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Posted
On 12/1/2019 at 1:39 PM, DeWired said:

First of all - I'm in no way a professional, I've learned about existence of Papyrus two month ago, and I still doesn't understand in full how DeviousDevices framework works. But I can spot things which are definitely wrong, such as this argument incostistency. So, take my words with a grain of salt, and apply your thinking too - you may spot something that I don't.

As I understand it, current realization of animation filter have a chance (meaning it's not failproof) of working only in case of having Yoke - otherwise, it doesn't even catch a fact that some of actors are bound. As such, it's very much possible that petsuits are fixed by this too.

Second - I did a patch, did some testing - so far, armbinder results in armbinder animations, petsuit results in petsuit animations, except for ones initiated by devices - plug inflation, for example. So, not a problem of SL animation filter, at least. Oh, just remembered - there was a problem with petsuit animation when chain harness was also equipped - I will look at keywords, maybe it counts as HeavyBondage.

Tried to upload it, but it seems we have an intermittent upload problem. So, for now - just a diff, for @Kimy to look into.

 

UPD. Upload works! ?

 

I've tested the script you uploaded with scenes triggered by Match Maker, Eager NPCs, SL Survival and Devious Followers. Arm/Elbow/Rope Binders seem to work correctly now, all the scenes were using proper bound animations for the various binders. Had to test quite a few times as the bound animations are selected at random but I suppose the way the bound anim filter is setup scenes can't be changed on-the-fly like regular SL scenes can.

 

Couldn't get the Pet Suit animations to work with aforementioned mods, though. My character wasn't wearing any other devices during testing.

 

Still thanks for taking the time to look in to this issue and for the script fix.

 

 

Posted
2 hours ago, UnEvenSteven said:

 

I've tested the script you uploaded with scenes triggered by Match Maker, Eager NPCs, SL Survival and Devious Followers. Arm/Elbow/Rope Binders seem to work correctly now, all the scenes were using proper bound animations for the various binders. Had to test quite a few times as the bound animations are selected at random but I suppose the way the bound anim filter is setup scenes can't be changed on-the-fly like regular SL scenes can.

 

Couldn't get the Pet Suit animations to work with aforementioned mods, though. My character wasn't wearing any other devices during testing.

 

Still thanks for taking the time to look in to this issue and for the script fix.

 

 

Post a papyrus.log of petsuit tests, I'll try to look into it.

Posted
11 hours ago, DeWired said:

Post a papyrus.log of petsuit tests, I'll try to look into it.

 

Kept it simple for the log, only tested with Match Maker followed by Eager NPCs while wearing a Pet Suit.

 

I have earlier logs posted here and here if that'll help, the first being from framework version 4.3a and the second from 4.3.

Papyrus.0.log

Posted
On 12/2/2019 at 4:38 AM, Zaflis said:

Which mod manager are you using, and did you verify that the old DD4.3a PEX file is overwritten with the bugfix i linked on the previous page? MO2 would show you this:

 

xaKxBl8.png

 

(I can't upload image to post at the moment for some reason, site issues?)

For now i installed all dd's and it's works just fine without any fixes, i'll test with  other mods added

Posted
14 hours ago, UnEvenSteven said:

 

Kept it simple for the log, only tested with Match Maker followed by Eager NPCs while wearing a Pet Suit.

 

I have earlier logs posted here and here if that'll help, the first being from framework version 4.3a and the second from 4.3.

Papyrus.0.log 50.11 kB · 1 download

Okay, this is slightly more difficult. As is, it's less of coding error and more of logic gap between Armbinders/Yoke counting as Binding, and PetSuit.. not counting as Binding. I did an untested patch for that - now, anything with a keyword "HeavyBondage" must actually trigger Binding part of filter, even if it's not an Armbinder or Yoke. As always, exercise caution with testing, backup saves and all that ?DDi animfilter patch 04122019.zip

Patch in spoiler, also in archive.

