NicoleDragoness Posted February 3, 2014 Posted February 3, 2014 Going to the ESM system is a good idea but I'm still a bit concerned about the large amount of scripts (and related source files) that encumber my Data/Scripts folder. I really hope you consider to "pack" everything inside a BSA file. Much easier to upgrade, btw. You could say that "old" users could have problems with loose files but you could also include a simple BAT file to remove all those loose file before install this new version. (Like redneckX did for some of its stuffs. It is easy to do).
Aelie Posted February 3, 2014 Posted February 3, 2014 if you used mod organizer you wouldnt have to worry with stuff like that, all of DDI's files are kept in their own folder for easy removal or upgrading
Min Posted February 3, 2014 Author Posted February 3, 2014 nevermind guys! turns out I was using the wrong model XD Lightning thanks you! if she could say anything that is =D I'm having same problem, mouth will not open. Only mods I have (clean install): 1, SKSE (latest) 2, FNIS (latest) 3, SkyUI (latest) 4, SexLab (v139) 5, SexLab Aroused (24012014) 6, ZazAnimationPack (v54) 7, Devious Devices - Assets (v2.6.2) 8, Devious Devices - Integration (v2.6.6) Using XP32 maximum skeleton & CBBE Can anyone help me fix this? A few things that could be causing that: I've seen that happen if a user has custom face files (.tri, I believe they were). How did you obtain the gag? If you added it via console, you likely added the wrong item. I may have found a compatibility conflict. I was giving the Immersive College of Winterhold (http://www.nexusmods.com/skyrim/mods/36849/?) a try and found that it seems to kill your bookshelf in the college library. I figured it may be worth noting since it is in the top 30 Overhaul mods, with over 1,000 endorsements. I'm not seeing a work around via mod order and I checked in TESEdit to confirm there was a conflict with the bookcase. Not saying you should change anything, just perhaps mention it in your compatibility section. Sure, will give that a mention. Going to the ESM system is a good idea but I'm still a bit concerned about the large amount of scripts (and related source files) that encumber my Data/Scripts folder. I really hope you consider to "pack" everything inside a BSA file. Much easier to upgrade, btw. You could say that "old" users could have problems with loose files but you could also include a simple BAT file to remove all those loose file before install this new version. (Like redneckX did for some of its stuffs. It is easy to do). It doesn't affect upgrade difficulty at all, as I have yet to obsolete an existing script. All that one must do to upgrade is to simply copy/paste over existing files. It -would- certainly make uninstallations easier. I've weighed the conveniance of easier uninstallations, versus the myriad of difficult-to-diagnose error reports I'd certainly receive from users that didn't read the upgrade instructions (And let's be honest, probably 90% of the posts looking for support are already from users that didn't read the instructions). If I had started with a BSA, that would indeed be superior. Given that I didn't however, it's not worth the headache.
lkl Posted February 3, 2014 Posted February 3, 2014 Coming back with a different Payprus Log I got 2 problems. 1. New Game doesn't have MCM Menu 2. The Idle switches back and forth on my other save game. Papyrus.0.rar
Min Posted February 3, 2014 Author Posted February 3, 2014 Coming back with a different Payprus Log I got 2 problems. 1. New Game doesn't have MCM Menu Looking at this log, I've no idea why the MCM menu wouldn't be working for you. There was an odd set of errors relating to the quest monitor, in which a couple of properties were null, though. 