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Posted
57 minutes ago, Zaflis said:

3) Unsure if this is the cause for this, but having wrong skeleton installed can also cause problems. Make sure it is XP32's Extended version (XPMSE). Install last to make sure it overrides all others. The xpmse.esp is not adding anything that's needed so you don't have to enable. All the settings that it offers you can choose in the installer for that mod so they would default on.

A third cause, I mentioned before, is AA items that have had their slots mangled in a bad merge, or otherwise become broken.

It won't be the cause "by surprise" because you'd have to have been editing DD items in Tes5Edit.

 

Another cause is making a mistake with MO, so your Bodyslide outputs aren't enabled, or making a mistake with Bodyslide itself, so they are built to a sub-directory instead of inside data ... e.g. you have a path like data\data\meshes

Posted
9 hours ago, Lupine00 said:

It seems the current behaviour is correct.

(I suppose people could wish for two grades of mittens, like there are now two grades of hobble dress - which might obviate the need for the hardcore mitten tickbox - something like inflatable mittens, or hoof gloves would block all hand use, while regular mittens would simply make it very hard).

 

You can't dress yourself while wearing mittens, but you could be put in armor, or a nice shiny suit, by somebody else.

 

Possibly, if you try repeatedly, you have a chance to perform the action? I'm not sure, that may only apply to picking things up.

A bit of rant but not aimed towards you.

 

I like the idea of the mittens, I don't like how they were handled. Hardcore mittens shouldn't even be a thing really. While in reality it would be difficult to pick up anything wearing bondage mittens, the thing about Skyrim's magical wonderland is that items just magically disappear through the floor(thanks Bethesda). This is really something annoying that makes or rather made mittens much more a game-breaker than a game mechanic. Mehrunes Razor? Pff! That thing is lost in oblivion thanks to these stupid mittens. Actually forget reality the drop mechanic isn't even applied to the armbinder anyway and that is one big bondage mitten. I play with this option off obviously but why this option is on by default I will never know. Even if the ground did work it is just a mindless clickathon. Making it more difficult to put on armor might seem like an obvious alternative but again it is still pretty repetitive. The best thing is to leave them alone where you can't equip shit and you can't fiddle with other devices.

 

Rant over.

Posted
1 hour ago, Darkpig said:

Mehrunes Razor? Pff! That thing is lost in oblivion thanks to these stupid mittens.

razor.jpg.acb4691cb13bbd4c8cde5b6d3c2de3d3.jpg

 

If you mean this, it has a working collision for me like any blade. I just forcefully dropped it to ground a couple times, but i don't see your issue. I don't remember losing an item due dropping, except when it's somewhere outdoors and it's a small object that just vanishes into the terrain noise or i forget where it dropped it in a heat of battle. I have fought with keys lots of times with hardcore mittens, it's especially tricky when you just craft a key on a forge and it appears in the firepit. But even then i always manage to pick it up.

 

But in a DD playthroughs i am more willing to accept losses and stuff than in vanilla game. There's so many scenarios that can happen it's mindblowing, it's almost like the Skyrim itself is your dom, every time something is going smoothly for too long you get put down in your proper place and the climbing starts again.

Posted
2 hours ago, Darkpig said:

I like the idea of the mittens, I don't like how they were handled. Hardcore mittens shouldn't even be a thing really. While in reality it would be difficult to pick up anything wearing bondage mittens, the thing about Skyrim's magical wonderland is that items just magically disappear through the floor(thanks Bethesda). This is really something annoying that makes or rather made mittens much more a game-breaker than a game mechanic. Mehrunes Razor? Pff! That thing is lost in oblivion thanks to these stupid mittens. Actually forget reality the drop mechanic isn't even applied to the armbinder anyway and that is one big bondage mitten. I play with this option off obviously but why this option is on by default I will never know. Even if the ground did work it is just a mindless clickathon. Making it more difficult to put on armor might seem like an obvious alternative but again it is still pretty repetitive. The best thing is to leave them alone where you can't equip shit and you can't fiddle with other devices.

And then somebody writes a mod that deliberately destroys all your armor, for a joke...

 

It does annoy me when I forget and loot a corpse, and the contents spew out into the landscape, causing pointless save bloat.

 

If you fail to loot, the stuff should stay on the corpse...

 

I agree, alternative implementations of this might be better, and an option to enable it for armbinders too would be nice, and appropriate, (feels like the old armbinder, from when armbinders were hardcore), but the actual idea of not picking things up is good. It's the dropping that's the problem.

