Shion11 Posted June 25, 2020 Posted June 25, 2020 15 hours ago, Zaflis said: "Coming up" in what way? It already looks smooth, arms locked behind the back while running. You have a mod conflict perhaps? it turns out i have to reture FNIS sexymove from now on, but i dostill see power attacks reveal arms while wearing armbinders.
thedarkone1234 Posted June 25, 2020 Posted June 25, 2020 I hate messing with my load order but discovered FNIS sexy move. I am confused now. Does it conflict with DD or not? I rather not install it and mess things up just to uninstall it soon later XD
Zaflis Posted June 25, 2020 Posted June 25, 2020 29 minutes ago, thedarkone1234 said: I hate messing with my load order but discovered FNIS sexy move. I am confused now. Does it conflict with DD or not? I rather not install it and mess things up just to uninstall it soon later XD Definitely not conflict the opposite actually. DD might have a soft dependency for FNIS-SM, but if you want to compile scripts it's a hard requirement. I was playing with mcgFemaleWalk with DD for long time until only recently switched to FNIS-SM. https://www.nexusmods.com/skyrim/mods/87966 Both work, but i guess DD should also animate just fine without either of them, as long as you know how to use FNIS.
Xuvish Posted June 28, 2020 Posted June 28, 2020 On 6/19/2020 at 10:05 PM, Kethrian said: If you mean the quest related to it, that's been disabled for a long while now. Any chance of bringing it back, or doing something similar?
Zaflis Posted June 28, 2020 Posted June 28, 2020 10 hours ago, Xuvish said: Any chance of bringing it back, or doing something similar? I don't blame them actually for removing quest content from an "API"/Library mod. It seems like Cursed Loot is the semi-official quest mod for DD.
RenFL Posted June 29, 2020 Posted June 29, 2020 How do I disable the vibration event that drops the player's equipped weapons on the ground? Wanted to go to the MCM "events and effects" tab, but I couldn't tell which was the correct event. I just don't want to drop my weapons when a vib event occurs, no other changes.
Laoise Sí Posted June 30, 2020 Posted June 30, 2020 I'm at a loss currently and I believe this is the correct place to ask this; currently all gags upon equip open the player's mouth as they should but after a few moments it closes and doesn't re-open. In the past I've had it close but reopen every now an then and that was fine but it never re-opens. I have no idea what's causing this as I've had it working in the past. I also seem to have no events listed under "Polled Events Configuration" in the MCM?
Zaflis Posted June 30, 2020 Posted June 30, 2020 On 6/29/2020 at 10:17 AM, RenFL said: How do I disable the vibration event that drops the player's equipped weapons on the ground? Wanted to go to the MCM "events and effects" tab, but I couldn't tell which was the correct event. I just don't want to drop my weapons when a vib event occurs, no other changes. DD doesn't drop weapons on vibrations, some of your other mods do that. I have no memory of such feature but maybe someone else knows. 5 hours ago, ZootyBooty said: currently all gags upon equip open the player's mouth as they should but after a few moments it closes and doesn't re-open. https://www.loverslab.com/topic/21484-devious-devices-integration-43a-2019-09-10/page/458/?tab=comments#comment-2760447
donttouchmethere Posted June 30, 2020 Posted June 30, 2020 On 6/29/2020 at 9:17 AM, RenFL said: How do I disable the vibration event that drops the player's equipped weapons on the ground? Wanted to go to the MCM "events and effects" tab, but I couldn't tell which was the correct event. I just don't want to drop my weapons when a vib event occurs, no other changes. Deviously Helpless has that option, can be deactivated in MCM
Laoise Sí Posted June 30, 2020 Posted June 30, 2020 1 hour ago, Zaflis said: https://www.loverslab.com/topic/21484-devious-devices-integration-43a-2019-09-10/page/458/?tab=comments#comment-2760447 Thanks, that was the issue it seems, should probably be fixed for the latest DL no? On 6/29/2020 at 7:17 AM, RenFL said: How do I disable the vibration event that drops the player's equipped weapons on the ground? Wanted to go to the MCM "events and effects" tab, but I couldn't tell which was the correct event. I just don't want to drop my weapons when a vib event occurs, no other changes. That'd be Deviously Helpless most likely with its; "Vibrations from worn plugs startling you enough to drop equipped weapons"
Zaflis Posted June 30, 2020 Posted June 30, 2020 1 hour ago, ZootyBooty said: Thanks, that was the issue it seems, should probably be fixed for the latest DL no? Broken in 4.3a only, should be fixed in 4.4+ whenever it comes.
