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Posted
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.

Posted

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.

Posted
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.

Posted

@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.

Posted

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 ?

Posted
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.

Posted
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

Posted
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.

Posted
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! :)

Posted

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?

Posted
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

 

Posted
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!

Posted
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^^)

Posted
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?

Posted
10 hours ago, thedarkone1234 said:

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?

Something like that usually happens when you forget to run FNIS. Can you tell that the FNIS log shows no warnings or errors?

Posted
8 hours ago, netruss1964 said:

Make sure FNIS Sexy Move is loaded before DD. Otherwise I am not sure what the problem/solution is as I run both and have no issue.

Umm, how do I do that? Sexy move is an ESP and DD is an ESM? I can't seem to change the load order that way XD

Posted
3 hours ago, Zaflis said:

Something like that usually happens when you forget to run FNIS. Can you tell that the FNIS log shows no warnings or errors?

I ran FNIS and there were no errors and only the steam warning. Also, disalbing sexy moves makes DD animations work, so it is definitely an animation overwrite

Posted
1 hour ago, thedarkone1234 said:

I ran FNIS and there were no errors and only the steam warning. Also, disalbing sexy moves makes DD animations work, so it is definitely an animation overwrite

There are no conflicts, most people me included use that animation mod with DD so you are doing something wrong. Does this help?

 

Spoiler

fnis.png.61d1a9566c266072e3e099da3bd3b5e9.png

 

When you generate FNIS it should alter many files but i think most importantly that 0_master.hkx. Make sure that the file you built is not overwritten by 0_master.hkx from some other mod entry. MO2 is kind enough to highlight mod names where each file in Data is from, in my case those names in red. In MO2 i can config FNIS startup so that all output will be written in Overwrite_Devious_UNP mod.

 

What else i could think of is that you may have so many animations that it's "overflowing". At that point it can't add more animations and decides to show you a different animation for walking... Just a very vague guess. People don't get these problems with 6000 animations or less, and if you're above that you use FNIS-XXL. Also only XXL or regular but not both.

Posted

Why does this happen with some of the gloves? 
 

Spoiler

Rubber Doll onesScreenShot16.jpg.f7e1aaeaaa204da20add223a7cc30bfd.jpg

Spoiler

And "Uniform gloves"ScreenShot17.jpg.68566a0f78e9a729c7e93f3feb1b4907.jpg

These are not the only ones

Posted
3 hours ago, Zaflis said:

There are no conflicts, most people me included use that animation mod with DD so you are doing something wrong. Does this help?

 

  Hide contents

 

 

When you generate FNIS it should alter many files but i think most importantly that 0_master.hkx. Make sure that the file you built is not overwritten by 0_master.hkx from some other mod entry. MO2 is kind enough to highlight mod names where each file in Data is from, in my case those names in red. In MO2 i can config FNIS startup so that all output will be written in Overwrite_Devious_UNP mod.

 

What else i could think of is that you may have so many animations that it's "overflowing". At that point it can't add more animations and decides to show you a different animation for walking... Just a very vague guess. People don't get these problems with 6000 animations or less, and if you're above that you use FNIS-XXL. Also only XXL or regular but not both.

image.png.17d7981aec13a188f3a44ab4c20c8b2c.png

No conflict here...

 

Also, I don't have animation overflow, or else that wouldn't explain why I get sexy moves when enabled, and DD moved when sexy moves are disabled, or why this bug only happens on NPCs and not on the player character.

