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Posted

I've been trying to get Zap 8.0+ to work with devious device integration, as I am a fan of devious devices equip and that has zap as a dependency (obviously zap is no longer required in ddi 4.0 and they seem to conflict) After doing some digging, I've discovered there is a conflict with the keywords the binding scripts that both mods use. I can't seem to find a post that states whether a patch has been made or is being worked on. Could anyone who knows of this point me to a post or solution that might help? Basically I'm just wondering if ddi 4 and zaz are compatible at all and if its possible to get dd equip working properly with ddi 4. Thanks

Posted
32 minutes ago, dizzy666 said:

I've been trying to get Zap 8.0+ to work with devious device integration, as I am a fan of devious devices equip and that has zap as a dependency (obviously zap is no longer required in ddi 4.0 and they seem to conflict) After doing some digging, I've discovered there is a conflict with the keywords the binding scripts that both mods use. I can't seem to find a post that states whether a patch has been made or is being worked on. Could anyone who knows of this point me to a post or solution that might help? Basically I'm just wondering if ddi 4 and zaz are compatible at all and if its possible to get dd equip working properly with ddi 4. Thanks

 

You know, if I were asking questions about a conflict I discovered I'd be sure to describe that conflict so the people I'm asking would have a reference point to work from because I'm pretty sure without that they're not going to bother to search through everything hunting for a conflict that may or may not even exist.  In short, what conflict on what keywords?

 

 

Posted

DD Equip never got updated to DD4, so for all practical purposes, it's safe to consider it incompatible with DD4 and all mods based on it.

Posted

Hmmm. I didn't have any obvious problems at least using DDe with DD4. When i tried Devious Followers there was a strange behaviour that a collar from devious followers would force my hands behind my back, that collar was from ZAP 8 (or TUFP, not sure anymore) and i assumed it's a conflict with DD4, but i never really digged into this honestly. Might have been DDe somehow.

Posted
19 hours ago, Pfiffy said:

 

And take the XXL version....With Both FB packs and Billy you will need it...

Yeah sorry. I wrote 7.0 I was using 7.2 XXL but now use 7.45 XXL.

Still, to this day.. DD Integration Version 4 gives me an index out of bounds error. I think it has to do with alternate animations max number.
I will try deactivating the ESM and various esps to get it to load properly.

NOPE!~ Still didn't work. Even with EVERY other animation file unchecked in MO load pane it's gives me an index out of bounds. So I know there's some fuckery going on. Using MO version 1.3.11, all these newer mods NEED DDIv4... so I'm guess I'm screwed!

Posted
2 hours ago, Dojo_dude said:

Yeah sorry. I wrote 7.0 I was using 7.2 XXL but now use 7.45 XXL.

Still, to this day.. DD Integration Version 4 gives me an index out of bounds error. I think it has to do with alternate animations max number.
I will try deactivating the ESM and various esps to get it to load properly.

NOPE!~ Still didn't work. Even with EVERY other animation file unchecked in MO load pane it's gives me an index out of bounds. So I know there's some fuckery going on. Using MO version 1.3.11, all these newer mods NEED DDIv4... so I'm guess I'm screwed!

Ok, try disabling some other mod with alternate animations (should just be able to rename the file FNIS reads to keep it easy to restore).  If it's too many alternate animations that might help you narrow down the problem.

Posted
3 hours ago, Dojo_dude said:

Yeah sorry. I wrote 7.0 I was using 7.2 XXL but now use 7.45 XXL.

Still, to this day.. DD Integration Version 4 gives me an index out of bounds error. I think it has to do with alternate animations max number.
I will try deactivating the ESM and various esps to get it to load properly.

NOPE!~ Still didn't work. Even with EVERY other animation file unchecked in MO load pane it's gives me an index out of bounds. So I know there's some fuckery going on. Using MO version 1.3.11, all these newer mods NEED DDIv4... so I'm guess I'm screwed!

Not meaning to interlope, and conscious that I've not followed all the detail of this problem, but when you updated FNIS in MO, assuming that you added the later version as a new mod, you did remember to either create a new MO FNIS Executable, or retarget the existing FNIS Executable binary? 