2. The Idle switches back and forth on my other save game. Already responded to this one earlier. [02/03/2014 - 11:06:35PM] [Zad]: Building mcm menu. [02/03/2014 - 11:06:35PM] [zadconfig <zadConfigQuest (1501A282)>] INITIALIZED [02/03/2014 - 11:06:35PM] [Zad]: OnVersionUpdate(7/0) [02/03/2014 - 11:06:35PM] [Zad]: SS is initializing. [02/03/2014 - 11:06:35PM] [Zad]: Radiant Master is performing maintenance. [02/03/2014 - 11:06:35PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:06:35PM] [Zad]: Forbidden Tome OnInit() [02/03/2014 - 11:06:35PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:06:35PM] [Zad]: QuestMonitor is now tracking player. [02/03/2014 - 11:06:35PM] [Zad]: Initializing. [02/03/2014 - 11:06:35PM] [Zad]: Starting update chain. [02/03/2014 - 11:06:39PM] [Zad]: EnableEventProcessing() [02/03/2014 - 11:06:39PM] [Zad]: Rehooking Mod Events [02/03/2014 - 11:09:32PM] [Zad]: Starting update chain. [02/03/2014 - 11:09:32PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:09:32PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:09:32PM] Error: Cannot add a None inventory event filter to this reference alias stack: [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.AddInventoryEventFilter() - "<native>" Line ? [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.Maintenance() - "zaddQuestMonitorPlayerScript.psc" Line 30 [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.OnPlayerLoadGame() - "zaddQuestMonitorPlayerScript.psc" Line 17 [02/03/2014 - 11:09:32PM] Error: Cannot add a None inventory event filter to this reference alias stack: [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.AddInventoryEventFilter() - "<native>" Line ? [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.Maintenance() - "zaddQuestMonitorPlayerScript.psc" Line 31 [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.OnPlayerLoadGame() - "zaddQuestMonitorPlayerScript.psc" Line 17 [02/03/2014 - 11:09:32PM] [Zad]: QuestMonitor is now tracking player. [02/03/2014 - 11:09:33PM] [Zad]: EnableEventProcessing() [02/03/2014 - 11:09:33PM] [Zad]: Rehooking Mod Events [02/03/2014 - 11:09:33PM] [Zad]: RepopulateNpcs() [02/03/2014 - 11:09:36PM] [Zad]: ==========Begin Compatibility Checks========== [02/03/2014 - 11:09:36PM] [Zad]: Please note that Errors related to missing files should be ignored. [02/03/2014 - 11:09:36PM] [Zad]: [ Dependency Checks ] [02/03/2014 - 11:09:36PM] [Zad]: DDi version [2.660000]: OK [02/03/2014 - 11:09:36PM] [Zad]: Aroused version [20140104.000000]: OK [02/03/2014 - 11:09:36PM] [Zad]: SexLab version [13500.000000]: OK [02/03/2014 - 11:09:36PM] [Zad]: [ Third Party Mod Compatibility Checks ] [02/03/2014 - 11:09:36PM] [Zad]: [ Sanity Checks ] [02/03/2014 - 11:09:36PM] [Zad]: Verifying that installation is untainted by an unsupported upgrade: OK [02/03/2014 - 11:09:36PM] [Zad]: Verifying that old DDi esp is not present: OK [02/03/2014 - 11:09:36PM] [Zad]: ==========End Compatibility Checks========== [02/03/2014 - 11:09:47PM] [Zad]: OnPageReset() [02/03/2014 - 11:09:49PM] [Zad]: OnPageReset(General) [02/03/2014 - 11:10:30PM] [Zad]: OnEquipped(Anicilla: Armbinder) [02/03/2014 - 11:10:32PM] [Zad]: ReEquipExistingDevice() is working [02/03/2014 - 11:10:32PM] [Zad]: OnEffectStart(): Armbinder [02/03/2014 - 11:10:37PM] [Zad]: SyncInventory(): Equipping Armbinder. [02/03/2014 - 11:10:38PM] [Zad]: ZadNpc::OnUpdateGameTime() [02/03/2014 - 11:10:38PM] [Zad]: ZadNpc::DoRegister(1.499996) [02/03/2014 - 11:10:46PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:10:56PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:11:01PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:11:12PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:11:37PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:11:47PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:11:57PM] [Zad]: OnUnequipped(Anicilla: Armbinder) [02/03/2014 - 11:11:58PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:12:09PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:12:11PM] [Zad]: SyncInventory(): Equipping Armbinder. [02/03/2014 - 11:12:19PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:12:30PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:12:34PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:12:44PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:12:58PM] [Zad]: RemoveArmbinder() [02/03/2014 - 11:12:58PM] [Zad]: RemoveDevice called for Armbinder [02/03/2014 - 11:12:58PM] [Zad]: Acquired mutex, removing Armbinder [02/03/2014 - 11:12:59PM] [Zad]: OnEffectFinish(): Armbinder [02/03/2014 - 11:12:59PM] [Zad]: OnUnequipped(Anicilla: Armbinder) [02/03/2014 - 11:12:59PM] [Zad]: Detected removal token. Done.
