lkl Posted January 31, 2014 Posted January 31, 2014 Oddly enough, character's arm doesn't go into a bound animation after using the armbinder. It just cycles from bound to idle/running.
Min Posted January 31, 2014 Author Posted January 31, 2014 I am having the ctd on launch issue as well. I tried updating all the mods that co-exist with this mod and still ctd on launch. I uninstalled all mods and still ctd on launch. The only way I could get the game working again was to restore all the mods to the previous version before the update to this one. Not quite sure how to fix it.... and I really want to, its a great piece of work you have here! Cheers Use tes5edit or wrye bash to figure out which file is missing a master. Oddly enough, character's arm doesn't go into a bound animation after using the armbinder. It just cycles from bound to idle/running. I'm not completely sure what you mean by "cycles from bound to idle/running". As in, the character switches between the bound idle and the normal idles?
Min Posted January 31, 2014 Author Posted January 31, 2014 in the download section for this mod there are 6 total zip files to download and install mod and there numbered 1-6 and then the last one is for sanguines debachery mod but zipefile for number 3 is missing so i cant extract and compile to install mod. one zipfile is missing Those are version numbers. As others have said, you only need the latest (v2.6.6)
matekun Posted January 31, 2014 Posted January 31, 2014 Oddly enough, character's arm doesn't go into a bound animation after using the armbinder. It just cycles from bound to idle/running. To reduce problems never equip or give to followers the armbinder with weapon drawn (or fists up).
Darolok Posted January 31, 2014 Posted January 31, 2014 I have encountered the same problem pinky6225 described a few pages before: - When i create a new character with this version of the mod installed the mcm menu doesn't load, it shows up in the overview but the sub menus do no load. The mod also doesn't work (Other menus load normally, with the exception of "For the Masses II" (wich i deactivated afterwards, no changes though)). - Creating a second character without restarting seems to fix the problem somehow. Even if the initialization worked correctly, the game crashes as soon as i equip an armbinder (with any character).
Min Posted January 31, 2014 Author Posted January 31, 2014 I have encountered the same problem pinky6225 described a few pages before: - When i create a new character with this version of the mod installed the mcm menu doesn't load, it shows up in the overview but the sub menus do no load. The mod also doesn't work (Other menus load normally, with the exception of "For the Masses II" (wich i deactivated afterwards, no changes though)). - Creating a second character without restarting seems to fix the problem somehow. Even if the initialization worked correctly, the game crashes as soon as i equip an armbinder (with any character). Need two things from you to troubleshoot your problem. Post a copy of your Papyrus.0.log, in which you start the game, and the mod fails to initialize. Post a copy of your Papyrus.0.log, in which you equip the armbinder, and then crash.
Darolok Posted January 31, 2014 Posted January 31, 2014 Post a copy of your Papyrus.0.log, in which you equip the armbinder, and then crash. Here we go. Papyrus.0.rar For the armbinder crash. I can not reproduce the other bug, it may have been an error from racemenu. I installed the ShowRaceMenu Precache killer and the menu seems to load fine now.
Min Posted January 31, 2014 Author Posted January 31, 2014 Post a copy of your Papyrus.0.log, in which you equip the armbinder, and then crash. Here we go. Papyrus.0.rar For the armbinder crash. I can not reproduce the other bug, it may have been an error from racemenu. I installed the ShowRaceMenu Precache killer and the menu seems to load fine now. No errors related to DD that might indicate why you crashed: It looks like you're running the Frostfall patch from SD+, without actually having frostfall. Might be related to your problem, as that was the last thing in your log.
Darolok Posted January 31, 2014 Posted January 31, 2014 No errors related to DD that might indicate why you crashed: It looks like you're running the Frostfall patch from SD+, without actually having frostfall. Might be related to your problem, as that was the last thing in your log. Hmm, i have completely removed sd+ and started a new character, yet the crash persists. It is also not really crashing the game, it is more like it's immediatly closing itself (no error messages, repair attempts etc.). I have decreased fPostLoadUpdateTimeMS to 010.0 and created 2 new new logs. Papyrus_logs.rar Are there any other hints in the logs?
Johnny05 Posted January 31, 2014 Posted January 31, 2014 No errors related to DD that might indicate why you crashed: It looks like you're running the Frostfall patch from SD+, without actually having frostfall. Might be related to your problem, as that was the last thing in your log. Hmm, i have completely removed sd+ and started a new character, yet the crash persists. It is also not really crashing the game, it is more like it's immediatly closing itself (no error messages, repair attempts etc.). I have decreased fPostLoadUpdateTimeMS to 010.0 and created 2 new new logs. Papyrus_logs.rar Are there any other hints in the logs? Do you use oli3d's Bondage Furniture mod? That one seems to have some trouble with the armbinder. It kept causing crashes when I used it.
lkl Posted January 31, 2014 Posted January 31, 2014 Oddly enough, character's arm doesn't go into a bound animation after using the armbinder. It just cycles from bound to idle/running. I'm not completely sure what you mean by "cycles from bound to idle/running". As in, the character switches between the bound idle and the normal idles? Yup, that's what I meant.