 

Blocking activate would be a way to do some of the things without spraying items across the landscape, but that too has its drawbacks.

 

In any case, for those it really annoys, it can be turned off.

 

 

As for the defaults in DD - it would be better for new players if it defaulted to minimum difficulty, everything off - just like DCL should default to NOT LOCKING MENUS.

 

The number of poor first-time players to DCL that ended up bound, with locked menus, and no idea how to get free, or if they even can ... it is greater than zero anyway.

 

The logical position is start easy, allow people to turn it up. DD4 starts hard by default. Yes, you can make it harder, but that's basically a setting for "escape only via DF or Devious Helpers or some other slave master/owner."

 

Even at the middle (default) setting you likely won't be struggling free of anything, instead you'll be having catastrophic struggles that lock off the only avenues of escape that you have. Locking menus by default is ... mischievous at best.

 

It seems inappropriate, because the defaults primarily impact new players who don't know what they need to change after starting a game.

Posted
25 minutes ago, Zaflis said:

If you mean this, it has a working collision for me like any blade. I just forcefully dropped it to ground a couple times, but i don't see your issue. I don't remember losing an item due dropping, except when it's somewhere outdoors and it's a small object that just vanishes into the terrain noise or i forget where it dropped it in a heat of battle. I have fought with keys lots of times with hardcore mittens, it's especially tricky when you just craft a key on a forge and it appears in the firepit. But even then i always manage to pick it up.

 

But in a DD playthroughs i am more willing to accept losses and stuff than in vanilla game. There's so many scenarios that can happen it's mindblowing, it's almost like the Skyrim itself is your dom, every time something is going smoothly for too long you get put down in your proper place and the climbing starts again.

I crossed out the things that don't matter. I would point out exactly where you are wrong but if somehow you or your items haven't fallen through the floor like ever in one of the most buggy games of all time then I envy you. This doesn't just affect small daggers but bigger things as well. Skyrim's collision is broke.

 

Losing a one of a kind item is not a feature it is a bug but if you think it is a feature then so be it. That said losing an important item is not fun for most other people even BDSM subs (Shocking I know). If you want to lose items so bad download Devious Followers. Followers with that mod don't just take your stuff, they sell it to Belethor so you have at least a chance of getting it back unlike say losing it forever or opening an unfapworthy console/additemmenu.

Posted
31 minutes ago, bob36512 said:

I would like to suggest features for your awesome mod:

 

How about more pony stuff like:

 

Bridles

Bitgags

Blinders (much less field of view)

Have you not seen DD expansion? It has all those (though the blinders are purely cosmetic)

 

8 hours ago, Darkpig said:

the thing about Skyrim's magical wonderland is that items just magically disappear through the floor(thanks Bethesda).

In most cases items dropped through the floor can be found in the center of the cell/worldspace.

Posted

so if any kind soul has any idea im stumped gags yokes and neck items are invisible i have a clean install of dda ddi and ddx in correct load order and a functioning bodyslide

with the correct body of xmp whatever its is

 

Posted
14 hours ago, LazyBoot said:

In most cases items dropped through the floor can be found in the center of the cell/worldspace.

 

14 hours ago, LazyBoot said:

In most cases

There is also the fact that items on the floor tend to want you dead. Losing an item is just one of the many things that can go wrong with Skyrim's havok physics.

 

I do wonder though. If you drop something in the Skyrim over-world and it does fall through, does it end up in the middle of Skyrim?

Posted
3 minutes ago, Darkpig said:

 

There is also the fact that items on the floor tend to want you dead. Losing an item is just one of the many things that can go wrong with Skyrim's havok physics.

 

I do wonder though. If you drop something in the Skyrim over-world and it does fall through, does it end up in the middle of Skyrim?

This needs more research lol :)

Posted
23 minutes ago, Darkpig said:

I do wonder though. If you drop something in the Skyrim over-world and it does fall through, does it end up in the middle of Skyrim?

I do seem to recall that being the case, finding items I've dropped through the ground at the giant camp in the center (the one you sometimes end up falling into when sexlab bugs out)

Posted
16 minutes ago, WarsunGames said:
On 2/13/2019 at 11:00 AM, Lupine00 said:

DD is never going to support all the body shapes. Just to support the popular "classic" shapes would be an insane job.

There is Bodyslide, and Outfit Studio, and you can do what you want with them.

 

The UUNP body type wont match up correctly. What i am asking for is support for the body type. Not to hear what i like is a Troll post or a joke or not to be taken seriously. If you don't want to do it. That's fine.  Its fine.. If you do not support other body types you can just say it.