lkl Posted February 3, 2014 Posted February 3, 2014 [02/03/2014 - 11:06:35PM] [Zad]: Building mcm menu. [02/03/2014 - 11:06:35PM] [zadconfig <zadConfigQuest (1501A282)>] INITIALIZED [02/03/2014 - 11:06:35PM] [Zad]: OnVersionUpdate(7/0) [02/03/2014 - 11:06:35PM] [Zad]: SS is initializing. [02/03/2014 - 11:06:35PM] [Zad]: Radiant Master is performing maintenance. [02/03/2014 - 11:06:35PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:06:35PM] [Zad]: Forbidden Tome OnInit() [02/03/2014 - 11:06:35PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:06:35PM] [Zad]: QuestMonitor is now tracking player. [02/03/2014 - 11:06:35PM] [Zad]: Initializing. [02/03/2014 - 11:06:35PM] [Zad]: Starting update chain. [02/03/2014 - 11:06:39PM] [Zad]: EnableEventProcessing() [02/03/2014 - 11:06:39PM] [Zad]: Rehooking Mod Events [02/03/2014 - 11:09:32PM] [Zad]: Starting update chain. [02/03/2014 - 11:09:32PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:09:32PM] [Zad]: QuestMonitor is now watching for device events. [02/03/2014 - 11:09:32PM] Error: Cannot add a None inventory event filter to this reference alias stack: [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.AddInventoryEventFilter() - "<native>" Line ? [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.Maintenance() - "zaddQuestMonitorPlayerScript.psc" Line 30 [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.OnPlayerLoadGame() - "zaddQuestMonitorPlayerScript.psc" Line 17 [02/03/2014 - 11:09:32PM] Error: Cannot add a None inventory event filter to this reference alias stack: [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.AddInventoryEventFilter() - "<native>" Line ? [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.Maintenance() - "zaddQuestMonitorPlayerScript.psc" Line 31 [alias Player on quest zaddQuestMonitor (6C005965)].zaddQuestMonitorPlayerScript.OnPlayerLoadGame() - "zaddQuestMonitorPlayerScript.psc" Line 17 [02/03/2014 - 11:09:32PM] [Zad]: QuestMonitor is now tracking player. [02/03/2014 - 11:09:33PM] [Zad]: EnableEventProcessing() [02/03/2014 - 11:09:33PM] [Zad]: Rehooking Mod Events [02/03/2014 - 11:09:33PM] [Zad]: RepopulateNpcs() [02/03/2014 - 11:09:36PM] [Zad]: ==========Begin Compatibility Checks========== [02/03/2014 - 11:09:36PM] [Zad]: Please note that Errors related to missing files should be ignored. [02/03/2014 - 11:09:36PM] [Zad]: [ Dependency Checks ] [02/03/2014 - 11:09:36PM] [Zad]: DDi version [2.660000]: OK [02/03/2014 - 11:09:36PM] [Zad]: Aroused version [20140104.000000]: OK [02/03/2014 - 11:09:36PM] [Zad]: SexLab version [13500.000000]: OK [02/03/2014 - 11:09:36PM] [Zad]: [ Third Party Mod Compatibility Checks ] [02/03/2014 - 11:09:36PM] [Zad]: [ Sanity Checks ] [02/03/2014 - 11:09:36PM] [Zad]: Verifying that installation is untainted by an unsupported upgrade: OK [02/03/2014 - 11:09:36PM] [Zad]: Verifying that old DDi esp is not present: OK [02/03/2014 - 11:09:36PM] [Zad]: ==========End Compatibility Checks========== [02/03/2014 - 11:09:47PM] [Zad]: OnPageReset() [02/03/2014 - 11:09:49PM] [Zad]: OnPageReset(General) [02/03/2014 - 11:10:30PM] [Zad]: OnEquipped(Anicilla: Armbinder) [02/03/2014 - 11:10:32PM] [Zad]: ReEquipExistingDevice() is working [02/03/2014 - 11:10:32PM] [Zad]: OnEffectStart(): Armbinder [02/03/2014 - 11:10:37PM] [Zad]: SyncInventory(): Equipping Armbinder. [02/03/2014 - 11:10:38PM] [Zad]: ZadNpc::OnUpdateGameTime() [02/03/2014 - 11:10:38PM] [Zad]: ZadNpc::DoRegister(1.499996) [02/03/2014 - 