Jump to content

Recommended Posts

Posted
6 hours ago, SleepyJim said:

The last three images on the mod page show a character wearing a lot of items that aren't part of the mod. Apart from the armbinder and ring gag I don't think any of those items are devious devices. Many, many people have asked how to get them over the years, and the answer has always been: they're private.

Well... that blows.

Posted
23 hours ago, nitorum said:

So I re-downloaded Skyrim Old Version and installed all requiered mods without any problems.

But I just cant figure out why I get no function from the Devious Devices mods.

I dont get a MCM Menu and if I spawn the items via console, they have no function.

 

Anyone got an Idea why?

You didn't install SKSE

Posted
On 10/24/2018 at 1:43 PM, LazyBoot said:

Do you want to just allow carriages, or other things as well? If that's what you're after, I already have the override needed for that.

But if you want to allow other things as well, you'll need to look at the perk "zad_BoundActivation"

Yea, just the carriages would be enough. Where can i find this override?

And thanks for the help.

Posted

Support Post

Unable to batch build in bodyslide. I installed the mod and it works in game apart from most devices being invisible. I've pinned the problem down to that I can't batch build the devices in bodyslide even though the file is present in the slidergroups folder. Please tell me how I can make the devices appear in batch build or if I need to do something else (this is my first time having to batch build a mod). I installed assets and integration using Mod Organiser, then NMM, then Manually, then with MO again. I have all the requirements listed for integration and assets and I do not have expansion.

Posted

Why do "custom" blindfolds like "zadx_blindfoldBlocking_scriptInstance" have the "zad_DeviousHood" keyword?  It's making it impossible to get the correct dialogue options using combinations of the "WornHasKeyword" condition functions when multiple devices are worn.

 

As an example, if the player is wearing a "Black Leather Blindfold (Custom)" and a "Tape Gag" it results in the same set of keywords as a "Black Leather Hood" (including "GagNoOpenMouth").  In the first case I would like the dialogue options be "Remove Blindfold" and "Remove Gag" while in the second I want "Remove Hood".  Any ideas how to do this without an inventory scan?

 

Thanks

Posted

I've been desperately trying to get DD to work, but the game crashed on startup. I can start the game with only DDa installed, but as soon as i add DDi or DDe or both it crashed instantly. I've tried the fix using "Crash Fixes" and FNboost. but no luck. I'm rather new and use very few mods, almost none except the requisites for the DD packs. 

Any help is greatly appreciated! 

Posted
Spoiler
9 minutes ago, Qvistor said:

I've been desperately trying to get DD to work, but the game crashed on startup. I can start the game with only DDa installed, but as soon as i add DDi or DDe or both it crashed instantly. I've tried the fix using "Crash Fixes" and FNboost. but no luck. I'm rather new and use very few mods, almost none except the requisites for the DD packs. 

Any help is greatly appreciated! 

 

 

When you say the game crashes on startup do you: 1) not get to the Main Screen (where it says, Continue, New, etc.) or 2) you get to that screen but after pressing New the game crashes? In the first case you are (probably) missing a master. Run LOOT and it should tell you what is missing. In the second case you probably have too many animations for your game to handle. Tick off one or more animation pack and try again. If you want to do this second a bit more mathematically you can do the following:

1) Run FNIS. When it is done at the bottom of the top half of the box will be a message saying XXXXX animations successfully processed for character and another line with number for creatures.

2) Add the total animations. If the number comes to more than 10k you need to eliminate animations until it is under 10k. Once you have achieved that, then

3) Run LOOT and FNIS again and try to start the game.

 

More detail is available in my blog if you want/need it. You can find the link to that in my signature.

Posted
16 hours ago, TurboNerd said:

Why do "custom" blindfolds like "zadx_blindfoldBlocking_scriptInstance" have the "zad_DeviousHood" keyword?  It's making it impossible to get the correct dialogue options using combinations of the "WornHasKeyword" condition functions when multiple devices are worn.

 

As an example, if the player is wearing a "Black Leather Blindfold (Custom)" and a "Tape Gag" it results in the same set of keywords as a "Black Leather Hood" (including "GagNoOpenMouth").  In the first case I would like the dialogue options be "Remove Blindfold" and "Remove Gag" while in the second I want "Remove Hood".  Any ideas how to do this without an inventory scan?

 

Thanks

I assume this is done because the "custom" blindfolds block head-armor/gear, including hoods, so it's probably there to tell hoods that there's something in the way.

Posted
Quote

Download your files

1 file


DDi-4.2.zip

76.5 MB

:classic_ohmy:

Do my eyes betray me? 76MB of a new and fresh 4.2 ?

Is it christmas?