 

I install FNIS multiple times, once for each profile, each using a differently named Executable, pointing at the right place for each

 

That's my personal hangover from when FNIS didn't have any provision for dealing separately with multiple MO Profiles, but it has the advantage that the current FNIS install for every profile is always 'clean' and generated FNIS files can always be put into their own modes, specific also to each profile

Posted

Sorry but how do I start animations from this mod? There's no SLAL pack, so I figured I need to reset animations registry in SexLab's MCM, but still no animations from this mod. I ran both bodyslide and fnis, custom walking animations with cuffs equipped is working for example, but how do i use sex animations with this mod? I also followed instructions from the main page

 

4. Start up Skyrim, and either create a New Game, or load your Save.
5. Save the game, and then load the save you just created (DD will not register Animations / Events until you load a save after it has been installed).

 

But still nothing.

Posted
9 minutes ago, SeveN085 said:

Sorry but how do I start animations from this mod? There's no SLAL pack, so I figured I need to reset animations registry in SexLab's MCM, but still no animations from this mod. I ran both bodyslide and fnis, custom walking animations with cuffs equipped is working for example, but how do i use sex animations with this mod? I also followed instructions from the main page

 

4. Start up Skyrim, and either create a New Game, or load your Save.
5. Save the game, and then load the save you just created (DD will not register Animations / Events until you load a save after it has been installed).

 

But still nothing.

Assuming you have the filter enabled in DD, it should pick a correct animation for the devices worn during the act automatically.

Posted
5 minutes ago, SeveN085 said:

Sorry but how do I start animations from this mod? There's no SLAL pack, so I figured I need to reset animations registry in SexLab's MCM, but still no animations from this mod. I ran both bodyslide and fnis, custom walking animations with cuffs equipped is working for example, but how do i use sex animations with this mod?

You don't "use" the sex animations from the mod like other Sexlab animations - if you have the Sex Animation Filter option selected in Devious Devices MCM menu (and I believe it is enabled by default) then Sexlab should swap to an animation that fits with the items you are wearing if you are using some of the more restrictive items.  Armbinders/Yokes/Elbowbinders ect should trigger custom Sexlab animations designed for those items, and wearing a chastity belt for instance should block Sexlab vaginal/anal animations and force a type that makes sense (oral/boobjob/footjob ect).

 

So basically, to use the sex animations just wear some of the more hardcore items and start an animation with the DD filter enabled.

Posted
5 hours ago, Dojo_dude said:

Yeah sorry. I wrote 7.0 I was using 7.2 XXL but now use 7.45 XXL.

Still, to this day.. DD Integration Version 4 gives me an index out of bounds error. I think it has to do with alternate animations max number.
I will try deactivating the ESM and various esps to get it to load properly.

NOPE!~ Still didn't work. Even with EVERY other animation file unchecked in MO load pane it's gives me an index out of bounds. So I know there's some fuckery going on. Using MO version 1.3.11, all these newer mods NEED DDIv4... so I'm guess I'm screwed!

 

There is a bug in MO that makes FNIS report "index out of bounds". But that's not caused in the FNIS code, but in the (Microsoft) VB runtime system. That's what I figured with a helpful users who had this problem. At a time when I stilll was trying to make FNIS work reliably under MO.

 

One idea I had in the meantime that it might be caused by the FNIS load order (MO does some shortcut for the last mod).

 

Posted
11 hours ago, WaxenFigure said:

Ok, try disabling some other mod with alternate animations (should just be able to rename the file FNIS reads to keep it easy to restore).  If it's too many alternate animations that might help you narrow down the problem.

After going to work, not getting beat by thugs and staying calm and respectable.. IT WORKS!
I was thinking it was MAX Alternate Animations! I disabled "AMPUTATOR" and "COMBAT FATIGUE". I'm going to have to let Amputator go, I mean I barely use it because when... when I do get careless and lose a limb the only way to hela the damn thing is to FURO Tub at Brood Shrine or... the F1 key... not immersive at all!
I don't suppose anyone else uses Amputator or Combat Fatigue?

From my OLD FNIS log.
*Reading Amputator V6.2  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 78 alternate animations) ... 78!

* Reading CombatFatigue V?.?  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 177 alternate animations) ... 177!