11:10:46PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:10:56PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:11:01PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:11:12PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:11:37PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:11:47PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:11:57PM] [Zad]: OnUnequipped(Anicilla: Armbinder) [02/03/2014 - 11:11:58PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:12:09PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:12:11PM] [Zad]: SyncInventory(): Equipping Armbinder. [02/03/2014 - 11:12:19PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:12:30PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:12:34PM] [Zad]: StartThirdPersonAnimation(Anicilla,[idle <DDZaZAPArmBZaD01 (150284EB)>]) [02/03/2014 - 11:12:44PM] [Zad]: EndThirdPersonAnimation(Anicilla,[False, False]) [02/03/2014 - 11:12:58PM] [Zad]: RemoveArmbinder() [02/03/2014 - 11:12:58PM] [Zad]: RemoveDevice called for Armbinder [02/03/2014 - 11:12:58PM] [Zad]: Acquired mutex, removing Armbinder [02/03/2014 - 11:12:59PM] [Zad]: OnEffectFinish(): Armbinder [02/03/2014 - 11:12:59PM] [Zad]: OnUnequipped(Anicilla: Armbinder) [02/03/2014 - 11:12:59PM] [Zad]: Detected removal token. Done. So...this means that you know what went wrong, right?
Min Posted February 3, 2014 Author Posted February 3, 2014 So...this means that you know what went wrong, right? Looking at this log, I've no idea why the MCM menu wouldn't be working for you. There was an odd set of errors relating to the quest monitor, in which a couple of properties were null, though. I've been receiving sporadic error reports of the MCM menu not showing up for some users, ever since I added the thing. No idea what the cause is. Never been able to replicate it. There's nothing in this log that would indicate why the MCM menu isn't displaying for you. Try starting a new game without the DD family of mods enabled, save/quit, then re-enable DD.
special Posted February 3, 2014 Posted February 3, 2014 nevermind guys! turns out I was using the wrong model XD Lightning thanks you! if she could say anything that is =D I'm having same problem, mouth will not open. Only mods I have (clean install): 1, SKSE (latest) 2, FNIS (latest) 3, SkyUI (latest) 4, SexLab (v139) 5, SexLab Aroused (24012014) 6, ZazAnimationPack (v54) 7, Devious Devices - Assets (v2.6.2) 8, Devious Devices - Integration (v2.6.6) Using XP32 maximum skeleton & CBBE Can anyone help me fix this? A few things that could be causing that: I've seen that happen if a user has custom face files (.tri, I believe they were). How did you obtain the gag? If you added it via console, you likely added the wrong item. I've had a look through the above mods (which are the only ones I have installed). The only mod that changes the face (.tri) is ZazAnimationsPack nothing else. I added all gags I could find (using help "gag") to my inventory with the player.additem command. None of the devious device gags cause the mouth to open. I've been messing around trying to get this to work for days! Is there anything else I can try?
Cocein Posted February 3, 2014 Posted February 3, 2014 I've been trying to figure out how to extend devious devices to add some more lockable armor items. I assumed I'd just have to copy paste a script from one of the existing items onto a new one, but it seems the system devious devices uses is more complicated than that. Is there some documentation anywhere about how an individual device is constructed? So far all I'm able to gleam is that you need an inventory object, and a _scriptInstance for each device. Apart from that my best guess is that zad_quest has hardcoded behavior for each individual device. Any help would be appreciated.
