Jump to content

Recommended Posts

Posted

 

 

I've downloaded the new version and everything seems to work but when i was running wyre bash for something else it came up with this error

 

Devious Devices - Integration.esp: Unexpected subrecord: 'COBJ.CIS2'

Error loading 'COBJ' record and/or subrecord: 0600B009

  eid = u'zad_deviousBeltKeyRecipe'

  subrecord = 'CIS2'

  subrecord size = 18

  file pos = 80526

Error in Devious Devices - Integration.esp

No idea. Can anyone else confirm that this problem happens for you, too?

I have that problem too. . I think its because the new version only has devious devices integration as an esm  an a large portion of the mods need it to be an esp I tried loaded the last version to get the esp file but I just get that error so maybe we have to wair for the other mods to work with the esm.

 

im new at this stuff  so I can only guess.

 

 

For me the the error being reported in wyre bash when i make a bashed patch has now gone with the current version of intergration (2.6.6)

 

 

Posted

Finally finished the Forbidden Lore quest, using version 2.6.5.  On completion I'm left with Volume 2 of the book in my inventory, and cannot remove it ("Quest items cannot be removed").  Is this intended or a known problem?

Posted

Finally finished the Forbidden Lore quest, using version 2.6.5.  On completion I'm left with Volume 2 of the book in my inventory, and cannot remove it ("Quest items cannot be removed").  Is this intended or a known problem?

It's less of a "Known problem", and more of a "To be continued" questline. You can remove it from your inventory via the console if it bothers you: As a quest item, it's weightless, though (Despite what it shows in your inventory).

 

I don't know if this has been asked before:

Are you going to make it so that when the player is gagged and tries to talk to an NPC all that comes out is a little muffled moan? I think that would be better than just utter silence.

I'm definitely going to be expanding the gags in a future release.

Posted

 

I don't know if this has been asked before:

Are you going to make it so that when the player is gagged and tries to talk to an NPC all that comes out is a little muffled moan? I think that would be better than just utter silence.

I'm definitely going to be expanding the gags in a future release.

 

 

Do you have anything planned for gags or are you focusing on expanding other parts of the mod?

I can give you some sujestions if you need any.

Posted

 

 

I don't know if this has been asked before:

Are you going to make it so that when the player is gagged and tries to talk to an NPC all that comes out is a little muffled moan? I think that would be better than just utter silence.

I'm definitely going to be expanding the gags in a future release.

 

 

Do you have anything planned for gags or are you focusing on expanding other parts of the mod?

I can give you some sujestions if you need any.

 

I've got existing plans for extending the gags: They were sort of rushed out the door (As I had been developing them as the old script-suspension bug was discovered). Suggestions are always welcome, however.

 

Does anyone know how to make the dialogue from quest NPCs slow down long enough for me to read it?

 

At this stage, it just flashes right on by, and I miss what they say...

Install Fuz Ro Doh.

Posted

 

Finally finished the Forbidden Lore quest, using version 2.6.5.  On completion I'm left with Volume 2 of the book in my inventory, and cannot remove it ("Quest items cannot be removed").  Is this intended or a known problem?

It's less of a "Known problem", and more of a "To be continued" questline. You can remove it from your inventory via the console if it bothers you: As a quest item, it's weightless, though (Despite what it shows in your inventory).

Thanks very much for the response, I'll look forward to the quest update.

 

I really enjoyed this quest.  My destruction mage character had previously done the Angrim's Apprentice quest and had gotten the succubus curse, so a short time after getting the belt in this quest her mana was cut in half.  Then when the soul gem plugs went in and vibrated whenever she cast a spell it took her out of the battle. After a couple of those she learned how to use a bow and sword!

Posted

 

 

Finally finished the Forbidden Lore quest, using version 2.6.5.  On completion I'm left with Volume 2 of the book in my inventory, and cannot remove it ("Quest items cannot be removed").  Is this intended or a known problem?

It's less of a "Known problem", and more of a "To be continued" questline. You can remove it from your inventory via the console if it bothers you: As a quest item, it's weightless, though (Despite what it shows in your inventory).

Thanks very much for the response, I'll look forward to the quest update.

 

I really enjoyed this quest.  My destruction mage character had previously done the Angrim's Apprentice quest and had gotten the succubus curse, so a short time after getting the belt in this quest her mana was cut in half.  Then when the soul gem plugs went in and vibrated whenever she cast a spell it took her out of the battle. After a couple of those she learned how to use a bow and sword!

 

 

Bwahaha!  I love it when (two different) evil plans come together!

Posted

 

 

 

Finally finished the Forbidden Lore quest, using version 2.6.5.  On completion I'm left with Volume 2 of the book in my inventory, and cannot remove it ("Quest items cannot be removed").  Is this intended or a known problem?