Spoiler

--- zadBQ00.psc.orig	2019-12-01 13:12:35.119113100 +0300
+++ zadBQ00.psc	2019-12-04 09:27:26.236790600 +0300
@@ -840,6 +840,7 @@
 	;string[] ExtraTags = new String[12]
 	bool UsingArmbinder = False
 	bool UsingYoke = False
+	bool UsingHeavyBondage = False
 	bool HasBoundActors = False
 	i = originalActors.Length
 	While i > 0
@@ -850,9 +851,10 @@
 		PermitOral = PermitOral && !IsBlockedOral(originalActors[i])
 		UsingArmbinder = UsingArmbinder || HasArmbinder(originalActors[i])
 		UsingYoke = UsingYoke || HasYoke(originalActors[i])
+		UsingHeavyBondage = UsingHeavyBondage || HasHeavyBondage(originalActors[i])
 		HasBoundActors = HasBoundActors || libs.IsBound(originalActors[i])
 	EndWhile
-	Bool NoBindings = !UsingArmbinder && !UsingYoke
+	Bool NoBindings = !UsingArmbinder && !UsingYoke && !UsingHeavyBondage
 	Bool IsCreatureAnim = previousAnim.HasTag("Creature")
 	
 	; This step is needed, in order to determine if the prior animation is valid (Prevent replacing valid bound anims).
@@ -890,6 +892,7 @@
 		StoreHeavyBondage(originalActors)
 		UsingArmbinder = False
 		UsingYoke = False
+		UsingHeavyBondage = False
 		NoBindings = True
 	EndIf
 	
@@ -921,7 +924,7 @@
 	int currentActorCount = originalActors.length
 	
 	; Let's try and see if we can get valid animations right here
-	sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+	sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 	
 	if anims.length <= 0
 		; we didn't get a valid animation. Let's move the belted actors to solos.
@@ -947,7 +950,7 @@
 			EndIf
 		Endif
 		libs.Log("Total actors: " + originalActors.length + ". Participating Actors: " + actors.length + ". Animation: " + previousAnim.name)		
-		anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+		anims = SelectValidAnimations(Controller, actors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 	EndIf
 			
 	if anims.length <= 0
@@ -971,6 +974,7 @@
 			StoreHeavyBondage(originalActors)			
 			UsingArmbinder = False
 			UsingYoke = False
+			UsingHeavyBondage = False
 			HasBoundActors = False
 			NoBindings = True		
 			anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)			
@@ -980,7 +984,7 @@
 			while i >= 2 && anims.length==0				
 				i -= 1
 				libs.Log("Reduced number of actors to " + i)								
-				anims = SelectValidAnimations(Controller, i, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+				anims = SelectValidAnimations(Controller, i, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 				;anims = SelectValidAnimations(Controller, i, previousAnim, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 			EndWhile
 			if anims.length >=1
@@ -1084,6 +1088,10 @@
 	Return (akActor != None) && (akActor.WornHasKeyword(libs.zad_DeviousPetSuit))
 EndFunction
 
+Bool Function HasHeavyBondage(Actor akActor)
+	Return (akActor != None) && (akActor.WornHasKeyword(libs.zad_DeviousHeavyBondage))
+EndFunction
+
 sslBaseAnimation[] Function GetSoloAnimations(Actor akActor)
 	sslBaseAnimation[] soloAnims
 	Bool bHasBelt = HasBelt(akActor)

 

 

Posted
11 hours ago, DeWired said:

Okay, this is slightly more difficult. As is, it's less of coding error and more of logic gap between Armbinders/Yoke counting as Binding, and PetSuit.. not counting as Binding. I did an untested patch for that - now, anything with a keyword "HeavyBondage" must actually trigger Binding part of filter, even if it's not an Armbinder or Yoke. As always, exercise caution with testing, backup saves and all that ?

Patch in spoiler, also in archive.

 

 

Tried the latest patch and the Pet Suit animations are working again when triggered by MM and SLEN and Arm/Elbow/Rope Binders and Yokes continue to work as well.