 

Posted
On 2/16/2019 at 3:25 AM, Zaflis said:

Gags can be invisible from at least these reasons:

1) Assets are missing or loaded in wrong order. Reinstall them, and make sure DDA comes first, then DDI and last DDX.

2) You went into device hider settings and changed something you didn't understand. Equipping "something" is now hiding the gag or yoke for you. In general you will never need to touch the 2 device hider tabs, they work with out of the box settings very well. You can set the main switch for device hider to "None", and if gag appears you'll know this is why.

3) Unsure if this is the cause for this, but having wrong skeleton installed can also cause problems. Make sure it is XP32's Extended version (XPMSE). Install last to make sure it overrides all others. The xpmse.esp is not adding anything that's needed so you don't have to enable. All the settings that it offers you can choose in the installer for that mod so they would default on.

Got any other ideas i have done a clean install of all dd mods haven't changed the device hiders and if i set the main to none nothing shows up and am using the correct body. appreciate any and all ideas

Posted
40 minutes ago, balamora1234 said:

.

Can you show your load order (in spoiler tags)? May help to know also which launcher you are using for Skyrim (big difference between NMM and MO), and making sure you aren't using Special Edition? There should be gag files from DDa in \meshes\devious\devices\ and yokes from DDx in \Meshes\devious\Zaz\ Can you verify from the launcher that those data paths can be found?

Posted
54 minutes ago, Zaflis said:

Can you show your load order (in spoiler tags)? May help to know also which launcher you are using for Skyrim (big difference between NMM and MO), and making sure you aren't using Special Edition? There should be gag files from DDa in \meshes\devious\devices\ and yokes from DDx in \Meshes\devious\Zaz\ Can you verify from the launcher that those data paths can be found?

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
SexLab.esm
AzarHair.esm
Schlongs of Skyrim - Core.esm
SexLabAroused.esm
CreatureFramework.esm
hdtHighHeel.esm
JSwords.esm
Campfire.esm
ZaZAnimationPack.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
ClimatesOfTamriel.esm
Devious Devices - Expansion.esm
FNIS.esp
RaceMenu.esp
RaceMenuPlugin.esp
SOSRaceMenu.esp
XPMSE.esp
SOS - Smurf Average Addon.esp
RLO - Effects.esp
RLO - Interiors.esp
RLO - Illuminated Spells.esp
Brawl Bugs CE.esp
CollegeOfWinterholdImmersive.esp
NexusSkyrimOverhaul_Magic.esp
Skyrim Immersive Creatures.esp
Lakeview_Extended.esp
Helgen Reborn.esp
xazPrisonOverhaulPatched.esp
RLO - Exteriors.esp
SexLab_Solutions.esp
Thieves Guild Redone.esp
BetterDarkBrotherhood.esp
MatureSkinComplexions.esp
Skyrim Immersive Creatures - DLC2.esp
SexLab_DibellaCult.esp
Cidhna Mine Expanded.esp
SexLab-Stories.esp
Hothtrooper44_ArmorCompilation.esp
The Brotherhood of Old.esp
AmazingFollowerTweaks.esp
SkyUI.esp
Blackout_Dawnguard.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Interiors-Warm.esp
ClimatesOfTamriel-Nights-Level-1.esp
MoreNastyCritters.esp
Immersive Weapons.esp
Schlongs of Skyrim.esp
SLAL_K4Anims.esp
SLAnimLoader.esp
AnubAnimObj.esp
FNISSexyMove.esp
FNIS_PCEA2.esp
MilkModNEW.esp
SexLab_DibellaCult_Sisters.esp
SexLabMassMatchMaker.esp
Unique Uniques.esp
SexLabTools.esp
HearthFireBuildingForCheats.esp
BDIC.esp
SeraphineHuntedArmor.esp
UIExtensions.esp
LeatherSandals.esp
Tiwa44_SpiceGear.esp
NibblesAnimObjects.esp
DHuntress.esp
FlameAtronachArmor.esp
FullBootForKKSA.esp
KKFur.esp
KKSDGWeightSliderFix.esp
KKSDrBWeightFix.esp
MashupUNP.esp
AddItemMenuLE.esp
sksetester.esp
Hide&Leather.esp
TheCoenaculiUNP.esp
Sexlab_162_More_Animations.esp
GPArmorPack3.esp
Hothtrooper44_Armor_Ecksstra.esp
Akali Armour.esp
MilkModNEW HF.esp
Convenient Horses.esp
Tentapalooza.esp
Deconstructed-Items-V2.esp
AMatterOfTime.esp
lanterns.esp
Dual Wield Parrying_SKSE.esp
BFT Ships and Carriages.esp
Inconsequential NPCs.esp
Dovahkiins_Infamy.esp
HearthCraft.esp
SFO - Dragonborn.esp
Paxtons old campsite.esp
Skyrim Flora Overhaul.esp
MilkMod_MilkPumpsBasicB.esp
MF_RadiantProstitution.esp
VitaMod.esp
zSLSDNeophytes.esp
FNISspells.esp
BVLT - Human.esp
My Home Is Your Home.esp
Apocalypse - The Spell Package.esp
Ish's Souls to Perks.esp
dc-untamed-000.esp
TheEyesOfBeauty.esp
Sotteta Huntress Armor.esp
SLALAnimObj.esp
WildHuntress.esp
Alternate Start - Live Another Life.esp
Captured Dreams.esp
CD - Female Embassy Guards.esp
Bondage Furniture World.esp

