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Devious Devices NG


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Posted

Although I've asked in another thread before without success, is there any way to restrict the use of certain devices, as you can do in Fallout 4?, without discrediting them, some of these make me feel uncomfortable and is the only barrier that prevents me from enjoying DD in Skyrim.

 

I'm missing some step or mod that already takes care of this?, there is no way to do this in Skyrim?. I'd appreciate if I could clear this doubt, thanks.

Posted
6 hours ago, AlexanderClan said:

Another data point if it'll help with development, also getting the CTD when changing the Device Hider setting, even with the patch for it installed.

Skyrim 1.5.97 / SKSE 2.0.20

Devious Devices: 5.2 / NG: 0.2.7

Thank you!

crash-2023-10-20-05-04-24.log 241 kB · 4 downloads DeviousDevicesNG.log 36.25 kB · 3 downloads

 

Did you ensure the patch is overwriting both ng and the base dd?

 

5 hours ago, serranna said:

 

I have been getting a ton of CTDs that I was never getting before installing NG. I went ahead and played until it happened again and got the logs. I know very ;little about this stuff but the crash log indicated a memory issue? I can't imagine it would be my hardware, it's almost brand new.

 

I suppose that would make sense because I can almost predict when it's gonna happen. The more new cells/areas I enter increase the odds that its going to crash.

 

Edit: Played again and got another crash with similar but slightly different information on it than the first one so I'm gonna upload that one too. That was a literal 2 minute session before shutting down. Literally all I did was shuffle across part of the overworld while strictly hobbled for about 2-3 minutes before it shut down.

 

 

DeviousDevicesNG.log 30.6 kB · 1 download crash-2023-10-20-05-53-32.log 27.73 kB · 1 download

crash-2023-10-20-09-22-18.log 202.69 kB · 2 downloads

 

In both instances, NG isn't on the call stack when the game crashes which indicates there's probably some other mod that's creating incompatibilities. We'll try adding some more logging to see where the could be happening.

Posted (edited)
30 minutes ago, turkeyNAC said:

Although I've asked in another thread before without success, is there any way to restrict the use of certain devices, as you can do in Fallout 4?, without discrediting them, some of these make me feel uncomfortable and is the only barrier that prevents me from enjoying DD in Skyrim.

 

I'm missing some step or mod that already takes care of this?, there is no way to do this in Skyrim?. I'd appreciate if I could clear this doubt, thanks.

 

While we could add something like this, it wouldn't have any impact on existing mods. Roggvir's Mod works because other mods like AAF Violate pay attention to it. Current skyrim offerings would need be patched to use the filtered selection system.

Edited by ponzipyramid
Posted
9 minutes ago, ponzipyramid said:

 

While we could add something like this, it wouldn't have any impact on existing mods. Roggvir's Mod works because other mods like AAF Violate pay attention to it. Current skyrim offerings would need be patched to use the filtered selection system.

 

Understood, thanks for clarifying it :)

Posted
6 hours ago, ponzipyramid said:

NG isn't on the call stack when the game crashes

 

What are you looking at to make that determination? I want to look through it myself to see if I can get some hints as to what might be causing it but I have no idea what any of that means. Also are you looking at the crash log or the DDNG log when you make that determination?

 

If I can have some clue to maybe help narrow it down, I'll do some additional testing at that point by removing some mods.

 

Posted

For some reason, when I make Devious Devices Beast Race Refit ESP overwrite your ESP (to get beast race refit to work) all the schlongs from bad dog hoodies become "<missing Schlong>" any idea what could be causing this?

Posted (edited)
1 hour ago, serranna said:

What are you looking at to make that determination? I want to look through it myself to see if I can get some hints as to what might be causing it but I have no idea what any of that means. Also are you looking at the crash log or the DDNG log when you make that determination?

Usually, when it's NG DLL's fault, you'll see a ton of lines like "Devious DevicesNG.dll mov ax 696969696" - that's not present in yours from first glance, and that's a sign that something else could be going on there. ?

 

If want to troubleshoot it, i recommend this: https://www.nexusmods.com/skyrimspecialedition/mods/89860?tab=files Put this file where the crash logs are, run it, and it'll generate a more humanly-readable txt report for you. It might not be necessarily right, but at least it might give you a clue at which direction to look.