Kimy Posted June 30, 2020 Posted June 30, 2020 11 hours ago, Zaflis said: Broken in 4.3a only, should be fixed in 4.4+ whenever it comes. Yes, it's fixed in my dev version, along with a few other things.
TheOrdinator Posted July 1, 2020 Posted July 1, 2020 Has anyone else ever had a bug where their devices play the wrong animation? For a long time, everything was working fine together. But then I uninstalled Joy of Perspective, installed Enhanced Camera and Archery Gameplay Overhaul (neither of which have anything to do with DD) and now somehow the animations don't match up anymore. When I put on the Prison Chains or Iron Handcuffs, it puts up my hands as if they're in a yoke. When I jump, the hands go together in front, like they should, but as soon as I land they go back into the "yoke" position. When I equip a yoke, it makes me get on my knees and elbows, face-down. It doesn't do this in ZAZ devices, only DD devices. I've already tried resetting ZAZ ingame, re-building Nexus, rebuilding Bodyslide and reinstalling both ZAZ and DD but the problem still persists.
RenFL Posted July 2, 2020 Posted July 2, 2020 On 6/29/2020 at 10:16 PM, donttouchmethere said: Deviously Helpless has that option, can be deactivated in MCM On 6/29/2020 at 10:46 PM, ZootyBooty said: That'd be Deviously Helpless most likely with its; "Vibrations from worn plugs startling you enough to drop equipped weapons" Thanks. Did not realize Helpless had that setting.
Kharos Posted July 3, 2020 Posted July 3, 2020 @Kimy Papyrus script bug report, after seeing a lot of error messages in my papyrus logs: ScriptName zadArmbinderEffect extends ActiveMagicEffect If Libs.Config.UseBoundCombatPerks is false in OnEffectStart, Me is never set (that does make sense as it is not required). As a consequence, it is None in OnEffectFinish, causing a lot of "Cannot call RemovePerk() on a None object, aborting function call" papyrus errors. I think the block needs to be wrapped inside a If Me != None check around here: https://github.com/DeviousDevices/DDi/blob/development/00 Core/scripts/Source/zadArmbinderEffect.psc#L79 [Edit] I am also seeing a lot of other weird errors caused by that script: [07/03/2020 - 08:59:11AM] Error: Cannot call AddPerk() on a None object, aborting function call stack: [Active effect 5 on (FF000CEF)].zadArmbinderEffect.OnUpdate() - "zadArmbinderEffect.psc" Line 23 [...] [None].zadArmbinderEffect.OnEffectFinish() - "zadArmbinderEffect.psc" Line 83 [07/03/2020 - 08:59:15AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type I cannot explain the first one. UseBoundCombatPerks is false in my game, so I cannot see how the script even ended up running OnUpdate(). The second one might be caused by the game deleting the magic effect before calling OnEffectFinish(), as mentioned on the creation kit page.
shiagwen Posted July 3, 2020 Posted July 3, 2020 nipple piercings never fit with the bodyslide size of the body and all other armors. i must adjust them manually. is this normal or is something wrong with the tits ?
Zaflis Posted July 3, 2020 Posted July 3, 2020 3 hours ago, shiagwen said: nipple piercings never fit with the bodyslide size of the body and all other armors. i must adjust them manually. is this normal or is something wrong with the tits ? You need to Bodyslide batch build build all your armors (and the main body itself) with the same preset and using morphs. If you go and manually modify armors or the piercings you could just make it worse. Best way to do that is to clear all group filters and don't toggle anything off when selecting what to build.
shiagwen Posted July 3, 2020 Posted July 3, 2020 16 minutes ago, Zaflis said: You need to Bodyslide batch build build all your armors (and the main body itself) with the same preset and using morphs. If you go and manually modify armors or the piercings you could just make it worse. Best way to do that is to clear all group filters and don't toggle anything off when selecting what to build. i know that. but the nipple piercing do not fit to the batch build and the body
Zaflis Posted July 3, 2020 Posted July 3, 2020 4 minutes ago, shiagwen said: i know that. but the nipple piercing do not fit to the batch build and the body Do they fit if you are naked? In that case it is only the armor's fault, built with different preset than body. I don't have any misplaced piercings.