However sex scenes with Straitjackets are now broken, it only chooses solo animations for the PC and NPCs. Normally straitjackets use regular SexLab animations (or from SLAL packs) and have no special sex animations. Straitjackets do contain the "HeavyBondage" so I'm guessing the changes in the recent patch are having sex scenes with straitjackets try and find specific sex animations that don't exist for them.


Also the bound sex animations for any heavy bondage device seem to ignore certain devices my character was wearing. I would still get oral animations despite wearing a gag or vaginal animations with a chastity belt. I can't remember if device blocking worked correctly in 4.2 for bound animations, I did try with the zadBQ00.pex script from 4.3a and device blocking didn't work either. It may not be working correctly or the bound anim filter just wasn't coded to detect devices that would normally block certain positions.

 

Here's a log again where I tried straitjackets and attempts to wear gags and belts with armbinders.

 

 

Papyrus.0.log

Posted
On 12/1/2019 at 1:39 PM, DeWired said:

First of all - I'm in no way a professional, I've learned about existence of Papyrus two month ago, and I still doesn't understand in full how DeviousDevices framework works. But I can spot things which are definitely wrong, such as this argument incostistency. So, take my words with a grain of salt, and apply your thinking too - you may spot something that I don't.

As I understand it, current realization of animation filter have a chance (meaning it's not failproof) of working only in case of having Yoke - otherwise, it doesn't even catch a fact that some of actors are bound. As such, it's very much possible that petsuits are fixed by this too.

Second - I did a patch, did some testing - so far, armbinder results in armbinder animations, petsuit results in petsuit animations, except for ones initiated by devices - plug inflation, for example. So, not a problem of SL animation filter, at least. Oh, just remembered - there was a problem with petsuit animation when chain harness was also equipped - I will look at keywords, maybe it counts as HeavyBondage.

Tried to upload it, but it seems we have an intermittent upload problem. So, for now - just a diff, for @Kimy to look into.

  Reveal hidden contents


--- zadBQ00.psc.orig	2019-12-01 13:12:35.119113100 +0300
+++ zadBQ00.psc	2019-12-01 13:23:54.314165100 +0300
@@ -921,7 +921,7 @@
 	int currentActorCount = originalActors.length
 	
 	; Let's try and see if we can get valid animations right here
-	sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+	sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 	
 	if anims.length <= 0
 		; we didn't get a valid animation. Let's move the belted actors to solos.
@@ -947,7 +947,7 @@
 			EndIf
 		Endif
 		libs.Log("Total actors: " + originalActors.length + ". Participating Actors: " + actors.length + ". Animation: " + previousAnim.name)		
-		anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+		anims = SelectValidAnimations(Controller, actors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 	EndIf
 			
 	if anims.length <= 0
@@ -980,7 +980,7 @@
 			while i >= 2 && anims.length==0				
 				i -= 1
 				libs.Log("Reduced number of actors to " + i)								
-				anims = SelectValidAnimations(Controller, i, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+				anims = SelectValidAnimations(Controller, i, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 				;anims = SelectValidAnimations(Controller, i, previousAnim, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 			EndWhile
 			if anims.length >=1

 

 

UPD. Upload works! ?

DDi_animfilter_patch_01122019.zip 43.67 kB · 13 downloads

You are a god damn hero. I mentioned this issue further up the thread, but there wasn't really much response so I figured I was fucking something up in my game somehow (and ended up doing a complete re-install of my game + mods which was a royal pain in the ass). Now, like Gandalf at Helmsdeep you come charging in with the sunrise and save the day.

 

Cheers.

Posted
15 hours ago, UnEvenSteven said:

 

Tried the latest patch and the Pet Suit animations are working again when triggered by MM and SLEN and Arm/Elbow/Rope Binders and Yokes continue to work as well.


However sex scenes with Straitjackets are now broken, it only chooses solo animations for the PC and NPCs. Normally straitjackets use regular SexLab animations (or from SLAL packs) and have no special sex animations. Straitjackets do contain the "HeavyBondage" so I'm guessing the changes in the recent patch are having sex scenes with straitjackets try and find specific sex animations that don't exist for them.


