Min Posted January 6, 2014 Author Posted January 6, 2014 I just installed the mod and thought everything was working fine. But then I missclicked and put on Iron Plugs. Well the message that they would slide out appeared but they still remained equipped. Even after I pull them out again, they still are equipped/getting equipped again. But even though i can´t unequipp them they don´t seem to trigger events at all. Is there some kind of console command or is it better to reinstall DD? (Im up to date with SexLab and DD btw.) Did you happen to have multiple instances of them in your inventory? For some reason, Papyrus's OnEquipped / OnUnequipped events aren't always produced if you equip/unequip one of the devices, while having more than one copy of it. Still looking in to why that occurs. Post a copy of your log, and we'll figure out the best course of action. As it sounds, you're referring to what I experienced in my test. I'm not so sure if it is really a matter of how many items of the same type you have in your inventory. Probably it's more likely to be about how fast they get unequipped and reequipped again, as I also increased my speed a bit towards the end of my test until it broke. This also might apply to different actors, like unequipping a followers item immediately followed by an equip by the pc for example. Though I can't completely exclude the multiple items increasing the risk. Though since I made that test I didn't have any problems with the mod breaking anymore. Even with more than 1 item of the same type in my inventory. Nah, I'm referring to a bit of local testing I've been doing.
Johnny05 Posted January 6, 2014 Posted January 6, 2014 Nah, I'm referring to a bit of local testing I've been doing. ok, then it's fine. Just wanted to mention it.
FlyingLemon Posted January 6, 2014 Posted January 6, 2014 Min , when will the next quest be released? When it's done. It's going to be a while. Not going to try to commit to dates/times/soft-deadlines on a hobby project. Hey Min--I've noticed an incompatibility (sort of) with Amazing Follower Tweaks (AFT). If you manage the followers' outfits so that they change based on location (Standard, Home, City) the devices do not remain with the followers, but are assigned to the follower's backpack, and Skyrim thinks the backpack is wearing them rather than the follower. This can be circumvented by disabling "outfit management" in AFT. So long as the follower is always wearing the same thing, the devices are not removed Sounds similar to the Convenient Horses saddle-bags issue that I fixed a while back. Post a log of it, and I'll see about fixing the incompatibility. Hi I have a really weird bug that just started occuring on my character's save. Whenever I deeuip any of the devious devices on my character from the forbidden tome quest no menu pops up. The mcm menu in the game also suddenly stopped working. I checked my logs after this problem and they were huge compared to previous papyrus logs. Anyway, I'll attach my papyrus log from my recent game. Thanks for the help in advance! What version were you running when you first ran in to this issue? 2.6.3? I was using the latest version of the mod when the problem occurred in my save. This problem also occurred on a new character that I made, but that problem happened with Angrim in Angrim's Apprentice.
Min Posted January 6, 2014 Author Posted January 6, 2014 I was using the latest version of the mod when the problem occurred in my save. This problem also occurred on a new character that I made, but that problem happened with Angrim in Angrim's Apprentice. If you could reproduce the issue (Start with it working, and end with it not working), and upload a log, it'd let me pinpoint the cause of that issue.
KestrelSky Posted January 6, 2014 Posted January 6, 2014 Re the skill books - I am running SkyRe, that's the only thing I can think of that would affect skill rates. At least for my game, I definitely don't learn anything from skill books while char is in the belt. Take the belt off and it works fine. I can get a log together for it, but if it's not a general issue then probably not worth worrying over, thanks Min! Edit: I've been having the same issue as piolski. It was running fine for most of the afternoon, and then it suddenly stopped working. I've been saving frequently so I can go back and try figure out what's causing it, but I don't know enough about the code to even guess. Here is a log where it was working on load then stopped - no restriction on arousal decrease and the MCM menu stops functioning. Papyrus.0.rar
KestrelSky Posted January 6, 2014 Posted January 6, 2014 Here is a second one from the same save. I turned in a quest item and simply fast traveled back to the imperial camp this time. MCM menu was working before travel, not working after. Papyrus.0.rar
Min Posted January 6, 2014 Author Posted January 6, 2014 Here is a second one from the same save. I turned in a quest item and simply fast traveled back to the imperial camp this time. MCM menu was working before travel, not working after. Figured out the issue from your log. It's the 2.6.3 bug cropping up again, in an unexpected manner. Set Number of slotted NPC's to 0, and the bug will no longer occur in your game (Will not solve the problem once it occurs: Must be done preventatively). Will be fixed in 2.6.5. Edited the main post with the following: Important: There is a bug in version 2.6.4 that can cause this mod to halt execution. It is imperative that you set "Number of slotted NPCs" to 0, pending the release of 2.6.5, which will resolve the matter. I don't have time tonight to finish the features I've been working on / get out a patch, but I will release one soon that fixes the bug.