mod organizer and definitely not on se. and the meshes appear to be there in the MO folder. thanks for helping or trying to help me out btw.

Posted
23 minutes ago, balamora1234 said:

mod organizer and definitely not on se. and the meshes appear to be there in the MO folder

This is how i mean, as i have MO too (currently data has expanded \meshes\devious\devices )

Spoiler

mo_data.jpg.b5e2e909cf1fe38553a5a6574fa97bea.jpg

I add version numbers to folder names manually just for clarity. If i update new one later there won't be any mixup. But if Data tab shows everything correctly i'm not sure what more to suggest. Using custom overwrite folder isn't a gamebreaking thing, it's just about how you want to organize the files, they will work no matter where they are, as long as the folder is enabled in the mod list. Custom overwrite folder is placed at the very bottom in priority, and for me it contains files made by FNIS and bodyslide among others.

Posted
35 minutes ago, Zaflis said:

This is how i mean, as i have MO too (currently data has expanded \meshes\devious\devices )

  Hide contents

mo_data.jpg.b5e2e909cf1fe38553a5a6574fa97bea.jpg

I add version numbers to folder names manually just for clarity. If i update new one later there won't be any mixup. But if Data tab shows everything correctly i'm not sure what more to suggest. Using custom overwrite folder isn't a gamebreaking thing, it's just about how you want to organize the files, they will work no matter where they are, as long as the folder is enabled in the mod list. Custom overwrite folder is placed at the very bottom in priority, and for me it contains files made by FNIS and bodyslide among others.

Thanks for trying m8 guess i will just keep trying to figure it out.

Posted
6 hours ago, WarsunGames said:

Yeah that someone has to manually set. It would be easier to just make it compatible with

an optional selection Window between UUNP/TBBP/CBBE/7Base/Chsbhc v3Tbbp or UNP bodytype.

So its easier on the user. The creator only has to do it once. An its set. Just because you prefer to

do things manually,Doesn't mean i do. You don't have to format every few months. Then do this

all over again.

This is just factually incorrect.

 

Also, how did you come up with that list of bodies? It has no basis in popularity or need for support.

 

How do you suppose DD assets would become compatible with <your favourite obsolete body model from the past>? Of which there are dozens.

As for UNP body type... Do you have any idea how many UNP variants there are? Do you know how many armors are actually vanilla UNP and not a variant?

I don't have the facts myself, but I'm going to suggest, very few indeed. When people say "UNP" they mean UNP texture mapping. Even the UNPretended original Dimonized comes in two base shapes and multiple versions, then quickly gained even more shape variants, just in that one mod.

 

And TBBP isn't even a body type, it's a skeleton+vertex weighting configuration for a given body type. An obsolete one at that, because XP32MSE replaces both BBP and TBBP, and allows both to use HDT as well.

 

The person servicing this request (which undermines the principle of Bodyslide-based armor distribution - the modern norm) would have to modify the existing assets in Bodyslide + Outfit studio, then build the assets, then bundle the assets into DDx, plus add them to the DDassets 3 distro that is "frozen" and doesn't get modified. This would massively inflate the distro size to benefit a tiny handful of users who are picky about the quality of support for their obsolete shape of choice, when the same effort could be put into new features, or making DD assets better with UUNP generally - or improving the Bodyslide reference for CHSBHC so it better matches the original body - which would benefit thousands of users - ALL users of DD - rather than the tiny handful still using retro shapes that work best with antique assets that have their origins in Oblivion.

