Zaflis Posted July 5, 2020 Posted July 5, 2020 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?
thedarkone1234 Posted July 5, 2020 Posted July 5, 2020 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
thedarkone1234 Posted July 5, 2020 Posted July 5, 2020 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
Zaflis Posted July 5, 2020 Posted July 5, 2020 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  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.
b1gby Posted July 5, 2020 Posted July 5, 2020 Why does this happen with some of the gloves?  Spoiler Rubber Doll ones Spoiler And "Uniform gloves" These are not the only ones 1
thedarkone1234 Posted July 5, 2020 Posted July 5, 2020 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. 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  Â
DayTri Posted July 6, 2020 Posted July 6, 2020 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. Â 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?
Zaflis Posted July 6, 2020 Posted July 6, 2020 7 hours ago, DayTri said: Â Cursed Loot source (and why not DD source itself too) is full of guidelines. Sort folder by filesize to get main scripts. Â Checking for item: zadlibs Property Libs Auto ... actor.WornHasKeyword(Libs.zad_DeviousCollar)
DayTri Posted July 6, 2020 Posted July 6, 2020 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. Â 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. Â 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.
Guest Posted July 7, 2020 Posted July 7, 2020 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.
thedarkone1234 Posted July 7, 2020 Posted July 7, 2020 On 7/5/2020 at 5:02 PM, thedarkone1234 said: . Still unsolved, by the way. I would really appreciate any ideas Â
Zaflis Posted July 7, 2020 Posted July 7, 2020 1 hour ago, thedarkone1234 said: Still unsolved, by the way. I would really appreciate any ideas  Delete FNIS and empty FNIS Gen mod. Then reinstall FNIS and set FNIS Gen as Output, move FNIS Gen lowest in priority list (higher number than any other mod). Generate FNIS and... works?
TheOrdinator Posted July 8, 2020 Posted July 8, 2020 I'm still having my bizarre "jumbled animations" issue, which has somehow gotten even weirder since I've reinstalled everything animation related. Now when I equip anything that's supposed to put my hands in front, like Iron Handcuffs or Prisoner Chains, it makes it so I'm doing the hobble skirt animation when I stand still, and when I walk or run, it puts my hands behind me.  When I jump, it still puts my hands in front of me, like it should, but when I land they're behind me again. Then, after a little awhile, the animation resets, then my arms go up again as if I'm in a yoke. I keep removing stuff, reinstalling stuff and rebuilding Nemesis but the problem still persists. Before anyone else "lol just don't run nemesis bro go back to FNIS," everything was running fine with Nemesis before. It all broke when I uninstalled JoP, installed Archery Gameplay Overhaul. I've uninstalled AGO and it's still broken. Â
TheOrdinator Posted July 8, 2020 Posted July 8, 2020 Alright, I was able to fix it by uninstalling Devious Devices - Equip 444, installing the latest version of Nemesis and rebuilding it all again. Not sure which one fixed it, but I'll leave this up just in case anyone else has the same issue as me.
thedarkone1234 Posted July 8, 2020 Posted July 8, 2020 15 hours ago, Zaflis said: Delete FNIS and empty FNIS Gen mod. Then reinstall FNIS and set FNIS Gen as Output, move FNIS Gen lowest in priority list (higher number than any other mod). Generate FNIS and... works? Nope XD
KombatWombat47 Posted July 8, 2020 Posted July 8, 2020 I just wanted to thank you and everyone who contributed to this mod for you hard work and dedication.  I was also wondering if there's any way to change some scripts to prevent changing the difficulty modifiers in the MCM while the player character is restrained? I would really like if a feature like that could be implemented.  Thanks again for your fantastic work.
stas2503 Posted July 13, 2020 Posted July 13, 2020 Hi, I am making custom devices and I have a question. I need to make the key be deleted when the device is unlocked. I did this for Fallout 4 and there I used property "destroy key". Is this possible here?