stobor Posted January 6, 2014 Posted January 6, 2014 I've seen the skill books not working bug once (about a week ago), but wasn't able to narrow down when and where it started, nor whether it is actually related to the Devious mods at all.
beauty bane Posted January 6, 2014 Posted January 6, 2014 nice work. could u tell me the name of leather clothers in last screenshots? or give me a link.thx
sapho888 Posted January 6, 2014 Posted January 6, 2014 so i started a new game with DD Assets, Integration, and Regulations installed as well as Sexlab Submit and the new Submit+DD mod. After leaving Helgen, i ran into a bandit who immediately defeated me as per Submit and after having his way with me, put me in a bunch of the DD gear, including a ball gag, armbinder, chastity bra, leg cuffs, and plugs. So I was able to run away but I couldn't couldn't talk to anyone to ask them to release my armbinder. Is this working as intended as part of the gag? If so, it is very immersive, but I suppose I need to find out how to get them off a different way or play the game running around unable to talk to anyone or fight back!
Min Posted January 6, 2014 Author Posted January 6, 2014 nice work. could u tell me the name of leather clothers in last screenshots? or give me a link.thx It's a private mod: I don't have it, or I'd give you a link. Sorry! so i started a new game with DD Assets, Integration, and Regulations installed as well as Sexlab Submit and the new Submit+DD mod. After leaving Helgen, i ran into a bandit who immediately defeated me as per Submit and after having his way with me, put me in a bunch of the DD gear, including a ball gag, armbinder, chastity bra, leg cuffs, and plugs. So I was able to run away but I couldn't couldn't talk to anyone to ask them to release my armbinder. Is this working as intended as part of the gag? If so, it is very immersive, but I suppose I need to find out how to get them off a different way or play the game running around unable to talk to anyone or fight back! Working as intended: You can struggle out of the armbinder given enough attempts. The more you try, the more likely you are to escape it. Depends on how lucky you are, how fast you'll get out .
sapho888 Posted January 6, 2014 Posted January 6, 2014 Hrm, i just realized that because of the way Submit works, you cannot access your inventory after being bound. So with the ball gag preventing speech which is the normal way you escape in Submit, this may be a problem! lol
sapho888 Posted January 6, 2014 Posted January 6, 2014 Hrm, i just realized that because of the way Submit works, you cannot access your inventory after being bound. So with the ball gag preventing speech which is the normal way you escape in Submit, this may be a problem! lol Actually nevermind, I just found out you can struggle out of the armbinder by hitting the Tab key.
Tabristica Posted January 6, 2014 Posted January 6, 2014 Here is a second one from the same save. I turned in a quest item and simply fast traveled back to the imperial camp this time. MCM menu was working before travel, not working after. Figured out the issue from your log. It's the 2.6.3 bug cropping up again, in an unexpected manner. Set Number of slotted NPC's to 0, and the bug will no longer occur in your game (Will not solve the problem once it occurs: Must be done preventatively). Will be fixed in 2.6.5. Edited the main post with the following: Important: There is a bug in version 2.6.4 that can cause this mod to halt execution. It is imperative that you set "Number of slotted NPCs" to 0, pending the release of 2.6.5, which will resolve the matter. I don't have time tonight to finish the features I've been working on / get out a patch, but I will release one soon that fixes the bug. Just wondering what the command to do this is? Having the same issue with my game I think.
