pinky6225 Posted February 9, 2014 Posted February 9, 2014 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)
PubliusNV Posted February 10, 2014 Posted February 10, 2014 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?
Min Posted February 10, 2014 Author Posted February 10, 2014 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.
KomradePavlov Posted February 10, 2014 Posted February 10, 2014 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.
hammerskojld Posted February 10, 2014 Posted February 10, 2014 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...
Min Posted February 10, 2014 Author Posted February 10, 2014 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.
PubliusNV Posted February 10, 2014 Posted February 10, 2014 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!
stobor Posted February 10, 2014 Posted February 10, 2014 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!
Min Posted February 11, 2014 Author Posted February 11, 2014 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!
FlimFlamFlaroo Posted February 12, 2014 Posted February 12, 2014 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.
Deamionzero Posted February 12, 2014 Posted February 12, 2014 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! 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?
FlimFlamFlaroo Posted February 12, 2014 Posted February 12, 2014 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! 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.
Veladarius Posted February 12, 2014 Posted February 12, 2014 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! 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. 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.
Min Posted February 12, 2014 Author Posted February 12, 2014 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! 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. It's already possible for to override the setting for custom belts: Any modder is free to do so.
MallaVelve Posted February 12, 2014 Posted February 12, 2014 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!
Min Posted February 12, 2014 Author Posted February 12, 2014 The SD compatibility patch is required with the current version of both mods (Or I wouldn't still be offering it ). 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.
MallaVelve Posted February 12, 2014 Posted February 12, 2014 The SD compatibility patch is required with the current version of both mods (Or I wouldn't still be offering it ). 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.
dragenx Posted February 13, 2014 Posted February 13, 2014 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
UrbanSniper Posted February 13, 2014 Posted February 13, 2014 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.
Min Posted February 13, 2014 Author Posted February 13, 2014 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.
ganeysgod99 Posted February 14, 2014 Posted February 14, 2014 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?
Min Posted February 14, 2014 Author Posted February 14, 2014 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)?
ganeysgod99 Posted February 14, 2014 Posted February 14, 2014 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?
Min Posted February 14, 2014 Author Posted February 14, 2014 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
ganeysgod99 Posted February 14, 2014 Posted February 14, 2014 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?
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