Also the bound sex animations for any heavy bondage device seem to ignore certain devices my character was wearing. I would still get oral animations despite wearing a gag or vaginal animations with a chastity belt. I can't remember if device blocking worked correctly in 4.2 for bound animations, I did try with the zadBQ00.pex script from 4.3a and device blocking didn't work either. It may not be working correctly or the bound anim filter just wasn't coded to detect devices that would normally block certain positions.

 

Here's a log again where I tried straitjackets and attempts to wear gags and belts with armbinders.

 

 

Papyrus.0.log 181.72 kB · 2 downloads

Okay... That's what I've talked about - you noticing things that I don't ?  I've read now that straitjackets works almost as no-bound. So, next version marks them as not-bondage.

DDi animfilter 05122019.zip

Spoiler

--- zadBQ00.psc.orig	2019-12-01 13:12:35.119113100 +0300
+++ zadBQ00.psc	2019-12-05 11:58:37.056824000 +0300
@@ -840,6 +840,8 @@
 	;string[] ExtraTags = new String[12]
 	bool UsingArmbinder = False
 	bool UsingYoke = False
+	bool UsingHeavyBondage = False
+	bool UsingStraitJacket = False
 	bool HasBoundActors = False
 	i = originalActors.Length
 	While i > 0
@@ -850,9 +852,11 @@
 		PermitOral = PermitOral && !IsBlockedOral(originalActors[i])
 		UsingArmbinder = UsingArmbinder || HasArmbinder(originalActors[i])
 		UsingYoke = UsingYoke || HasYoke(originalActors[i])
-		HasBoundActors = HasBoundActors || libs.IsBound(originalActors[i])
+		UsingStraitJacket = HasStraitJacket(originalActors[i])
+		UsingHeavyBondage = UsingHeavyBondage || (HasHeavyBondage(originalActors[i]) && !UsingStraitJacket) ; DeWired: I've read, straitjackets work almost as non-bound
+		HasBoundActors = HasBoundActors || (libs.IsBound(originalActors[i]) && !UsingStraitJacket) ; DeWired: I've read, straitjackets work almost as non-bound
 	EndWhile
-	Bool NoBindings = !UsingArmbinder && !UsingYoke
+	Bool NoBindings = !UsingHeavyBondage 
 	Bool IsCreatureAnim = previousAnim.HasTag("Creature")
 	
 	; This step is needed, in order to determine if the prior animation is valid (Prevent replacing valid bound anims).
@@ -890,6 +894,7 @@
 		StoreHeavyBondage(originalActors)
 		UsingArmbinder = False
 		UsingYoke = False
+		UsingHeavyBondage = False
 		NoBindings = True
 	EndIf
 	
@@ -921,7 +926,7 @@
 	int currentActorCount = originalActors.length
 	
 	; Let's try and see if we can get valid animations right here
-	sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+	sslBaseAnimation[] anims = SelectValidAnimations(Controller, originalActors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 	
 	if anims.length <= 0
 		; we didn't get a valid animation. Let's move the belted actors to solos.
@@ -947,7 +952,7 @@
 			EndIf
 		Endif
 		libs.Log("Total actors: " + originalActors.length + ". Participating Actors: " + actors.length + ". Animation: " + previousAnim.name)		
-		anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+		anims = SelectValidAnimations(Controller, actors.length, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 	EndIf
 			
 	if anims.length <= 0
@@ -971,6 +976,7 @@
 			StoreHeavyBondage(originalActors)			
 			UsingArmbinder = False
 			UsingYoke = False
+			UsingHeavyBondage = False
 			HasBoundActors = False
 			NoBindings = True		
 			anims = SelectValidAnimations(Controller, actors.length, previousAnim, false, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)			
@@ -980,7 +986,7 @@
 			while i >= 2 && anims.length==0				
 				i -= 1
 				libs.Log("Reduced number of actors to " + i)								
-				anims = SelectValidAnimations(Controller, i, previousAnim, false, UsingArmbinder, UsingYoke, HasBoundActors, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
+				anims = SelectValidAnimations(Controller, i, previousAnim, UsingArmbinder, UsingYoke, HasBoundActors, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 				;anims = SelectValidAnimations(Controller, i, previousAnim, false, false, false, PermitOral, PermitVaginal, PermitAnal, permitBoobs)
 			EndWhile
 			if anims.length >=1
@@ -1084,6 +1090,14 @@
 	Return (akActor != None) && (akActor.WornHasKeyword(libs.zad_DeviousPetSuit))
 EndFunction
 