Min Posted February 3, 2014 Author Posted February 3, 2014 nevermind guys! turns out I was using the wrong model XD Lightning thanks you! if she could say anything that is =D I'm having same problem, mouth will not open. Only mods I have (clean install): 1, SKSE (latest) 2, FNIS (latest) 3, SkyUI (latest) 4, SexLab (v139) 5, SexLab Aroused (24012014) 6, ZazAnimationPack (v54) 7, Devious Devices - Assets (v2.6.2) 8, Devious Devices - Integration (v2.6.6) Using XP32 maximum skeleton & CBBE Can anyone help me fix this? A few things that could be causing that: I've seen that happen if a user has custom face files (.tri, I believe they were). How did you obtain the gag? If you added it via console, you likely added the wrong item. I've had a look through the above mods (which are the only ones I have installed). The only mod that changes the face (.tri) is ZazAnimationsPack nothing else. I added all gags I could find (using help "gag") to my inventory with the player.additem command. None of the devious device gags cause the mouth to open. I've been messing around trying to get this to work for days! Is there anything else I can try? Remove all of the items you added to yourself via console, then craft the gag, to verify that you're accessing it as I intended. I've been trying to figure out how to extend devious devices to add some more lockable armor items. I assumed I'd just have to copy paste a script from one of the existing items onto a new one, but it seems the system devious devices uses is more complicated than that. Is there some documentation anywhere about how an individual device is constructed? So far all I'm able to gleam is that you need an inventory object, and a _scriptInstance for each device. Apart from that my best guess is that zad_quest has hardcoded behavior for each individual device. Any help would be appreciated. It is indeed a bit more complicated than that. zadLibs.psc contains a fair bit of documentation regarding how the system works in it's comments. I'll copy/paste some of it here, for berevity: ;=============================================================================== ; Public Interface Functions ;=============================================================================== ; There are two items for each type of item in this system: An inventory item, and a rendered item. ; The inventory item is the user-facing item that the user may interact with. The rendered item is ; the item that actually shows up on characters. The reason for this two item system is twofold: ; Firstly, this permits us to allow the user to interact with the item freely, without seeing the ; item unequip every time / without resorting to spells/powers. Secondly, the rendered item acts ; as an surrogate-state of sorts that is useful for internal scripts. ; Each category of item managed by this system must have a unique keyword. This keyword must be ; present on the rendered device. For instance, all belts provided by devious devices contain the ; keyword zad_DeviousBelt. If you add custom belts, you must use either my existing keywords, or ; add your own keyword for a different type of device. So, to create your own custom device, you'll need to create a slotless inventory device that the user interacts with, and a nameless/weightless properly slotted item that actually renders on the user. Take a look at any of the existing devices for an example of how this is done.
KestrelSky Posted February 3, 2014 Posted February 3, 2014 To add a new item without editing existing scripts (so there is no conflict during new versions) is the extend script function used at the start of a new script?
Cocein Posted February 3, 2014 Posted February 3, 2014 It is indeed a bit more complicated than that. zadLibs.psc contains a fair bit of documentation regarding how the system works in it's comments. I'll copy/paste some of it here, for berevity: ;=============================================================================== ; Public Interface Functions ;=============================================================================== ; There are two items for each type of item in this system: An inventory item, and a rendered item. ; The inventory item is the user-facing item that the user may interact with. The rendered item is ; the item that actually shows up on characters. The reason for this two item system is twofold: ; Firstly, this permits us to allow the user to interact with the item freely, without seeing the ; item unequip every time / without resorting to spells/powers. Secondly, the rendered item acts ; as an surrogate-state of sorts that is useful for internal scripts. ; Each category of item managed by this system must have a unique keyword. This keyword must be ; present on the rendered device. For instance, all belts provided by devious devices contain the ; keyword zad_DeviousBelt. If you add custom belts, you must use either my existing keywords, or ; add your own keyword for a different type of device. So, to create your own custom device, you'll need to create a slotless inventory device that the user interacts with, and a nameless/weightless properly slotted item that actually renders on the user. Take a look at any of the existing devices for an example of how this is done. I still can't get it to work. I've taken an armor, made 2 objects for it. The inventory object and the scriptInstance object. The inventory object has weight, is attached to no biped objects, has the keyword zad_InventoryDevice, and I copied a script onto it from the leg cuffs. The scriptInstance object is attached to the proper biped slots, has 0 weight, and has keywords zad_Lockable and zad_DeviousLegCuffs. Only thing I've gotten problems with is the script I put on the inventory object won't compile / save. When I try, it throws a zillion errors related to sex lab for some reason.
Srende Posted February 3, 2014 Posted February 3, 2014 I still can't get it to work. I've taken an armor, made 2 objects for it. The inventory object and the scriptInstance object. The inventory object has weight, is attached to no biped objects, has the keyword zad_InventoryDevice, and I copied a script onto it from the leg cuffs. The scriptInstance object is attached to the proper biped slots, has 0 weight, and has keywords zad_Lockable and zad_DeviousLegCuffs. Only thing I've gotten problems with is the script I put on the inventory object won't compile / save. When I try, it throws a zillion errors related to sex lab for some reason. Did you set up the script properties in your custom inventory item?