It's less of a "Known problem", and more of a "To be continued" questline. You can remove it from your inventory via the console if it bothers you: As a quest item, it's weightless, though (Despite what it shows in your inventory).

Thanks very much for the response, I'll look forward to the quest update.

 

I really enjoyed this quest.  My destruction mage character had previously done the Angrim's Apprentice quest and had gotten the succubus curse, so a short time after getting the belt in this quest her mana was cut in half.  Then when the soul gem plugs went in and vibrated whenever she cast a spell it took her out of the battle. After a couple of those she learned how to use a bow and sword!

 

 

Bwahaha!  I love it when (two different) evil plans come together!

 

 

:D

Posted

Could you make, like, a feature where you lose the key when unlocking depending on how it is locked. So, if you wanna have to remove them little by little when using the Live a Deviant Life mod, but so you can still manage your own restraints and such without going through a ton of keys. Just an idea I had that could add some versatility.

Posted

Could you make, like, a feature where you lose the key when unlocking depending on how it is locked. So, if you wanna have to remove them little by little when using the Live a Deviant Life mod, but so you can still manage your own restraints and such without going through a ton of keys. Just an idea I had that could add some versatility.

 

You mean like keys only being useable once? That's already in there! :D

 

In the MCM menu, there is an option for "Destroy keys" or something along those lines. Toggle that on and you're good to go (assuming I'm understanding what you're looking for correctly).

 

If you have a belt on currently, you'll need to take that off in order to access the MCM menu, though. Can't have naughty people getting out of their restraints whenever the whim suits them, now can we?

 

Posted

 

Could you make, like, a feature where you lose the key when unlocking depending on how it is locked. So, if you wanna have to remove them little by little when using the Live a Deviant Life mod, but so you can still manage your own restraints and such without going through a ton of keys. Just an idea I had that could add some versatility.

 

You mean like keys only being useable once? That's already in there! :D

 

In the MCM menu, there is an option for "Destroy keys" or something along those lines. Toggle that on and you're good to go (assuming I'm understanding what you're looking for correctly).

 

If you have a belt on currently, you'll need to take that off in order to access the MCM menu, though. Can't have naughty people getting out of their restraints whenever the whim suits them, now can we?

 

 

 The point was that it depended on how you locked the belt/restraint, so that you don't have to go into the MCM menu and manually change it. :P

Posted

 

 

Could you make, like, a feature where you lose the key when unlocking depending on how it is locked. So, if you wanna have to remove them little by little when using the Live a Deviant Life mod, but so you can still manage your own restraints and such without going through a ton of keys. Just an idea I had that could add some versatility.

 

You mean like keys only being useable once? That's already in there! :D

 

In the MCM menu, there is an option for "Destroy keys" or something along those lines. Toggle that on and you're good to go (assuming I'm understanding what you're looking for correctly).

 

If you have a belt on currently, you'll need to take that off in order to access the MCM menu, though. Can't have naughty people getting out of their restraints whenever the whim suits them, now can we?

 

 

 The point was that it depended on how you locked the belt/restraint, so that you don't have to go into the MCM menu and manually change it. :P

 

 

That would make the scripts much more complex as they would have to remember the setting foe every item that is locked in place. Building custom items would also be more difficult.

Posted

 

 

Could you make, like, a feature where you lose the key when unlocking depending on how it is locked. So, if you wanna have to remove them little by little when using the Live a Deviant Life mod, but so you can still manage your own restraints and such without going through a ton of keys. Just an idea I had that could add some versatility.

 

You mean like keys only being useable once? That's already in there! :D

 

In the MCM menu, there is an option for "Destroy keys" or something along those lines. Toggle that on and you're good to go (assuming I'm understanding what you're looking for correctly).

 

If you have a belt on currently, you'll need to take that off in order to access the MCM menu, though. Can't have naughty people getting out of their restraints whenever the whim suits them, now can we?

 

 

 The point was that it depended on how you locked the belt/restraint, so that you don't have to go into the MCM menu and manually change it. :P

 

It's already possible for to override the setting for custom belts: Any modder is free to do so.

Posted

I have looked through tons of posts and can not find my answer, (I may have missed it, if so I am sorry).   Is the;  Sanguine's Debauchery 1 Compatibility Patch.rar -  needed with the current version of both mods?    And;  What is this patch doing if it is necessary? 

 

Thanks for your time, and a great mod!

 

Posted

The SD compatibility patch is required with the current version of both mods (Or I wouldn't still be offering it :P). Both mods edit the same animations to add conditions to playing them (Don't let the player play the jump idle for example, if wearing an armbinder). The patch permits both sets of changes to apply.