+Bool Function HasHeavyBondage(Actor akActor)
+	Return (akActor != None) && (akActor.WornHasKeyword(libs.zad_DeviousHeavyBondage))
+EndFunction
+
+Bool Function HasStraitJacket(Actor akActor)
+	Return (akActor != None) && (akActor.WornHasKeyword(libs.zad_DeviousStraitJacket))
+EndFunction
+
 sslBaseAnimation[] Function GetSoloAnimations(Actor akActor)
 	sslBaseAnimation[] soloAnims
 	Bool bHasBelt = HasBelt(akActor)

 

 

And then you mentioned belts. This is hard, because it requires heavy reworking of filter - there aren't bound animation filtering right now, it's all or nothing. So, I've tried to do it - but 1. I don't remember half of mentioned animations, and don't know which devices they will be compatible with.

2. As such, filtering is done by the way of liberal assumptions. If you get bound animation which doesn't correspond to your additional devices (belt, gag), it is 'not a bug, but a feature'. All can be corrected, of course (or, I think so), but dwindling available animation count is inevitable. Also - I don't think this is a fix, but a change in code, it most probably will not be in main library. If developers do this, they will probably do it their way (and better).

So... DDi animfilter heavy 05122019.zip

I'm not even going to include patch for this in post - it weights 15kb. If someone need it - it's in archive.

 

P.S. There's a meme about all that - "we need to go deeper..." ?

Posted
5 hours ago, DeWired said:

Okay... That's what I've talked about - you noticing things that I don't ?  I've read now that straitjackets works almost as no-bound. So, next version marks them as not-bondage.

 

And then you mentioned belts. This is hard, because it requires heavy reworking of filter - there aren't bound animation filtering right now, it's all or nothing. So, I've tried to do it - but 1. I don't remember half of mentioned animations, and don't know which devices they will be compatible with.

2. As such, filtering is done by the way of liberal assumptions. If you get bound animation which doesn't correspond to your additional devices (belt, gag), it is 'not a bug, but a feature'. All can be corrected, of course (or, I think so), but dwindling available animation count is inevitable. Also - I don't think this is a fix, but a change in code, it most probably will not be in main library. If developers do this, they will probably do it their way (and better).

So...

I'm not even going to include patch for this in post - it weights 15kb. If someone need it - it's in archive.

 

P.S. There's a meme about all that - "we need to go deeper..." ?

 

Tested the first script, straitjackets are working correctly again and other heavy bondage restraints still work correctly with the bound anim filter. Excellent work, Dewired! ?As @balth put it you're a hero.

 

During this latest test I had completely forgotten there were animations for hand cuffs and manacles. The hand cuffs from DDX are front cuffs and the manacles are rear cuffs, the front versions have their own animations and rear cuffs seem to use armbinder animations. Don't worry, the bound anim filter works correctly for these due to your fixes even though I forgot to mention them.

 

Also tested the script with the device filter for bound anims, seemed to work well. Equipped my character with ball gag and couldn't get any oral animations with binders, yoke or the pet suit. Tried a ring gag instead and oral animations returned as expected. Then used an open chastity belt, with no gag, and would either get oral or anal animations. While wearing an open belt and ball gag it appeared that only anal animations were selected. The pet suit was the easiest to test here as it only has four animations, oral, missionary, doggy and anal doggy but still seemed to work correctly with other heavy restraints.

