CGi Posted June 5, 2018 Posted June 5, 2018 18 minutes ago, Dojo_dude said: I don't think I can take anymore! lol i don't know why, but i find this funny even tho i'm in the same boat. Btw: i'm not using SE so my animation limit maxes out at 12500, depending on the animations.
fore Posted June 5, 2018 Posted June 5, 2018 3 hours ago, Dojo_dude said: In my older FNIS log 9773 animations for 45 mods successfully included (character) 3564 animations for 9 mods and 43 creatures successfully included. As you can see there's a lot of anims, about 13,000. But this is separate from Alternate Animations which are player based, like slouching when injured and attacking with spears/pikes. I think it might be capped at 2000... did I find something new and become helpful? Guys, I really could use some help. I have a horrible time, and you guys are filling me up with my own bugd. Kimy just sent me another one for SM. I would really appreciate if you or someone else could collect and send me all the animation folders in case of an AA out of bounds. Then I could respond much faster.
monsta88 Posted June 5, 2018 Posted June 5, 2018 Probably this was asked by a few times, but I couldn't find the answer, sorry for repeating. Is there a way to switch off the Chastity belt tugging event animation? It is a good anim, but waaaaay too long for my taste. Thanks, M
Kimy Posted June 5, 2018 Posted June 5, 2018 7 hours ago, monsta88 said: Probably this was asked by a few times, but I couldn't find the answer, sorry for repeating. Is there a way to switch off the Chastity belt tugging event animation? It is a good anim, but waaaaay too long for my taste. Thanks, M No, but I reduced the average play time by about 50% in 4.1.
Nymra Posted June 5, 2018 Posted June 5, 2018 Hello, I have a problem: with the new DD version I can no longer talk while gagged. This causes the Devious Cidhna Pirate Quest (via Simple Slavery) to be broken since the pirates can no longer talk to me for progression of the quest. I read earlier that Deviously Cursed Loot has a gag talk system, but I was not happy with Deviously Cursed Loot in my load order and so I wanted to ask if there is another mod that provides a fix for that problem? I simply need the ability to speak with the pirates in the ship like it was with previous DD versions Thank you.
CGi Posted June 5, 2018 Posted June 5, 2018 16 minutes ago, Nymra said: Hello, I have a problem: with the new DD version I can no longer talk while gagged. This causes the Devious Cidhna Pirate Quest (via Simple Slavery) to be broken since the pirates can no longer talk to me for progression of the quest. I read earlier that Deviously Cursed Loot has a gag talk system, but I was not happy with Deviously Cursed Loot in my load order and so I wanted to ask if there is another mod that provides a fix for that problem? I simply need the ability to speak with the pirates in the ship like it was with previous DD versions Thank you. Are you using ZAP too?
Nymra Posted June 5, 2018 Posted June 5, 2018 3 minutes ago, CGi said: Are you using ZAP too? yeah, zap 8.0 plus.
CGi Posted June 5, 2018 Posted June 5, 2018 6 minutes ago, Nymra said: yeah, zap 8.0 plus. Disable it's gagged dialogue override.
Nymra Posted June 5, 2018 Posted June 5, 2018 15 minutes ago, CGi said: Disable it's gagged dialogue override. oh. ok. will try that ? Thx.
monsta88 Posted June 5, 2018 Posted June 5, 2018 1 hour ago, Kimy said: No, but I reduced the average play time by about 50% in 4.1. Thanks for the answer, that will help. I'm curious, is there some reason behind that this animation (and I guess some other new ones) didn't get a percentage slider in the DD MCM like the old ones?
Kimy Posted June 5, 2018 Posted June 5, 2018 7 hours ago, monsta88 said: Thanks for the answer, that will help. I'm curious, is there some reason behind that this animation (and I guess some other new ones) didn't get a percentage slider in the DD MCM like the old ones? Hm...could be that I simply forgot to add one. I will have a look at how I implemented it.
Kimy Posted June 5, 2018 Posted June 5, 2018 7 hours ago, Nymra said: Hello, I have a problem: with the new DD version I can no longer talk while gagged. This causes the Devious Cidhna Pirate Quest (via Simple Slavery) to be broken since the pirates can no longer talk to me for progression of the quest. I read earlier that Deviously Cursed Loot has a gag talk system, but I was not happy with Deviously Cursed Loot in my load order and so I wanted to ask if there is another mod that provides a fix for that problem? I simply need the ability to speak with the pirates in the ship like it was with previous DD versions Thank you. Devious Cidna got updated. The new version is now using a ring gag, which -can- be talked through. If it's a standard DD item, ZAP shouldn't interfere with it. We wiped all ZAP keywords from our items a while back, so ZAP shouldn't even recognize DD gags anymore. If they use a custom item and put ZAP keywords on it, then yes, what CGI said.