Min Posted January 31, 2014 Author Posted January 31, 2014 No errors related to DD that might indicate why you crashed: It looks like you're running the Frostfall patch from SD+, without actually having frostfall. Might be related to your problem, as that was the last thing in your log. Hmm, i have completely removed sd+ and started a new character, yet the crash persists. It is also not really crashing the game, it is more like it's immediatly closing itself (no error messages, repair attempts etc.). I have decreased fPostLoadUpdateTimeMS to 010.0 and created 2 new new logs. Papyrus_logs.rar Are there any other hints in the logs? Hmm, no idea. Post a copy of your load order. Oddly enough, character's arm doesn't go into a bound animation after using the armbinder. It just cycles from bound to idle/running. I'm not completely sure what you mean by "cycles from bound to idle/running". As in, the character switches between the bound idle and the normal idles? Yup, that's what I meant. Sounds like a mod conflict of some sort: Post a copy of your Papyrus.0.log, and your load order.
Darolok Posted January 31, 2014 Posted January 31, 2014 Do you use oli3d's Bondage Furniture mod? That one seems to have some trouble with the armbinder. It kept causing crashes when I used it. That was the Problem! Uninstalling oli3d's Bondage Furniture fixed it. Thanks to all of you for your time and effort.
lkl Posted January 31, 2014 Posted January 31, 2014 Oddly enough, character's arm doesn't go into a bound animation after using the armbinder. It just cycles from bound to idle/running. I'm not completely sure what you mean by "cycles from bound to idle/running". As in, the character switches between the bound idle and the normal idles? Yup, that's what I meant. Sounds like a mod conflict of some sort: Post a copy of your Papyrus.0.log, and your load order. Just asking but...I hear a lot about papyrus and I know what it does. Although, I'm not sure where to get it since google didnt do much.
Min Posted January 31, 2014 Author Posted January 31, 2014 Just asking but...I hear a lot about papyrus and I know what it does. Although, I'm not sure where to get it since google didnt do much. Papyrus is Skyrim's built in scripting language. The very first result for googling "Papyrus.0.log": http://forums.steampowered.com/forums/showthread.php?t=2791993
Mexicola88 Posted January 31, 2014 Posted January 31, 2014 Can`t find the Integration.esm anywhere any solution? Only got the esp it always crashes because it needs an esm file.
Min Posted January 31, 2014 Author Posted January 31, 2014 Can`t find the Integration.esm anywhere any solution? Only got the esp it always crashes because it needs an esm file. Click the "Download" button, and select the newest version...
Bwog Posted January 31, 2014 Posted January 31, 2014 I was really surprised by the quest: good use of the new material (well, new to me), spellbinding story and well-written book. Thanks! I add the (flood, surge, etc.) spells by player.additem of the spell tomes. This results in working spells. Is this the intended way to add them? The CBBE-soulgem plugs work on my PC (CBBE), on my active follower (dreamgirl body) and on 1 potential custom follower (CBBE). Other NPC's do not react (so far). This is the same for 2.6.5 and 2.6.6. MCM is set to follow 10 NPC's. Is there something I could try? The material was indeed newly created for that quest. Glad you enjoyed it! The Flood/Surge/etc spells aren't available in-game aside from console. Adding the book is as good a way as any to get them for the time being. Have plans to introduce them properly later. Soulgem Plugs are a bit flakey on NPC's at the moment. It's something I'm still working on. About the soulgems: with v 2.6.6 it may be just a question of time, they initialize not immediately, but after some playing, reloading, restarting, I see more NPC's respond. (This was certainly not the case with 2.6.5, at least in my game.) I was wrong about it being just a matter of time before soulgems would work. Now I have a method that seems to work with every NPC. I use the "summer wear" mod (light version) to add items to NPC's. The soulgems plugs will not react to the devious spells. However, when an NPC (equipped with soulgem and belt) is asked to return to their natural state, and then ordered to wear their best armor, the plugs will react to the spells. I use the regular soulgems plugs (XX019d18), not the rechargable soulgems because I can not craft them. I can get them via player.additem though, but do the rechargeables have a different effect? And what about the electrical plugs? The gags do not stop anyone from talking (so far). Can anyone help me to stop NPC's repeating their default babble, like "need something", or reduce the frequency thereof. It drives me mad when "need something" is repeated 20 times during an animation. Can I do something to this effect in the console or CK?
matekun Posted January 31, 2014 Posted January 31, 2014 Can anyone help me to stop NPC's repeating their default babble, like "need something", or reduce the frequency thereof. It drives me mad when "need something" is repeated 20 times during an animation. Can I do something to this effect in the console or CK? Maybe this is what you want? http://www.nexusmods.com/skyrim/mods/746/?