 

I suppose one oddity was when I tried a closed belt and an oral-blocking gag, the anim filter selected either a kissing animation or one of the bound sex animations. I didn't test this extensively but does the script just default to certain animations as a fall-back when...um...no holes are available? I don't see it as much of an issue really, I believe most modern DD-based mods aren't using closed belts on the PC.

 

Once again thank you for your work on this, DeWired.

Posted
4 hours ago, UnEvenSteven said:

 

Tested the first script, straitjackets are working correctly again and other heavy bondage restraints still work correctly with the bound anim filter. Excellent work, Dewired! ?As @balth put it you're a hero.

 

During this latest test I had completely forgotten there were animations for hand cuffs and manacles. The hand cuffs from DDX are front cuffs and the manacles are rear cuffs, the front versions have their own animations and rear cuffs seem to use armbinder animations. Don't worry, the bound anim filter works correctly for these due to your fixes even though I forgot to mention them.

 

Also tested the script with the device filter for bound anims, seemed to work well. Equipped my character with ball gag and couldn't get any oral animations with binders, yoke or the pet suit. Tried a ring gag instead and oral animations returned as expected. Then used an open chastity belt, with no gag, and would either get oral or anal animations. While wearing an open belt and ball gag it appeared that only anal animations were selected. The pet suit was the easiest to test here as it only has four animations, oral, missionary, doggy and anal doggy but still seemed to work correctly with other heavy restraints.

 

I suppose one oddity was when I tried a closed belt and an oral-blocking gag, the anim filter selected either a kissing animation or one of the bound sex animations. I didn't test this extensively but does the script just default to certain animations as a fall-back when...um...no holes are available? I don't see it as much of an issue really, I believe most modern DD-based mods aren't using closed belts on the PC.

 

Once again thank you for your work on this, DeWired.

Well, I deliberately avoided filtering out kissing animation, as gagged kiss is a thing ? As such, it has very high chance to appear when all holes are plugged. Also, I consider getting to animation filter in full chastity "event of low probability" ? So, some animations that I quessed as anal, are made available regardless of belt keywords. Technically, they can be considered (probably) non-penetrating petting ?

 

Posted

Does somebody know which mod disables jumping while wearing an armbinder? Or is it a default behaviour of DDi/DDx?

Also, the magic escape system is gone or just temporarily disabled until future update/fix?

Posted

@ChewGun I guess something puts your carryweight under 0, that's only thing i know that can disable jumping. Armbinder does not.

 

Magic escape is something from ancient DD, it was gone before i first installed the mod, same as the quests DD had.

Posted
4 hours ago, Zaflis said:

I guess something puts your carryweight under 0, that's only thing i know that can disable jumping. Armbinder does not.

Well, I've found the culprit - its SD+, but I still can't understand why and how this happens and I found where this is done: sanguinedebauchery.esp -> idle animation -> JumpRoot

There's a condition

WornApparelHasKeywordCount "zad_DeviousArmbinder" == 0

That doesn't allow jumping when this condition returns false i.e. when wearing an armbinder.

 

 

4 hours ago, Zaflis said:

Magic escape is something from ancient DD, it was gone before i first installed the mod, same as the quests DD had.

So, it was removed purposefully? Ah, what a disappointment

Posted

Guys, I must be dumb or blind or something, but I just can't find this bloody "Masturbate on Belt Removal" option.

Could someone PLEASE point me to where EXACTLY it is?

Posted
On 12/7/2019 at 5:19 AM, shinozakeh said:

OK so. Several issues I'm having. DDa runs just fine on my game, as expected, however upon activated DDx and DDi,  I get the message "Fatal error, perhaps an incomplete uninstall? Aborting the update chain" Now I think this is because I have tried to reinstall it due to it not working the first time I tried, but clearly, it didn't help. Upon making a new game with DDx and DDi active, it causes numerous infinite loading/random CTD problems. Does anyone know what the problem may be?

Crash fixes, ctd fix or something like that supposed to disable crashes in some cases(if you installed all right

Posted
1 hour ago, thedarkone1234 said:

I am not sure if this question belongs here or in DDe, but does the forbidden bookshelf in winterhold disappear completely when using Immersive College of Winterhold or is it just moved somewhere else?