Posted

The SD compatibility patch is required with the current version of both mods (Or I wouldn't still be offering it :P). Both mods edit the same animations to add conditions to playing them (Don't let the player play the jump idle for example, if wearing an armbinder). The patch permits both sets of changes to apply.

 

 

Ok, sorry for the dumb question.  I just wasnt sure because of the  v1  part of it.   

 

Thanks for the clarification.  

Posted

The Devious Deviants.esp contains all quest related content. This file must be loaded after Devious Devices - Integration.esp. For any additional mods based upon Devious Devices (see below for some recommended mods), make sure that they come AFTER the Integration.esp in your load order as well.

 

 

I looked at the file there is no Devious Devices - Integration.esp I have Devious Devices - Integration.esm  so which is it the esp or esm 

Posted

The Devious Deviants.esp contains all quest related content. This file must be loaded after Devious Devices - Integration.esp. For any additional mods based upon Devious Devices (see below for some recommended mods), make sure that they come AFTER the Integration.esp in your load order as well.

 

 

I looked at the file there is no Devious Devices - Integration.esp I have Devious Devices - Integration.esm  so which is it the esp or esm 

 

The current version of DD uses the Integration.esm, as do all current versions of other DD mods; the Integration.esp is for the old versions of the mods and is not needed if you have everything up to date.

Posted

 

The Devious Deviants.esp contains all quest related content. This file must be loaded after Devious Devices - Integration.esp. For any additional mods based upon Devious Devices (see below for some recommended mods), make sure that they come AFTER the Integration.esp in your load order as well.

 

 

I looked at the file there is no Devious Devices - Integration.esp I have Devious Devices - Integration.esm  so which is it the esp or esm 

 

The current version of DD uses the Integration.esm, as do all current versions of other DD mods; the Integration.esp is for the old versions of the mods and is not needed if you have everything up to date.

 

Ah, I neglected to update that bit of the opening post in 2.6.6. Tis fixed now.

Posted

So This is not working. I cannot access my settings on the MCM. I click on it and nothing shows up. What's going on?

 

Versions 2.6.2 - 2.6.5 contained a bug that could result in mod-wide script suspension (A symptom of which was the MCM menu ceasing to work). Are you running one of those versions (Or did you start your game with one of those versions)?

Posted

 

So This is not working. I cannot access my settings on the MCM. I click on it and nothing shows up. What's going on?

 

Versions 2.6.2 - 2.6.5 contained a bug that could result in mod-wide script suspension (A symptom of which was the MCM menu ceasing to work). Are you running one of those versions (Or did you start your game with one of those versions)?

 

For Assets I have the current which is 2.6.2 and the integration I have the 2.6.6. would the way I have them loaded into my Mod Manager also be a factor?

Posted

 

 

So This is not working. I cannot access my settings on the MCM. I click on it and nothing shows up. What's going on?

 

Versions 2.6.2 - 2.6.5 contained a bug that could result in mod-wide script suspension (A symptom of which was the MCM menu ceasing to work). Are you running one of those versions (Or did you start your game with one of those versions)?

 

For Assets I have the current which is 2.6.2 and the integration I have the 2.6.6. would the way I have them loaded into my Mod Manager also be a factor?

 

You're going to need to be a little less terse in your description of the problem, then: Is this a new game? Was it working before? Post your load order, and a copy of your papyrus.0.log

Posted

 

 

So This is not working. I cannot access my settings on the MCM. I click on it and nothing shows up. What's going on?

 

Versions 2.6.2 - 2.6.5 contained a bug that could result in mod-wide script suspension (A symptom of which was the MCM menu ceasing to work). Are you running one of those versions (Or did you start your game with one of those versions)?

 

For Assets I have the current which is 2.6.2 and the integration I have the 2.6.6. would the way I have them loaded into my Mod Manager also be a factor?

 

Here's my load

 

Skyrim.esm 1

HearthFires.esm 2

Dawnguard.esm 3

Dragonborn.esm 4

Update.esm 5

GeneralStores.esm 6

ApachiiHair.esm 7

ZaZAnimationPack.esm 8

Devious Devices Integration 9

SexLab.esm 10

SexLabAroused.esm 11

actorEvents.esm 12

Devious Devices Assets.esm 13

SkyUI.esp 14

Devious Deviants.esp 15

Devious Devices for the Masses II.esp 16

PCEA All Races.esp 17

Ingot Chest.esp 18

TheEyesOfBeaty.esp 19

FNISspells.esp 20

xazPrisonOverhaul.esp 21

Captured Dreams.esp 22

SDpatch - dragonborn.esp 23

SDpatch - Frostfall.esp 24

SanguinesDebauchery.esp 25

SDpatch - dawnguard.esp 26

Alternate Start - Live Another Life.esp 27

Alternate Start - Live a Deviant Life.esp 28

DarkStringArmor.esp

 

Am I screwing this up?

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...