Srende Posted January 6, 2014 Posted January 6, 2014 Just wondering what the command to do this is? Having the same issue with my game I think. You can change that in the MCM menu. Though if you have already encountered the issue, the MCM menu won't show up and the change wouldn't even help at that point. So you'd need to revert to an earlier save. (Will not solve the problem once it occurs: Must be done preventatively)
sit1111 Posted January 6, 2014 Posted January 6, 2014 BOSS has not helped ((( Tried loading your mods in TES5Edit, in order to check for any missing master messages? I do not know how to use (
sapho888 Posted January 6, 2014 Posted January 6, 2014 BOSS has not helped ((( Tried loading your mods in TES5Edit, in order to check for any missing master messages? I do not know how to use ( This video is an excellent guide to using TES5Edit to correct your load order. http://www.youtube.com/watch?v=cPwiY7NBVTM
sit1111 Posted January 6, 2014 Posted January 6, 2014 That's what I showed TS5Edit this mod[Devious Devices - Assets.esm] Loading file[Devious Devices - Assets.esm] File loaded[Devious Devices - Assets.esm] Start processing[Devious Deviants.esp] Loading file[Devious Deviants.esp] File loaded[Devious Deviants.esp] Start processing[Devious Devices - Integration.esp] Loading file[Devious Devices - Integration.esp] File loaded[Devious Devices - Integration.esp] Start processing [00:17] Background Loader: loading "Devious Devices - Assets.esm"...[00:17] Background Loader: [Devious Devices - Assets.esm] Loading file[00:17] Background Loader: [Devious Devices - Assets.esm] File loaded[00:17] Background Loader: [Devious Devices - Assets.esm] Start processing[00:17] Background Loader: [Devious Devices - Assets.esm] Adding master "Skyrim.esm"[00:17] Background Loader: [Devious Devices - Assets.esm] Adding master "SexLab.esm"[00:17] Background Loader: [Devious Devices - Assets.esm] Header processed. Expecting 85 records[00:17] Background Loader: [Devious Devices - Assets.esm] GRUP Top "KYWD" processed[00:17] Background Loader: [Devious Devices - Assets.esm] GRUP Top "ARMO" processed[00:17] Background Loader: [Devious Devices - Assets.esm] GRUP Top "CONT" processed[00:17] Background Loader: [Devious Devices - Assets.esm] GRUP Top "ARMA" processed[00:17] Background Loader: [Devious Devices - Assets.esm] Building FormID index[00:17] Background Loader: [Devious Devices - Assets.esm] FormID index built[00:17] Background Loader: [Devious Devices - Assets.esm] Building EditorID index[00:17] Background Loader: [Devious Devices - Assets.esm] EditorID index built[00:17] Background Loader: [Devious Devices - Assets.esm] Processing completed[00:17] Background Loader: loading "Devious Deviants.esp"...[00:17] Background Loader: [Devious Deviants.esp] Loading file[00:17] Background Loader: [Devious Deviants.esp] File loaded[00:17] Background Loader: [Devious Deviants.esp] Start processing[00:17] Background Loader: [Devious Deviants.esp] Adding master "Skyrim.esm"[00:17] Background Loader: [Devious Deviants.esp] Adding master "Update.esm"[00:17] Background Loader: [Devious Deviants.esp] Adding master "ZaZAnimationPack.esm"[00:17] Background Loader: [Devious Deviants.esp] Adding master "SexLab.esm"[00:17] Background Loader: [Devious Deviants.esp] Adding master "SexLabAroused.esm"[00:17] Background Loader: [sexLabAroused.esm] Loading file
stobor Posted January 6, 2014 Posted January 6, 2014 Check your load order; it looks as though you're loading 'Devious Deviants.esp' before the Integration.esp. That will not work.
sit1111 Posted January 6, 2014 Posted January 6, 2014 Check your load order; it looks as though you're loading 'Devious Deviants.esp' before the Integration.esp. That will not work. Here's my boot order Devious Devices - Assets.esm Devious Devices - Integration.esp Devious Devices.esp
Kyubi Posted January 6, 2014 Posted January 6, 2014 Guys, I would like to use this mod and the awesome devices as it really caught my attention lately. I decided to give it a go because I really wanted to test this new SL Submit + DD modification and it would really meet my taste. Now it seems that I ran into a problem, as none of the devices get displayed for me. I am pretty sure that I installed everything correctly. I installed DD Assets and DD Integration (both the newest versions, UNBP). I also upgraded to the newest SL Framework (everything correct here as well) and the newest SKSE (1.6.16 or so I think, atleast it is the newest, also no problems). Today I upgraded my FNIS to 4.1.1 together with creature support and ran it, no problems. I put all the DD data in my loadorder AFTER SexLab and like this: DD Integration -> DD Assets -> Devious Deviants. Also, I got everything checked by BOSS. Furthermore, in-game I put the number of slotted NPCs to 0 as it is said in the original post. As soon as I get defeated and the rape is over, my captors are supposed to put on the Devices and I get restrained by them. Yet I only see the usual ropes around my wrists, nothing else. I know that the mod works as it should because I still get messages like "Your armbinders hold you tighter than any rope could do." or something like that and last time the mouth of my character was open (I suppose because of a possible ball-gag that got applied?) but as I said, nothing like that appears visibly on my character. I checked my data and apparently I am not missing anything of what I am supposed to install (from DD Assets and DD Integration), I think with either Assets or Integration there came a file that said "Junk" (in meshes or something?). Am I supposed to unpack that file or leave it as it is? Because I did the latter, yet I have never seen something like that with any other mod. Can anybody help me with my problem using the information I gave? Is it something obvious or not-so-obvious that I failed to see yet? Or do you need any other information? Please, I am really in need of assistance here!
