbinderMesh.nif
Dracoluminos Posted August 23, 2018 Posted August 23, 2018 Pet suit won't work for me. Its equipped but no animation. Reinstalled DDi, DDa, DDx, ran bodyslide and build them morphs. Everything else works just fine
Lupine00 Posted August 23, 2018 Posted August 23, 2018 You mention bodyslide, but not FNIS... Surely, didn't forget FNIS, did you? Probably not. Maybe some other animation is conflicting somehow?
neosuduno Posted August 23, 2018 Posted August 23, 2018 I mostly like how I can choose the settings for escaping devices, but I still wish there were the old number values. I know that it was made to simplify the system, but the slider system over separate values felt like it was taking away options. Basically, saying "you want to customize your experience, TOO BAD!" The newer sliders are much better then when it was all one slider, but I feel that having Unlock failure and key-break and struggle failures being separate values would be much more fun, and much less frustrating.
LazyBoot Posted August 23, 2018 Posted August 23, 2018 40 minutes ago, neosuduno said: I mostly like how I can choose the settings for escaping devices, but I still wish there were the old number values. I know that it was made to simplify the system, but the slider system over separate values felt like it was taking away options. Basically, saying "you want to customize your experience, TOO BAD!" The newer sliders are much better then when it was all one slider, but I feel that having Unlock failure and key-break and struggle failures being separate values would be much more fun, and much less frustrating. It was also done to enable different difficulty devices. So the new settings are modifiers on the chances specified in the devices.
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