10 hours ago, donkeywho said:

Not meaning to interlope, and conscious that I've not followed all the detail of this problem, but when you updated FNIS in MO, assuming that you added the later version as a new mod, you did remember to either create a new MO FNIS Executable, or retarget the existing FNIS Executable binary? 

 

I install FNIS multiple times, once for each profile, each using a differently named Executable, pointing at the right place for each

 

That's my personal hangover from when FNIS didn't have any provision for dealing separately with multiple MO Profiles, but it has the advantage that the current FNIS install for every profile is always 'clean' and generated FNIS files can always be put into their own modes, specific also to each profile

Yes, I did create a new executable that is named something different, in this instance FNIS 7.45 XXL. For each profile, eh? Too much work XD!

 

8 hours ago, fore said:

 

There is a bug in MO that makes FNIS report "index out of bounds". But that's not caused in the FNIS code, but in the (Microsoft) VB runtime system. That's what I figured with a helpful users who had this problem. At a time when I stilll was trying to make FNIS work reliably under MO.

 

One idea I had in the meantime that it might be caused by the FNIS load order (MO does some shortcut for the last mod).

 

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..



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.

Posted
6 hours ago, 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

 

Oops. Just by removing AAs? Deleting the AAset lines? Any idea how many you deleted?

 

Maybe it'S NOT MO, but FNIS? I have never seen anyone having that many AAs defined. You guys really stretch the limits. :D

Posted
9 hours ago, fore said:

 You guys really stretch the limits. :D

People keep making these awesome animations, so... :D

Posted
4 hours ago, fore said:

 

Oops. Just by removing AAs? Deleting the AAset lines? Any idea how many you deleted?

 

Maybe it'S NOT MO, but FNIS? I have never seen anyone having that many AAs defined. You guys really stretch the limits. :D

That appears to be the issue, I'm concluding... ahem, assuming that Alternate Animations is capped at "2000"?
I'd like to use Amputator again but it makes the game absolutely hard... then impossible to complete when you lose both your arms. Needs Armbinder fighting animations! :P

I removed by unchecking in MO Load Pane
78 alternate animations added by Amputator, the .ESM is also removed.

1 hour ago, Kimy said:

People keep making these awesome animations, so... :D

Agreed, better than some "triple-A" games, and that's no joke! I don't want to list my favorites, I'm humble. ☺️

DOUBLE EDIT: "I don't suppose anyone else uses Amputator or Combat Fatigue?" I'm curious if there's mod conflict with FNIS.

Posted
6 minutes ago, Dojo_dude said:

That appears to be the issue, I'm concluding... ahem, assuming that Alternate Animations is capped at "2000"?
I'd like to use Amputator again but it makes the game absolutely hard... then impossible to complete when you lose both your arms. Needs Armbinder fighting animations! :P

I removed by unchecking in MO Load Pane
78 alternate animations added by Amputator, the .ESM is also removed.

Agreed, better than some "triple-A" games, and that's no joke! I don't want to list my favorites, I'm humble. ☺️

Good point... Remove all other mods, except Sl und SLAL and you can take in nearly 20000. Fore has tested it... But I wonder if they still make so much fun then...

Posted
9 minutes ago, Pfiffy said:

Good point... Remove all other mods, except Sl und SLAL and you can take in nearly 20000. Fore has tested it... But I wonder if they still make so much fun then...

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? :)

Posted
4 minutes 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? :)

Not really..  I just wanted to say, that nearly all the mods, that make your Skyrim interesting will cut down your anim count. And if you kick them all out the anims will not look so good anymore.

Posted
33 minutes ago, Dojo_dude said:

That appears to be the issue, I'm concluding... ahem, assuming that Alternate Animations is capped at "2000"?
I'd like to use Amputator again but it makes the game absolutely hard... then impossible to complete when you lose both your arms. Needs Armbinder fighting animations! :P

I removed by unchecking in MO Load Pane
78 alternate animations added by Amputator, the .ESM is also removed.

Agreed, better than some "triple-A" games, and that's no joke! I don't want to list my favorites, I'm humble. ☺️

DOUBLE EDIT: "I don't suppose anyone else uses Amputator or Combat Fatigue?" I'm curious if there's mod conflict with FNIS.