Zaflis Posted July 13, 2020 Posted July 13, 2020 1 hour ago, stas2503 said: Hi, I am making custom devices and I have a question. I need to make the key be deleted when the device is unlocked. I did this for Fallout 4 and there I used property "destroy key". Is this possible here? Yes, "Bool Property DestroyKey = False Auto" in zadEquipScript. Or DestroyOnRemove (for the device itself).
_SpaceHamster_ Posted July 17, 2020 Posted July 17, 2020 Not sure if I'm tripping or not, but do characters always make the "gagged struggle" noises when swinging weapons? I started playing again today after a long break and I swear that she always was silent when attacking while wearing a gag. It's gotten to the point where I just force remove my gag when I'm in combat. Is there any reason why this would happen and can I make my character silent again? loadorder.txt modlist - kopie.txt
stas2503 Posted July 18, 2020 Posted July 18, 2020 Mmm ... I found 2 keywords in the zadLibs library: zad_GagNoOpenMouth and zad_GagCustomExpression. Wanted to boo what they do if I add them to custom gags. And do they need to be added directly to the scriptinstance device or to the property of the inventory device?
evilblade Posted July 20, 2020 Posted July 20, 2020 Hi, guys! I can't actually remember if I've already asked it here or not.. Is it possible to somehow reduce polling interval lesser than 0.5 hours? I'm playing with timescale set to 5 here and 0.5 hours is quite a long time for me.
stas2503 Posted July 23, 2020 Posted July 23, 2020 I solved the question with keyword. Now another question, even 2: Is it possible, somehow, through connecting the zadequipscript script to an item, to prohibit the removal and equipping of devices with an equipped item? In wiki DD I saw the line removedevice. it contains the parameter destroyDevice = false. Does this mean that if I set this to = true in my script, then when removed, the device will be removed from the inventory?
naaitsab Posted July 23, 2020 Posted July 23, 2020 2 hours ago, stas2503 said: I solved the question with keyword. Now another question, even 2: Is it possible, somehow, through connecting the zadequipscript script to an item, to prohibit the removal and equipping of devices with an equipped item? In wiki DD I saw the line removedevice. it contains the parameter destroyDevice = false. Does this mean that if I set this to = true in my script, then when removed, the device will be removed from the inventory? 1. If you just want to prevent the player from easily removing an equipped item you can use the equipitem function: Force Player to equip the dress - but they can't remove it PlayerRef.EquipItem(DressProperty, true) Â If you want to get popups, menu's, keys etc then you need to make a "full DD" item by creating the _inventory and _rendered items. Otherwise the script will break. Â 2. Correct
stas2503 Posted July 23, 2020 Posted July 23, 2020 52 minutes ago, naaitsab said: 1. If you just want to prevent the player from easily removing an equipped item you can use the equipitem function: Force Player to equip the dress - but they can't remove it PlayerRef.EquipItem(DressProperty, true)  If you want to get popups, menu's, keys etc then you need to make a "full DD" item by creating the _inventory and _rendered items. Otherwise the script will break. Okay, I'll explain it easier: I want to make an amulet with the following properties: 1. The character is wearing an amulet - the character can neither put on devices, nor take off. 2. There is no amulet on the character - the character does what he wants To prevent the character from unequip devices, I was able to make it a keyword counting condition. I just can't figure out how to prevent the character from putting on devices, if the character is wearing an amulet.
naaitsab Posted July 23, 2020 Posted July 23, 2020 2 hours ago, stas2503 said: Okay, I'll explain it easier: I want to make an amulet with the following properties: 1. The character is wearing an amulet - the character can neither put on devices, nor take off. 2. There is no amulet on the character - the character does what he wants To prevent the character from unequip devices, I was able to make it a keyword counting condition. I just can't figure out how to prevent the character from putting on devices, if the character is wearing an amulet. With vanilla items, impossible. If you create custom items you can try to use the "EquipConflictingDevices" array on the properties tab of the script. Add a custom keyword to the amulet and add this keyword to that property on your items. So if the script detects the keyword on the amulet you can't equip the item.
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