If it is the first option, is there a way to generate it with the console?

Try moving Cursed Loot after the college mod in load order. It should prioritize the bookshelf. Otherwise you can use console to give yourself the book. ID and its name can be checked with TES5Edit for example.

Posted
44 minutes ago, Zaflis said:

Try moving Cursed Loot after the college mod in load order. It should prioritize the bookshelf. Otherwise you can use console to give yourself the book. ID and its name can be checked with TES5Edit for example.

Thanks for the help, but that raises several questions for me:

 

1. The bookshelf belongs in DCL? Not in DDi/e?

 

2. I already have LOOT, but how exactly do I change my load order in it?

 

3. The entire room is remodeled in "immersive college". What if the location of that bookcase is within a wall or something? Will it be "smart" enough to replace a bookshelf from its new location with the forbidden one?

 

4. I do have DCL and I recall it is not a good idea to change the load order mid-game while playing it. Assuming I am not on a quest but have a timer locked item (belt of shame) on me, is it safe to change my load order like this?

 

Thanks a lot in advance!

Posted
31 minutes ago, thedarkone1234 said:

 

Oops i confused mods a bit. No Cursed Loot related here. DDI is esm, you can't move it after esp's if immersive college is. Only fix with that would be to load both mods in CreationKit and make the adjustments in a new patch mod. When starting CK, select DDI and the college mods, but don't set any active file. That will tell that when you next time save changes, they will go to the new patch esp file. Assuming you know how to locate the cell and move objects around in the 3D.

Posted
1 hour ago, Zaflis said:

Oops i confused mods a bit. No Cursed Loot related here. DDI is esm, you can't move it after esp's if immersive college is. Only fix with that would be to load both mods in CreationKit and make the adjustments in a new patch mod. When starting CK, select DDI and the college mods, but don't set any active file. That will tell that when you next time save changes, they will go to the new patch esp file. Assuming you know how to locate the cell and move objects around in the 3D.

Is there a console command to let me simply generate the shelf with all of its contents? Maybe something like placeatme? I have no idea how to use CreationKit XD

Posted
11 hours ago, thedarkone1234 said:

Is there a console command to let me simply generate the shelf with all of its contents? Maybe something like placeatme? I have no idea how to use CreationKit XD

Yes, and it was quite funny actually as i tried ?  It is:

 

Quote

player.placeatme xx00b00b

...where the xx is your DDI mod index in your load order.

Posted
44 minutes ago, Zaflis said:

Yes, and it was quite funny actually as i tried ?  It is:

 

...where the xx is your DDI mod index in your load order.

Thanks a lot. I had to move on from there, using setangle and setpos to get it to stand normally, and it is unlocked, but since the key is on a desk in the same room, I couldn't really care about such minor details. the contents are inside and that is the most important thing :)

Posted

Guys, pls, i'm realy tired of this gag bug shit, it wont get fixed. Change mod managers, clean reinstalled game and mods plus installed them gag fixes and other mods like gagsoundfix but mouth still does the same thing, it's opens open and closes down all the time without any pauses after i trigger any animation related mods like sex lab or quests in cursed loot. It's not them but devious devices new version...

Posted
1 minute ago, AtackHelicopter said:

Guys, pls, i'm realy tired of this gag bug shit, it wont get fixed. Change mod managers, clean reinstalled game and mods plus installed them gag fixes and other mods like gagsoundfix but mouth still does the same thing, it's opens open and closes down all the time without any pauses after i trigger any animation related mods like sex lab or quests in cursed loot. It's not them but devious devices new version...

for now it's like very ligth moded skyrim and all mods are installed and build correctly. This bug wont let me enjoy the rest of the dd mods......

Posted
Just now, AtackHelicopter said:

for now it's like very ligth moded skyrim and all mods are installed and build correctly. This bug wont let me enjoy the rest of the dd mods......

plz, i know i sound like a stupid crybaby but i need your help

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