Posted

Version 4.2:

 

- Added: 20 new bound animations, contributed by SpaceHamster and Billyy!
- Added: Timed lock feature. Devices can now be set by the modder to automatically unlock after a given time. The user still has to use the device dialogue to remove the device, but will not need a key, even if the device is otherwise keyed.
- Added: MCM toggle for lock jam feature. Users can now chose to disable this feature entirely.
- Added: New API function GetDeviceName() to return the name of a given device.
- Added: Improved handling for custom gag expressions. Modders can now easily create gags using their own expressions, without the framework overriding them.
- Changed: Optimized textures, which dramatically reduced file size of DDX.
- Changed: Extended the range of the MCM blindfold strength slider.
- Changed: Struggle events will trigger less often.
- Changed: Removed obsolete IFP integration.
- Fixed: The mod no longer claims unneccessary animation slots, reducing its animation footprint.
- Fixed: Unlock cooldowns no longer reset if the player doesn't have a key.
- Fixed: Added missing device keyword for relaxed hobble skirts to the device lookup API function.

Posted
On 10/28/2018 at 2:26 AM, nitorum said:

So I re-downloaded Skyrim Old Version and installed all requiered mods without any problems.

But I just cant figure out why I get no function from the Devious Devices mods.

I dont get a MCM Menu and if I spawn the items via console, they have no function.

 

Anyone got an Idea why?

Maybe dumb question, but did you possibly forget to install DDx and /or DDi and just installed DDa? Does anything overwrite DDi? .esms/.esps activated? 

On 10/29/2018 at 7:15 PM, craftycreeps101 said:

Support Post

Unable to batch build in bodyslide. I installed the mod and it works in game apart from most devices being invisible. I've pinned the problem down to that I can't batch build the devices in bodyslide even though the file is present in the slidergroups folder. Please tell me how I can make the devices appear in batch build or if I need to do something else (this is my first time having to batch build a mod). I installed assets and integration using Mod Organiser, then NMM, then Manually, then with MO again. I have all the requirements listed for integration and assets and I do not have expansion.

There are a couple of tutorials how to batch build on youtube. It doesn't matter for which mod you do that, maybe with the exception that you really need to do it using DD. I have a link in my sig with a guide too.

Posted
9 hours ago, Psalam said:
  Reveal hidden contents

 

 

When you say the game crashes on startup do you: 1) not get to the Main Screen (where it says, Continue, New, etc.) or 2) you get to that screen but after pressing New the game crashes? In the first case you are (probably) missing a master. Run LOOT and it should tell you what is missing. In the second case you probably have too many animations for your game to handle. Tick off one or more animation pack and try again. If you want to do this second a bit more mathematically you can do the following:

1) Run FNIS. When it is done at the bottom of the top half of the box will be a message saying XXXXX animations successfully processed for character and another line with number for creatures.

2) Add the total animations. If the number comes to more than 10k you need to eliminate animations until it is under 10k. Once you have achieved that, then

3) Run LOOT and FNIS again and try to start the game.

 

More detail is available in my blog if you want/need it. You can find the link to that in my signature.

Thanks a lot for the help! Loot is an awesome software! tunes out i made a rookie mistake in dowloading one of the prerequisites but forgot to include it in NMM. 

Cheers

Posted

its installing in nmm and now progessbar or sth its just installing endless... any tipp? it feels like if i quit and restart its activated but then i crash on loading a game or starting... had the same issue on expansion... or how long shall u wait for it ? cursed loot worked somehow...

Posted
8 hours ago, LazyBoot said:

I assume this is done because the "custom" blindfolds block head-armor/gear, including hoods, so it's probably there to tell hoods that there's something in the way.

I thought guessed that using slots 42 and 55 would have taken care of it.  I now realize that the game system is not quite enough.  I have a scheme to sort them out, but it's a bit of a kluge.

Posted

Hey are the catsuits made by feuertin in the game already? Really looking forward to em! 

Posted
Quote

UPGRADE INSTRUCTIONS

Version 4.2: No new game required when updating from any 4.x version.

:classic_wub:

Dear DD team. Did I already mention that you are doing a great job? No? You DO a great job! ?

Posted

I still have this old bug when player has chastity belt and "Belted solo" animation starts. If i abort it too quickly the animation will keep going after i close the popup (something about tugging the belt and player feeling even more aroused). It really freezes player to keep looking at the animation for X duration... i don't know, i load game to recent save point to get out of it. I think hitting tab twice lets it progress a little bit, but i couldn't get it to end at all last i had it.

 

So my workaround to that is to let the animation run for maybe 5 seconds and then abort.

 

There is also a weird interaction propably with other mod, and it doesn't happen always. When player has chastity belt on and someone starts rape scene without removing the belt, it first looks like starting a sex scene but then switches over to belted-solo. The raping persona also switches to masturbation. Guess the interfering mod is Deviously Enslaved Continued? I have all ZAP filters disabled and using just bound anim filter from DD. I may have had gag on at least some of those times.

Posted
3 hours ago, BigOnes69 said:

In MO mod is registering 4.0 rather than 4.2. Both DDI and DDX are doing this.

If you have this issue in "Skyrim Mod Organizer Classic" and you don't like this you can change it by editing "meta.ini" file for every single mod.

[General]
version=4.0.0

Under [General] change version=4.0.0 to version=4.2.0 , than save file. Should look like this:

[General]
version=4.2.0

And restart your Skyrim Mod Organizer. The result:

image.png.99049b1686b73c56353e82a487acb3b1.png

 

Cheers!

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...