Bwog Posted January 31, 2014 Posted January 31, 2014 Can anyone help me to stop NPC's repeating their default babble, like "need something", or reduce the frequency thereof. It drives me mad when "need something" is repeated 20 times during an animation. Can I do something to this effect in the console or CK? Maybe this is what you want? http://www.nexusmods.com/skyrim/mods/746/? I'll try it right now. Thanks matekun! Edit: I tried the reduced distance version first and it works fine, even Brelyna Marion is quiet until I bump into her. There is also a console command for it SetGameSetting fAIMinGreetingDistance 0 (90, 50 or 0, default 150) but that doesn't persist after restart. Thanks again, this removes a major annoyance.
Min Posted January 31, 2014 Author Posted January 31, 2014 I was really surprised by the quest: good use of the new material (well, new to me), spellbinding story and well-written book. Thanks! I add the (flood, surge, etc.) spells by player.additem of the spell tomes. This results in working spells. Is this the intended way to add them? The CBBE-soulgem plugs work on my PC (CBBE), on my active follower (dreamgirl body) and on 1 potential custom follower (CBBE). Other NPC's do not react (so far). This is the same for 2.6.5 and 2.6.6. MCM is set to follow 10 NPC's. Is there something I could try? The material was indeed newly created for that quest. Glad you enjoyed it! The Flood/Surge/etc spells aren't available in-game aside from console. Adding the book is as good a way as any to get them for the time being. Have plans to introduce them properly later. Soulgem Plugs are a bit flakey on NPC's at the moment. It's something I'm still working on. About the soulgems: with v 2.6.6 it may be just a question of time, they initialize not immediately, but after some playing, reloading, restarting, I see more NPC's respond. (This was certainly not the case with 2.6.5, at least in my game.) I was wrong about it being just a matter of time before soulgems would work. Now I have a method that seems to work with every NPC. I use the "summer wear" mod (light version) to add items to NPC's. The soulgems plugs will not react to the devious spells. However, when an NPC (equipped with soulgem and belt) is asked to return to their natural state, and then ordered to wear their best armor, the plugs will react to the spells. I use the regular soulgems plugs (XX019d18), not the rechargable soulgems because I can not craft them. I can get them via player.additem though, but do the rechargeables have a different effect? And what about the electrical plugs? The gags do not stop anyone from talking (so far). Can anyone help me to stop NPC's repeating their default babble, like "need something", or reduce the frequency thereof. It drives me mad when "need something" is repeated 20 times during an animation. Can I do something to this effect in the console or CK? The chargeable soulgem plugs are still in development, and aren't intended for use just yet. Hence them not being available aside from console.
Bwog Posted January 31, 2014 Posted January 31, 2014 The chargeable soulgem plugs are still in development, and aren't intended for use just yet. Hence them not being available aside from console. That makes sense. Thanks.
barber525 Posted February 1, 2014 Posted February 1, 2014 i need help, i had just installed the new Devious Devices - Integration because in my save files, the MCM would show up, but when clicked on no options of anything showed up. I installed the new version as i saw this took care of that bug. However, as i did, i entered one of my saves, and it said that I need to delete the integration.esp. I went into my skyrim data file, and simply moved the integration.esp onto my desktop. However, now when i try starting Skyrim it crashes after the Bethsda. I can't even get to the menu! help!!
Veladarius Posted February 1, 2014 Posted February 1, 2014 i need help, i had just installed the new Devious Devices - Integration because in my save files, the MCM would show up, but when clicked on no options of anything showed up. I installed the new version as i saw this took care of that bug. However, as i did, i entered one of my saves, and it said that I need to delete the integration.esp. I went into my skyrim data file, and simply moved the integration.esp onto my desktop. However, now when i try starting Skyrim it crashes after the Bethsda. I can't even get to the menu! help!! If you are using any of the other Devious Devices mods that use Integration as a master make sure you have updated those as well or it will crash.
Cocein Posted February 1, 2014 Posted February 1, 2014 I love the vibration effects of the plugs. Makes the chastity belt truly impactful on gameplay. But once I got the belt off, I didn't have a good reason to put it back on, and I missed the vibration effects. So I was wondering if it would be possible to apply the same effect to pieces of armor. I'd love to see an enchantment you could put on normal armor which adds the vibration effect as well as an overpowered ordinary enchantment effect (like fortify light armor or health or something). So the player would be inclined to voluntarily use the enchantment, and then deal with the side effects.
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