philyb Posted October 25, 2018 Posted October 25, 2018 10 hours ago, LazyBoot said: You never said what mod manager you're using, that could be relevant. Though I know MO sometimes does weirdness with bodyslide stuff at times, unless you do the ctrl+batch method. Â NMM Â All it required was a copy and paste.
LuckyTrimith Posted October 27, 2018 Posted October 27, 2018 Hello, I'm coming over from another mod thanks to the mod author's advice. I love the devious devices mod and Bondage mittens are great. But I've had a problem before(never enough to make me search out a real solution) with other things and the drop on try to pick up event. Is their a way for me to console command temporarily change the drop chance? Or any chance of a slider for drop chances to show up in a future edition?  Also Keep up the amazing work you all do. Devious devices truly makes Skyrim a better* place to be.  *(For people who like being bound or binding other exclusively. Those attempting to complete the main quest or any base game quest not included. "better" subject to user opinion. No refunds for characters lost to slave trade, bondage gear, bondage furniture, or enthusiastic NPCs.)
Zenagia Posted October 27, 2018 Posted October 27, 2018 On 10/24/2018 at 7:26 PM, josh97 said: Those boots are not part of DD i believe they are from bob's boots. I took a look at that mod and I don't think that's it. While the boots do look similar, they are not the same. If you look at the Bob's ones, they have a little tab on the front where these do not. Also, the platform and shape of the heel proper are different (I notice those things). Â These look identical to the ballet restrictive boots with the only exception being a 5-6" heel rather than a ballet. Â And also like I said, in some of the photos at the front end of this mod's page you can clearly see garters going between the corset and boots. For the long while I've played this mod, I've noticed the buckles on both the boots and corset and have long wondered why there are no garters between when the rest of the structures are there. These images lead me to believe there are supposed to be there but for whatever reason, I don't have them show up. With the size of the mod, I thought it might be as simple as a texture you have to unpack, or a switch to flip in the MCM.
nitorum Posted October 28, 2018 Posted October 28, 2018 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. Â Anyone got an Idea why?
LuckyTrimith Posted October 28, 2018 Posted October 28, 2018 18 hours ago, Sathella said: And also like I said, in some of the photos at the front end of this mod's page you can clearly see garters going between the corset and boots. For the long while I've played this mod, I've noticed the buckles on both the boots and corset and have long wondered why there are no garters between when the rest of the structures are there. These images lead me to believe there are supposed to be there but for whatever reason, I don't have them show up. With the size of the mod, I thought it might be as simple as a texture you have to unpack, or a switch to flip in the MCM. Wow I never noticed that. The seventh image at the top of the mod had the straps in it for sure. I've always wondered if that might ever be an effect added to the stuff like how the belts change when a corset is equipped. Was that something that was being worked on that just fell through or does Min have another mod we could get the name of for that effect?
SleepyJim Posted October 28, 2018 Posted October 28, 2018 12 minutes ago, LuckyTrimith said: 19 hours ago, Sathella said: And also like I said, in some of the photos at the front end of this mod's page you can clearly see garters going between the corset and boots. For the long while I've played this mod, I've noticed the buckles on both the boots and corset and have long wondered why there are no garters between when the rest of the structures are there. These images lead me to believe there are supposed to be there but for whatever reason, I don't have them show up. With the size of the mod, I thought it might be as simple as a texture you have to unpack, or a switch to flip in the MCM. Wow I never noticed that. The seventh image at the top of the mod had the straps in it for sure. I've always wondered if that might ever be an effect added to the stuff like how the belts change when a corset is equipped. Was that something that was being worked on that just fell through or does Min have another mod we could get the name of for that effect? 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.
Ursur1major Posted October 28, 2018 Posted October 28, 2018 I have for a very long time been having issues with (Custom) Blindfolds, and I have no memory of anyone else ever bringing it up so I'm wondering if I'm the only that's having these issues or if I've just missed those posts. Â The issue is that the device doesn't seem to properly work in the inventory, and all kinds of stuff can break with it, it's been worse since the struggle menu got updated in v.4 but issues have existed for the 4 or so years I've been using this mod. Â It seems like the hidden device and the actual device in the inventory aren't as well connected as the other devices, and when fiddling with the device like trying to struggle or unlock it it often happens that the inventory item gets unequiped but the hidden device is still there, which causes issues if you for example get equiped with a new blindfold. Â This can also cause a lot of other issues, sometimes the item appears to be stuck on the character forever while the inventory says nothing is equiped, I've had the blindfold effect kick in when it's not supposed to and all that because the blindfold is still technically there, and I can't interact with it anymore because it is broken and completely disconnected with the inventory item that I can equip and unequip all day without any struggle menu popping up or otherwise solving the issue. Â Not even the Free Me mechanic works at this point and the only thing that fix it once it is broken is to either reload a previous save or use console commands to delete it. Â This issue has presisted through numerous updates all the way back since v.2 I believe, several complete reinstallations of the mods and even a complete clean reinstallation of Skyrim. 1
MetZwerg Posted October 28, 2018 Posted October 28, 2018 hmmm suddenly i can´t trigger the quest " The Forbidden Tome" in the academy anymore.... i don´t wear any devices or such.....  please help.......
JuliusXX Posted October 28, 2018 Posted October 28, 2018 6 minutes ago, MetZwerg said: hmmm suddenly i can´t trigger the quest " The Forbidden Tome" in the academy anymore.... i don´t wear any devices or such.....  please help....... AFAIK that quest is removed from the latest version of DD due to bugs. The items are still there in the library though.
MetZwerg Posted October 28, 2018 Posted October 28, 2018 oh!  thanx for the info...  i hope it makes a comeback as i liked it in earlier playthroughs....  Â
Zenagia Posted October 28, 2018 Posted October 28, 2018 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.
WaxenFigure Posted October 29, 2018 Posted October 29, 2018 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. Â Anyone got an Idea why? You didn't install SKSE
pervrt Posted October 29, 2018 Posted October 29, 2018 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.
craftycreeps101 Posted October 29, 2018 Posted October 29, 2018 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. 1
LazyBoot Posted October 29, 2018 Posted October 29, 2018 6 hours ago, pervrt said: Yea, just the carriages would be enough. Where can i find this override? And thanks for the help. Here. DDallowCarriage.esp
nitorum Posted October 29, 2018 Posted October 29, 2018 17 hours ago, WaxenFigure said: You didn't install SKSE I did
WaxenFigure Posted October 29, 2018 Posted October 29, 2018 3 minutes ago, nitorum said: I did And it shows as being installed on the menu?
TurboNerd Posted November 1, 2018 Posted November 1, 2018 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
Qvistor Posted November 1, 2018 Posted November 1, 2018 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!Â
Psalam Posted November 1, 2018 Posted November 1, 2018 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.
LazyBoot Posted November 1, 2018 Posted November 1, 2018 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.
worik Posted November 1, 2018 Posted November 1, 2018 Quote Download your files 1 file DDi-4.2.zip 76.5 MB Do my eyes betray me? 76MB of a new and fresh 4.2 ? Is it christmas?
Kimy Posted November 1, 2018 Posted November 1, 2018 Version 4.2: Â - 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. 7
Kimy Posted November 1, 2018 Posted November 1, 2018 26 minutes ago, Pfiffy said: Any Changes to the .dll? nope
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