 

If an end user doesn't like the results, they can make those SAME changes that DD would have to make, for themselves, to their own satisfaction and quality standards, with the exact same tools that DD would have available...

 

And save those results so they can re-use them.

 

You don't "have to format every few months".

 

It sure would be more convenient if every armor I wanted to use was re-made for a nice new UUNP set-up that Bodyslides perfectly to whatever shape I happen to want to use for my latest game. It sure would help if people stop making armors based off low-polygon CBBE meshes. But it's not a realistic scenario, and it would be incredibly selfish to expect every mod and armor to revolve around my personal preferences.

 

 

To sum up - if you think the UUNP CHSBHC shape does not match the REAL CHSBHC shape, then fix the Bodyslide reference and slider-mappings and post it as a mod so everyone can benefit from it.

 

From the screenshot, it looks like you're using wt 100. You did set up the _1 side properly in your Bodyslide, didn't you? Just checking.

Posted
1 hour ago, balamora1234 said:

mod organizer and definitely not on se. and the meshes appear to be there in the MO folder. thanks for helping or trying to help me out btw.

Can you check that the paths in your AA items match up, and that the AA item has the right slot, and wasn't changed by some merging tool?

 

@Zaflis

If you go in the console and check the item is present and has the ID you think, it should allow you to see the ID of the AA object it's using (and the path).

Then look that ID up in Tes5Edit run from within MO, over your whole LO, and check the resultant AA after all mod overrides.

Check the mesh path from the AA against the mesh path in your  live  MO file system.

Ideally, open that path from NifSkope run from within MO and check the mesh is good.

If the mesh is good, and you traced those steps, and the slots were correct on the AA the only thing I can think of is that the mesh got scaled really weird, and you'd see that in NifSkope.

Posted
1 hour ago, Lupine00 said:

Can you check that the paths in your AA items match up, and that the AA item has the right slot, and wasn't changed by some merging tool?

 

@Zaflis

If you go in the console and check the item is present and has the ID you think, it should allow you to see the ID of the AA object it's using (and the path).

Then look that ID up in Tes5Edit run from within MO, over your whole LO, and check the resultant AA after all mod overrides.

Check the mesh path from the AA against the mesh path in your  live  MO file system.

Ideally, open that path from NifSkope run from within MO and check the mesh is good.

If the mesh is good, and you traced those steps, and the slots were correct on the AA the only thing I can think of is that the mesh got scaled really weird, and you'd see that in NifSkope.

i have tried all these now to the extent of my knowledge and nothing. i think im just going to nuke it and start from scratch thanks for the help

Posted
1 hour ago, balamora1234 said:

i have tried all these now to the extent of my knowledge and nothing. i think im just going to nuke it and start from scratch thanks for the help

I've had some bugs in MO that only fix when you reboot the computer.

Posted

I tried searching for it but couldn't find a solution so i thought i'd post it here,

 

I can't get the dark fog effect to work, i'm using mod organizer and have installed consoleutil that way but the fog isn't appearing. could it be because of my ENB and if yes, would there be a way to get it to work anyways?

 

EDIT: A difference i noticed when loading consoleutil after DD is that the sky doesn't turn dark whereas when it's loaded before DD it does turn dark, so something is happening, just the fog isn't showing up. same happens with ENB disabled

 

EDIT 2: for some reason opening the console fixed the issue. either that or i was just impatient and it took some time to load in

 

Posted

Again, unless something really dramatic changes in the body mod market shares, we will not officially support body models other than CBBE and UUNP. At least I don't think that any of our modelers wants to spend a few months of work converting hundreds of meshes to a niche body mod. I will not stop a volunteer from doing so, mind you. To convert these models, you need absolutely no cooperation or input from the DD team. It can be done by anyone. But if your question is whether WE would do it, your answer is "No, we will not".

Posted
2 hours ago, Kimy said:

Again, unless something really dramatic changes in the body mod market shares, we will not officially support body models other than CBBE and UUNP. At least I don't think that any of our modelers wants to spend a few months of work converting hundreds of meshes to a niche body mod. I will not stop a volunteer from doing so, mind you. To convert these models, you need absolutely no cooperation or input from the DD team. It can be done by anyone. But if your question is whether WE would do it, your answer is "No, we will not".

 

 

You already answered my question Kimy an i already said its fine. Someone already made it a few months back. I missed it. So i already got the compatible module.

 

SexLab CHSBHC v3T Devious Devices.rar

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