 

Here is my load order if it helps:

 

Spoiler

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
RaceCompatibility.esm
Schlongs of Skyrim - Core.esm
SexLab.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
CreatureFramework.esm
ClimatesOfTamriel.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
HighResTexturePack03.esp
Unofficial High Resolution Patch.esp
FNISSexyMove.esp
SkyUI.esp
RaceMenu.esp
RaceMenuPlugin.esp
12FemaleBrows.esp
FNIS.esp
RaceMenuMorphsUUNP.esp
SOSRaceMenu.esp
RelightingSkyrim_Legendary.esp
Luminosity - Skyrim is Lit Edition.esp
TKAA.esp
BHUNP3BBB.esp
EnhancedCharacterEdit.esp
RaceMenuMorphsBHUNP.esp
Eyes of Aber.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
SOS - VectorPlexus Regular Addon.esp
Brows.esp
KS Hairdo's.esp
Botox - Skyrim.esp
Botox - Unofficial Skyrim Legendary Edition Patch.esp
Remodeled Armor - Underwear.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
Remodeled Armor - Vanilla Replacer.esp
Better_Standing_Stones.esp
Invisibility Eyes Fix.esp
Modern Brawl Bug Fix.esp
RealisticWaterTwo - Waves - Falskaar.esp
SexLabSkoomaWhore.esp
dD - Enhanced Blood Main.esp
dD-Dragonborn-Dawnguard-EBT Patch.esp
MoreNastyCritters.esp
EstrusChaurus.esp
EstrusDwemer.esp
SLAnimLoader.esp
SlaveTats.esp
LewdMarks.esp
Apropos2.esp
HentaiCreatures.esp
Devious Dragon Priest Masks.esp
SexLab Strapon.esp
Schlongs of Skyrim.esp
SLAL_AnimationByBakaFactory.esp
PsycheAnimationObjects.esp
SLALAnimObjBillyy.esp
AnubAnimObj.esp
SLAL_AnimationsByLeito.esp
Deviously Cursed Loot.esp
Laura's Bondage Shop.esp
Skyrim Flora Overhaul.esp
RealisticWaterTwo - Waves - Wyrmstooth.esp
SexLab Pheromones.esp
SOS - Shop.esp
BarefootRealism.esp
DVA - Dynamic Vampire Appearance.esp
dD-Medium Script Range.esp
dD-Reduced Wound Size.esp
DD_NPC_Fixup.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Interiors-Warm.esp
Immersive Citizens - AI Overhaul.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Wyrmstooth.esp
RealisticWaterTwo - Falskaar.esp
RealisticWaterTwo - Legendary.esp
Alternate Start - Live Another Life.esp
Botox - Alternate Start - Live Another Live.esp
Deviously Cursed Loot LAL AddOn.esp
 

 

Posted

In zadEquip.psc, the "RemoveDevice" function sends a mod event to indicate that the device was removed, but the same mod event is not sent if the device is removed by a mod using the RemoveDevice function of zadLibs.psc. Is that intentional? I was hoping I could use the mod events to keep track of which devices the player was wearing.

 

What is the recommended way to check if the character is wearing a collar, for example? Should I do it by keyword or by inventory slot or is there a utility function that already exists?

Posted
7 hours ago, DayTri said:

 

Cursed Loot source (and why not DD source itself too) is full of guidelines. Sort folder by filesize to get main scripts.

 

Checking for item:

zadlibs Property Libs Auto

...

actor.WornHasKeyword(Libs.zad_DeviousCollar)

Posted
4 hours ago, Zaflis said:

Cursed Loot source (and why not DD source itself too) is full of guidelines. Sort folder by filesize to get main scripts.

 

Checking for item:

zadlibs Property Libs Auto

...

actor.WornHasKeyword(Libs.zad_DeviousCollar)

Thanks. I noticed in the source that DDi was storing which devices were equipped in StorageUtil variables, I decided to go with that so I can check for devices without DDi dependency.

 

Still it's too bad that the mod event for device removal isn't being sent reliably, since it looks like the event for devices being equipped is sent correctly when a device is equipped. Seems like it's an error to me.

Posted
On 3/9/2020 at 11:49 AM, bammy1989 said:

Thanks, i'll look in to that, worth noting that the list i gave is actually incorect and is just my mod listm not my load order. only realised that after someone mentioned it 

did u fix it? im getting the same issue as you.

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