Nymra Posted June 5, 2018 Posted June 5, 2018 6 minutes ago, Kimy said: Devious Cidna got updated. The new version is now using a ring gag, which -can- be talked through. If it's a standard DD item, ZAP shouldn't interfere with it. We wiped all ZAP keywords from our items a while back, so ZAP shouldn't even recognize DD gags anymore. If they use a custom item and put ZAP keywords on it, then yes, what CGI said. Hey, thank you. Just did a big update on several mods and also found the new cidhna version. I think I also understand why some gags do not play the zaz gag sounds anymore? And when we are at it: any chance DD gets a similar feature? I really like how zaz allows you to play gagged moanings every other second even outside of sex scenes. Or is something like that already in DD?
Kimy Posted June 5, 2018 Posted June 5, 2018 We don't have constant moan sounds playing, but there are periodic events that trigger them. DD currently doesn't ship its own sounds, but you can install GagSFX to get them.
CGi Posted June 5, 2018 Posted June 5, 2018 Btw: What about integrating Beast Race Refits into DD? it's somehow way overdue.
fore Posted June 6, 2018 Posted June 6, 2018 On 6/5/2018 at 5:49 AM, Dojo_dude said: Thanks very much for you reply.. Fore. ? I got FNIS to work by limiting my Alternate Animations, I'm not sure the max number.. OH it finished! I have.. Reveal hidden contents FNIS Behavior V7.4.5 XXL 2018-06-04 9:42:39 PM Skyrim 32bit: 1.9.32.0 - M:\Program Files\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "SKELETON Arm Fix" Patch: "HKX File Compatibility Check Skyrim/SSE" Patch: * tktk1's "TK Dodge / Ultimate Combat" Installing FNIS PCEA2 Reading Anubs Creature V1.0 ... Reading Anubs Human V1.0 ... Reading Billyy_Creature V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... Reading Billyy_Human V1.0 ... Reading Billyy_HumanFurniture V1.0 ... Reading DD V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 472 alternate animations) ... Reading DD2 V4.0.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 330 alternate animations) ... Reading DDSL V4.0.0 ... Reading Defeat V5 ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ... Reading Deviously Cursed Loot V6.3 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading EstrusChaurus V4.34 ... Reading FNISBase V7.4.5 ... Reading FNISCreatureVersion V6.1 ... Reading FNIS_PCEA2 V1.3 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 647 alternate animations) ... Reading FunnyBizAmp V8.0 ... Reading FunnyBizBeastly V1.0 ... Reading FunnyBizBound V12.0 ... Reading FunnyBizCB V1.0 ... Reading FunnyBizFC V10.0 ... Reading FunnyBizFemDom V1.0 ... Reading FunnyBizFun V12.0 ... Reading FunnyBizGroup V8.0 ... Reading FunnyBizGuro V5.0 ... Reading FunnyBizLover V7.0 ... Reading FunnyBizMC V1.0 ... Reading FunnyBizMolag V1.0 ... Reading FunnyBizMtb V3.0 ... Reading FunnyBizNecro V10.0 ... Reading FunnyBizRape V11.0 ... Reading FunnyBizUn V12.0 ... Reading JZBai_ThrowingWpnsLite V3.0 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 4 alternate animations) ... Reading MoreNastyCritters V1.0 ... Reading NAR V1.3 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 136 alternate animations) ... Reading SerialStrip V1.1.4 ... Reading SexLab V1.62 ... Reading SexLabAroused V?.? ... Reading SexLabCreature V1.61 ... Reading SexualVampireFeedAnimations V1.0 ... Reading TKDodge V1.0 ... Reading XPMSE V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... Reading ZaZAnimationPack V7.00 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ... Reading sanguinesDebauchery V?.? ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 17 alternate animations) ... Reading tumbamounts V?.? ... Reading zzEstrus V1.4 ( 0 furniture, 1 offset, 0 paired, 0 kill, 0 chair, 12 alternate animations) ... All Anim Lists scanned. Generating Behavior Files... Alternate Animation mods: 8 sets: 105 total groups: 300 added file slots: 2910 alternate files: 1782 Create Creature Behaviors ... Reading MoreNastyCritters V1.0 ... Reading Billyy_Creature2 V1.0 ... Reading Anubs Creature V1.0 ... Reading Billyy_Creature V1.0 ... Reading FunnyBizFC V1.0 ... Reading FunnyBizMC V1.0 ... Reading SexLabCreature V1.62 ... Reading FunnyBizCB V1.0 ... Reading Billyy_CreatureFurniture V1.0 ... 10107 animations for 46 mods successfully included (character) 3564 animations for 9 mods and 43 creatures successfully included. Ok, I found the problem. NO NEED TO SEND ME ANY DATA for testing. There are indeed many limits for AA, and FNIS is checking for them. Sort of. Unfortunately in this case FNIS is checking the wrong variable. You hit a hard limit, only that FNIS isn't showing a proper message. Like almost always in these cases, there is this 128 elements array limit. And therefore you can only have 128 Sets defined (with "AAset" in the FNIS list files). PCEA2 usually has 30 to 40, SM only 2, XPMSE 16, the DD version I have 14. So these are about 70. And your successful FNIS log already shows 105. So it'S very likely that you have passed the 128 with your removed mods. 3
Kimy Posted June 6, 2018 Posted June 6, 2018 23 hours ago, CGi said: Btw: What about integrating Beast Race Refits into DD? it's somehow way overdue. I know there is a compatibility pack available. I have never talked to the creator about how they would feel about having it integrated. Thing is, if we do that, that would signal official support for beast races, and we'd be compelled to make all future devices work with them as well.