Cocein Posted February 3, 2014 Posted February 3, 2014 I still can't get it to work. I've taken an armor, made 2 objects for it. The inventory object and the scriptInstance object. The inventory object has weight, is attached to no biped objects, has the keyword zad_InventoryDevice, and I copied a script onto it from the leg cuffs. The scriptInstance object is attached to the proper biped slots, has 0 weight, and has keywords zad_Lockable and zad_DeviousLegCuffs. Only thing I've gotten problems with is the script I put on the inventory object won't compile / save. When I try, it throws a zillion errors related to sex lab for some reason. Did you set up the script properties in your custom inventory item? Every time I try to, a message box pops up saying "Errors encountered while attempting to reload the script". Then I'm directed to the properties menu with no properties to set. Are there supposed to be properties, because they're not showing up. Here's a pastebin link to the error messages I get when I try to compile the script. http://pastebin.com/cRAqGK9P
Srende Posted February 3, 2014 Posted February 3, 2014 I had that same error message come up initially after the change to .esm. I got rid of it and CK to read the scripts and allowing the properties to be set by manually selecting all of the required mods for mine (integration included) instead of just selecting the active file and letting CK find the masters in its own. Dunno if that helps you though.
Cocein Posted February 3, 2014 Posted February 3, 2014 I had that same error message come up initially after the change to .esm. I got rid of it and CK to read the scripts and allowing the properties to be set by manually selecting all of the required mods for mine (integration included) instead of just selecting the active file and letting CK find the masters in its own. Dunno if that helps you though. Tried restarting creation kit, selecting every dependency manually, no change on the script errors. Here is an error that came up when I loaded all the masters Cannot open store for class "SKI_ConfigBase", missing file? And this one came up when I tried to save the script. BSString::Set() could not allocate full amount of memory asked for with aiMaxLen I don't know if those are meaningful at all.
Pinute Posted February 3, 2014 Posted February 3, 2014 Going to the ESM system is a good idea but I'm still a bit concerned about the large amount of scripts (and related source files) that encumber my Data/Scripts folder. I really hope you consider to "pack" everything inside a BSA file. Much easier to upgrade, btw. You could say that "old" users could have problems with loose files but you could also include a simple BAT file to remove all those loose file before install this new version. (Like redneckX did for some of its stuffs. It is easy to do). I understand Min's reluctance to switch over to a BSA, having seen the many, many posts about bugs caused by not removing the loose scripts after redneck switched over. However, if I understand things right you could pack the loose stuff into a bsa for personal use. Not very difficult. (Notice I'm not suggesting Mod Organizer )
Srende Posted February 3, 2014 Posted February 3, 2014 For the SKI_ConfigBase error you need to download the SkyUI SDK.
special Posted February 3, 2014 Posted February 3, 2014 nevermind guys! turns out I was using the wrong model XD Lightning thanks you! if she could say anything that is =D I'm having same problem, mouth will not open. Only mods I have (clean install): 1, SKSE (latest) 2, FNIS (latest) 3, SkyUI (latest) 4, SexLab (v139) 5, SexLab Aroused (24012014) 6, ZazAnimationPack (v54) 7, Devious Devices - Assets (v2.6.2) 8, Devious Devices - Integration (v2.6.6) Using XP32 maximum skeleton & CBBE Can anyone help me fix this? A few things that could be causing that: I've seen that happen if a user has custom face files (.tri, I believe they were). How did you obtain the gag? If you added it via console, you likely added the wrong item. I've had a look through the above mods (which are the only ones I have installed). The only mod that changes the face (.tri) is ZazAnimationsPack nothing else. I added all gags I could find (using help "gag") to my inventory with the player.additem command. None of the devious device gags cause the mouth to open. I've been messing around trying to get this to work for days! Is there anything else I can try? Remove all of the items you added to yourself via console, then craft the gag, to verify that you're accessing it as I intended. Ok tried that, still a no go. I was using the devious devices with the "Live A Deviant Life" mod a few weeks back and it all worked, since a clean install I have been unable to get it to work. The only difference is that I am now using the latest versions of all of the mods (as listed above) whereas my old Skyrim install was running on older mod versions. • Could there be an incompatibility with the new versions of ZazAnimationPack etc? • Is anyone else running all of the latest versions like I am and has this working?