Kimy Posted July 3, 2020 Posted July 3, 2020 15 hours ago, Kharos said: @Kimy Papyrus script bug report, after seeing a lot of error messages in my papyrus logs: ScriptName zadArmbinderEffect extends ActiveMagicEffect If Libs.Config.UseBoundCombatPerks is false in OnEffectStart, Me is never set (that does make sense as it is not required). As a consequence, it is None in OnEffectFinish, causing a lot of "Cannot call RemovePerk() on a None object, aborting function call" papyrus errors. I think the block needs to be wrapped inside a If Me != None check around here: https://github.com/DeviousDevices/DDi/blob/development/00 Core/scripts/Source/zadArmbinderEffect.psc#L79 [Edit] I am also seeing a lot of other weird errors caused by that script: [07/03/2020 - 08:59:11AM] Error: Cannot call AddPerk() on a None object, aborting function call stack: [Active effect 5 on (FF000CEF)].zadArmbinderEffect.OnUpdate() - "zadArmbinderEffect.psc" Line 23 [...] [None].zadArmbinderEffect.OnEffectFinish() - "zadArmbinderEffect.psc" Line 83 [07/03/2020 - 08:59:15AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type I cannot explain the first one. UseBoundCombatPerks is false in my game, so I cannot see how the script even ended up running OnUpdate(). The second one might be caused by the game deleting the magic effect before calling OnEffectFinish(), as mentioned on the creation kit page. Thanks! Fixed this!
Jake Leyser Posted July 3, 2020 Posted July 3, 2020 I installed this mod for PAHE Home Sweet Home but after installing my forward run + sneak and sprint animations got messsed up and the PC started crawling whiling normal run, bunnyhopping while sprinting and my previous sneak animation got replaced by another animation, is there any fix for this?
donttouchmethere Posted July 4, 2020 Posted July 4, 2020 6 hours ago, Jake Leyser said: I installed this mod for PAHE Home Sweet Home but after installing my forward run + sneak and sprint animations got messsed up and the PC started crawling whiling normal run, bunnyhopping while sprinting and my previous sneak animation got replaced by another animation, is there any fix for this? Install DDa, DDx, DDi and run FNIS test on a new game Check your FNIS output for errors Check if you overwrote FNIS
Jake Leyser Posted July 4, 2020 Posted July 4, 2020 4 hours ago, donttouchmethere said: Install DDa, DDx, DDi and run FNIS test on a new game Check your FNIS output for errors Check if you overwrote FNIS New game seem to have fixed the problem, thanks for your help!
donttouchmethere Posted July 4, 2020 Posted July 4, 2020 8 hours ago, Jake Leyser said: New game seem to have fixed the problem, thanks for your help! What! It was that easy? I can only imagine that it would be a bad idea to add 3 new esm on a running game. Not only would that mess up LO sequence, you also need to hope that all mods detect the newly added mod. Sometimes it works tho ?(only try at home if you hate your LO anyways^^)
thedarkone1234 Posted July 4, 2020 Posted July 4, 2020 On 6/25/2020 at 6:00 PM, Zaflis said: Definitely not conflict the opposite actually. DD might have a soft dependency for FNIS-SM, but if you want to compile scripts it's a hard requirement. I was playing with mcgFemaleWalk with DD for long time until only recently switched to FNIS-SM. https://www.nexusmods.com/skyrim/mods/87966 Both work, but i guess DD should also animate just fine without either of them, as long as you know how to use FNIS. Got a bit delayed between that convo and actually playing, but it seems while everything works fine on my character, sexy moves overwrite bound moves on NPC characters, so a yoked girl doesn't act yoked when moving, etc. Is there a solution for this?
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