Min Posted January 6, 2014 Author Posted January 6, 2014 Guys, I would like to use this mod and the awesome devices as it really caught my attention lately. I decided to give it a go because I really wanted to test this new SL Submit + DD modification and it would really meet my taste. Now it seems that I ran into a problem, as none of the devices get displayed for me. I am pretty sure that I installed everything correctly. I installed DD Assets and DD Integration (both the newest versions, UNBP). I also upgraded to the newest SL Framework (everything correct here as well) and the newest SKSE (1.6.16 or so I think, atleast it is the newest, also no problems). Today I upgraded my FNIS to 4.1.1 together with creature support and ran it, no problems. I put all the DD data in my loadorder AFTER SexLab and like this: DD Integration -> DD Assets -> Devious Deviants. Also, I got everything checked by BOSS. Furthermore, in-game I put the number of slotted NPCs to 0 as it is said in the original post. As soon as I get defeated and the rape is over, my captors are supposed to put on the Devices and I get restrained by them. Yet I only see the usual ropes around my wrists, nothing else. I know that the mod works as it should because I still get messages like "Your armbinders hold you tighter than any rope could do." or something like that and last time the mouth of my character was open (I suppose because of a possible ball-gag that got applied?) but as I said, nothing like that appears visibly on my character. I checked my data and apparently I am not missing anything of what I am supposed to install (from DD Assets and DD Integration), I think with either Assets or Integration there came a file that said "Junk" (in meshes or something?). Am I supposed to unpack that file or leave it as it is? Because I did the latter, yet I have never seen something like that with any other mod. Can anybody help me with my problem using the information I gave? Is it something obvious or not-so-obvious that I failed to see yet? Or do you need any other information? Please, I am really in need of assistance here! Devices not showing up in game sounds as if the assets aren't correctly installed (Either that, or you're hitting some trouble with the other mod). Try equipping a padded collar. Does this show up on your character? Do you see the device interaction menu when you try to unequip it? player.additem xx01775c If you answered No to either of the above, post a copy of your log.
MonaBabii Posted January 6, 2014 Posted January 6, 2014 Check your load order; it looks as though you're loading 'Devious Deviants.esp' before the Integration.esp. That will not work. Here's my boot order Devious Devices - Assets.esm Devious Devices - Integration.esp Devious Devices.esp Would this be the correct load order for DD stuff? Now -I'm- also wondering if my load order could be problematic for when I start my new game lol. I'm gonna start a new one but would love not to have to start yet again in at least a couple of weeks this time lol xD (not saying that's DD's fault, I just wanna make sure everything is as perfect as it can be ).
Zadil Posted January 6, 2014 Posted January 6, 2014 I checked my data and apparently I am not missing anything of what I am supposed to install (from DD Assets and DD Integration), I think with either Assets or Integration there came a file that said "Junk" (in meshes or something?). Am I supposed to unpack that file or leave it as it is? Because I did the latter, yet I have never seen something like that with any other mod. I haven't heard of a 'junk' file either in context of Skyrim mods and such a file should is definitely not part of the assets pack. If there is such a file in your 'meshes\devious\devices' directory, please let me know.
Min Posted January 6, 2014 Author Posted January 6, 2014 I checked my data and apparently I am not missing anything of what I am supposed to install (from DD Assets and DD Integration), I think with either Assets or Integration there came a file that said "Junk" (in meshes or something?). Am I supposed to unpack that file or leave it as it is? Because I did the latter, yet I have never seen something like that with any other mod. I haven't heard of a 'junk' file either in context of Skyrim mods and such a file should is definitely not part of the assets pack. If there is such a file in your 'meshes\devious\devices' directory, please let me know. I apparently left a 'junk' folder in scripts\source\. It contains a few unused source files, and is completely harmless. Just ignore it, it won't be bundled with future versions.
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