pinky6225 Posted February 3, 2014 Posted February 3, 2014 I have... 1, SKSE (latest)2, FNIS (latest) 3, SkyUI (latest)4, SexLab (v139)5, SexLab Aroused (24012014)6, ZazAnimationPack (v54)7, Devious Devices - Assets (v2.6.2) 8, Devious Devices - Integration (v2.6.6) Using XP32 maximum skeleton & CBBE And it works tho i also have The skeleton of female models By Ning (Perfect 3-2) http://skyrim.nexusmods.com/mods/11064 as it was recommended on the Zaz page, with FNIS and latest you mean 4.1.1?
special Posted February 3, 2014 Posted February 3, 2014 I have... 1, SKSE (latest) 2, FNIS (latest) 3, SkyUI (latest) 4, SexLab (v139) 5, SexLab Aroused (24012014) 6, ZazAnimationPack (v54) 7, Devious Devices - Assets (v2.6.2) 8, Devious Devices - Integration (v2.6.6) Using XP32 maximum skeleton & CBBE And it works tho i also have The skeleton of female models By Ning (Perfect 3-2) http://skyrim.nexusmods.com/mods/11064 as it was recommended on the Zaz page, with FNIS and latest you mean 4.1.1? Yep. I have it working now. I did yet another clean install, added the mods 1 at a time in the order I specified in my previous posts and this time for whatever reason it all worked!!! Thanks to all for their help & suggestions
Bazzal Posted February 4, 2014 Posted February 4, 2014 Wheres the .esm of Integration? Devious Wants it and I have no idea where it is? My Wyrebash is saying its missing. :\ Edit: Found it. Its in the 2.6.6 download. I downloaded that before but it was an .esp? :|Well here it is hooray! http://www.loverslab.com/files/download/371-devious-devices-integration-now-with-quests-01282014/
Aelie Posted February 4, 2014 Posted February 4, 2014 (Notice I'm not suggesting Mod Organizer ) i dont know why considering the gains in flexibility, stability, safety, ease of uninstall/reinstall/updating, and conflict management you get
Cocein Posted February 4, 2014 Posted February 4, 2014 For the SKI_ConfigBase error you need to download the SkyUI SDK. I've now gotten rid of all the warning messages. But the scripts still fail to save, and it doesn't appear to have changed the compilation debug messages.
Min Posted February 4, 2014 Author Posted February 4, 2014 To add a new item without editing existing scripts (so there is no conflict during new versions) is the extend script function used at the start of a new script? Papyrus is an object oriented language. You can modify the script objects that comprise the devices added by this mod simply by extending them, and then creating functions that are named identically to the function who's behavior you wish to modify. Take a look at zadBeltScript for an example of this. You can't use this technique to modify zadLibs / zadBQ00's behavior, though. If you have male appropriate text that you would like to see added, feel free to just message me a list of it. I'll merge it in to Integration for 2.6.7. I still can't get it to work. I've taken an armor, made 2 objects for it. The inventory object and the scriptInstance object. The inventory object has weight, is attached to no biped objects, has the keyword zad_InventoryDevice, and I copied a script onto it from the leg cuffs. The scriptInstance object is attached to the proper biped slots, has 0 weight, and has keywords zad_Lockable and zad_DeviousLegCuffs. Only thing I've gotten problems with is the script I put on the inventory object won't compile / save. When I try, it throws a zillion errors related to sex lab for some reason. Did you set up the script properties in your custom inventory item? Every time I try to, a message box pops up saying "Errors encountered while attempting to reload the script". Then I'm directed to the properties menu with no properties to set. Are there supposed to be properties, because they're not showing up. Here's a pastebin link to the error messages I get when I try to compile the script. http://pastebin.com/cRAqGK9P Looks like you're missing SKSE's Scripts/source's. Wheres the .esm of Integration? Devious Wants it and I have no idea where it is? My Wyrebash is saying its missing. :\ Edit: Found it. Its in the 2.6.6 download. I downloaded that before but it was an .esp? :| Well here it is hooray! http://www.loverslab.com/files/download/371-devious-devices-integration-now-with-quests-01282014/ It's definitely always been in 2.6.6.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now