CGi Posted June 6, 2018 Posted June 6, 2018 6 minutes ago, Kimy said: I know there is a compatibility pack available. I have never talked to the creator about how they would feel about having it integrated. Thing is, if we do that, that would signal official support for beast races, and we'd be compelled to make all future devices work with them as well. i remember @Skullered mentioning having no problem when DD uses those meshes but this was when the mod was first released so maybe asking him wouldn't hurt. And i doubt many would see it as official support if DD's description states that you integrated the work of another modder to expand functionality in regards of races. Right now we have none and i - like most - would prefer at least partial support and every little bit helps. Not to mention that most items are already covered.
Dojo_dude Posted June 6, 2018 Posted June 6, 2018 5 hours ago, fore said: Ok, I found the problem. NO NEED TO SEND ME ANY DATA for testing. There are indeed many limits for AA, and FNIS is checking for them. Sort of. Unfortunately in this case FNIS is checking the wrong variable. You hit a hard limit, only that FNIS isn't showing a proper message. Like almost always in these cases, there is this 128 elements array limit. And therefore you can only have 128 Sets defined (with "AAset" in the FNIS list files). PCEA2 usually has 30 to 40, SM only 2, XPMSE 16, the DD version I have 14. So these are about 70. And your successful FNIS log already shows 105. So it'S very likely that you have passed the 128 with your removed mods. Ok thank you! I removed a folder from my PCEA2 and was able to get Amputator AA added back into FNIS. So it is the "sets" capped 128, great to know!
Kimy Posted June 6, 2018 Posted June 6, 2018 7 hours ago, CGi said: i remember @Skullered mentioning having no problem when DD uses those meshes but this was when the mod was first released so maybe asking him wouldn't hurt. And i doubt many would see it as official support if DD's description states that you integrated the work of another modder to expand functionality in regards of races. Right now we have none and i - like most - would prefer at least partial support and every little bit helps. Not to mention that most items are already covered. All right, I'll talk to the team about it. No promises! 2
CGi Posted June 6, 2018 Posted June 6, 2018 5 minutes ago, Kimy said: All right, I'll talk to the team about it. No promises! Thanks alot.
Pfiffy Posted June 6, 2018 Posted June 6, 2018 20 hours ago, CGi said: i don't know why, but i find this funny even tho i'm in the same boat. Btw: i'm not using SE so my animation limit maxes out at 12500, depending on the animations. Well, If you were using SE you would have the same limits with the same mods installed.... Its Funny Buizness... oh... thats messing up the comment, forget that. Its interesting buisness, to give more anims to the ppl, just to tell them that they should remove anims to add anims, because they have to many anims.
Kimy Posted June 6, 2018 Posted June 6, 2018 Sort of strange that they overhauled a six year old game just to leave the old constraints in there that made them overhaul the game in the first place.
CGi Posted June 6, 2018 Posted June 6, 2018 10 minutes ago, Pfiffy said: Well, If you were using SE you would have the same limits with the same mods installed.... Its Funny Buizness... oh... thats messing up the comment, forget that. Its interesting buisness, to give more anims to the ppl, just to tell them that they should remove anims to add anims, because they have to many anims. 6 minutes ago, Kimy said: Sort of strange that they overhauled a six year old game just to leave the old constraints in there that made them overhaul the game in the first place. On LE i can achieve a max of ~12500 but it's very unstable. On SE i can achieve ~16000 before it becomes unstable. So in LE i don't use Funnybuizinss animations at all when ZAP8 is running and some of them with ZAP7 while under SE i can enable almost all animations from Funnybuiziness while ZAP8 is running. So there is a benefit of using the SE but the 10400 animations i use now already scratch on SexLabs animation limit which is patched to 750. So even if i install more, SL wouldn't really see all of them.
Pfiffy Posted June 6, 2018 Posted June 6, 2018 5 minutes ago, Kimy said: Sort of strange that they overhauled a six year old game just to leave the old constraints in there that made them overhaul the game in the first place. Downward compatibility....
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