Combat Fatigue will conflict with DD's AAs. If you are wearing any Heavy Bondage device and drop below Combat Fatigue's health threshold your characters arms will break out of their device and get replaced with the injured AAs.

While I like the concept behind Combat Fatigue a lot, I'm not a fan of the implementation. Add to that the fact that all the combat animations in Combat Fatigue aren't done properly the way need to be done and you'll end up with your character snapping and spinning around in an instant or casting spells at weird angles through your body when you walk any other direction than forward while in combat.

 

Amputator can conflict in similar ways, although as far as I've seen it's usually used in more controlled environments. So it probably doesn't conflict very often.

 

Generally speaking, if two mods apply AAs then the last one that's been applied will overwrite any that came before, unless the mods changing the AAs are specifically aware of each other.

 

Hope that's helpful, if that's what you meant by conflict with FNIS.

Posted
2 hours ago, Supertin said:

Amputator can conflict in similar ways, although as far as I've seen it's usually used in more controlled environments. So it probably doesn't conflict very often.

 

Generally speaking, if two mods apply AAs then the last one that's been applied will overwrite any that came before, unless the mods changing the AAs are specifically aware of each other.

 

Hope that's helpful, if that's what you meant by conflict with FNIS.

I added the relevant keywords so that doesn't happen if anyone uses CombatFatigue with DD CombatFatigueSpell.pex

Posted
1 minute ago, Risamei said:

I added the relevant keywords so that doesn't happen if anyone uses CombatFatigue with DD CombatFatigueSpell.pex

That might be the patch that I'm always using? I got the patch from here a few months ago... or last year. Thanks!

UPDATE: My game CTD's now >.<
So do not follow my FNIS install, it's a bad idea!

Posted
3 minutes ago, Dojo_dude said:

That might be the patch that I'm always using? I got the patch from here a few months ago... or last year. Thanks!

UPDATE: My game CTD's now >.<
So do not follow my FNIS install, it's a bad idea!

Let me guess: it crashes as soon as the game is done loading and about to show your character?
if that's the case then you went over the limit of what your game can support.
For me it's 10400 animations, depending on the mods i use, with a max of 10800.
No clue what causes this variable behaviour but at one point i suspected the length of animation names.

Posted
7 minutes ago, Dojo_dude said:

That might be the patch that I'm always using? I got the patch from here a few months ago... or last year. Thanks!

UPDATE: My game CTD's now >.<
So do not follow my FNIS install, it's a bad idea!

Yea i posted it awhile back ^^

 

EDIT: Yea i get crashes too I keep trying to cut out animations but its hard xD

Posted
9 minutes ago, CGi said:

Let me guess: it crashes as soon as the game is done loading and about to show your character?
if that's the case then you went over the limit of what your game can support.
For me it's 10400 animations, depending on the mods i use, with a max of 10800.
No clue what causes this variable behaviour but at one point i suspected the length of animation names.

 

9 minutes ago, Risamei said:

Yea i posted it awhile back ^^

 

EDIT: Yea i get crashes too I keep trying to cut out animations but its hard xD

Hm.. Just uploaded Sir Nibbles and Billyys new anim packs for SE... Anyone in need of some new animatons? They added some really funny things...

Posted
38 minutes ago, CGi said:

Let me guess: it crashes as soon as the game is done loading and about to show your character?
if that's the case then you went over the limit of what your game can support.
For me it's 10400 animations, depending on the mods i use, with a max of 10800.
No clue what causes this variable behaviour but at one point i suspected the length of animation names.

I disabled some animations, this allowed me to load. But yeah, it is weird how the MAX animation limit is different depending on mod list. For me it's 13500. @_@
I just want to get Amputator working for it's added difficulty. The mod does need an update, if this was F:NV I would have done the scripting myself but I've swore off modding.... Skyrim.... which... is why I'm here.. lol!

25 minutes ago, Pfiffy said:

 

Hm.. Just uploaded Sir Nibbles and Billyys new anim packs for SE... Anyone in need of some new animatons? They added some really funny things...

I don't think I can take anymore! lol

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