 

7 hours ago, turkeyNAC said:

Although I've asked in another thread before without success, is there any way to restrict the use of certain devices, as you can do in Fallout 4?, without discrediting them, some of these make me feel uncomfortable and is the only barrier that prevents me from enjoying DD in Skyrim.

DD's logic is that it is a toolbox for other mods to play with, it doesn't equip anything on its own - if you don't want certain devices to show up, look into DD-based mods that allow customization, something a-la Devious Interests. ?

 

Edited by krzp
Posted

* shameless hype *

 

As OAR allows, essentially, easy unlimited customization of any devices animations, here's something that may or may not show up in NG somewhere down the line:

Spoiler

ezgif-5-6005dd850d.gif.e0dd9ceadd67a3144681e18efaf5d254.gif

 

Audhol worked some magic on the SMP's so the ball and chain doesn't transcend time, space and floors, and I added some new animations to it. ?

Posted

I have a question when it comes to the requirement to start a new game. Like most, I use the alternate start mod. To avoid having to configure all my mods every time I start a new game, which I tend to do rather frequently, what I do is create a character called Newgame, configure everything the way I want it, save it in the opening cell and leave her there. When I want to start a new character I load up that character, and resume fresh using showracemenu command. It keeps me from having to reconfigure everything.

 

For the sake of starting a new character to use DDNG I went beyond that and literally started from scratch again but that process is time consuming.

 

My question is, moving forward for additional testing will I need to keep creating brand new characters from scratch or is resumption from a character who has done nothing except stand around in the opening cell sufficient?

Posted
1 hour ago, krzp said:

DD's logic is that it is a toolbox for other mods to play with, it doesn't equip anything on its own - if you don't want certain devices to show up, look into DD-based mods that allow customization, something a-la Devious Interests. ?

 

 

Thanks, I've tried this but mods like BM Licenses continues using the full DD's repertoire. I tried DD Interests before too, but in the end I almost completely deactivated it, as it focuses on a horny lewd character role and I'm more of a heroine in distress type of player :sweat_smile:

Posted
1 hour ago, krzp said:

* shameless hype *

 

As OAR allows, essentially, easy unlimited customization of any devices animations, here's something that may or may not show up in NG somewhere down the line:

  Reveal hidden contents

ezgif-5-6005dd850d.gif.e0dd9ceadd67a3144681e18efaf5d254.gif

 

Audhol worked some magic on the SMP's so the ball and chain doesn't transcend time, space and floors, and I added some new animations to it. ?

This looks amazing! I love the chained restraints so I hope this gets added someday soon

Posted
12 minutes ago, turkeyNAC said:

Thanks, I've tried this but mods like BM Licenses continues using the full DD's repertoire. I tried DD Interests before too, but in the end I almost completely deactivated it, as it focuses on a horny lewd character role and I'm more of a heroine in distress type of player :sweat_smile:

Have you seen BM Licenses - Enhanced, I saw something about a whitelist in the settings screenshot.

Posted
1 hour ago, serranna said:

My question is, moving forward for additional testing will I need to keep creating brand new characters from scratch or is resumption from a character who has done nothing except stand around in the opening cell sufficient?

Hi, when you are in the starting cell in LAL, or the big hall in Unbound, many essential script and quest settings have already been "baked into" your savegame for good, as that happens right after clicking on that "New Game" button in the main menu. Which unfortunately means that when a mod or a mod update states that a new game is required for everything to initialize and function properly, there's no alternative than to go back to square one and hit that "New Game" button from the main manu. As much as that hurts sometimes (and I know, as I also suffer from a pretty violent case of restarteritis).

Posted
12 minutes ago, krzp said:

Have you seen BM Licenses - Enhanced, I saw something about a whitelist in the settings screenshot.

 

Yes, sorry, I was referring to that version. You can disable DD use when entering prison or get caught, but of course, having something like Roggvir's to discriminate DD use to chains and handcuffs would be great.

Posted
2 hours ago, turkeyNAC said:

 

Yes, sorry, I was referring to that version. You can disable DD use when entering prison or get caught, but of course, having something like Roggvir's to discriminate DD use to chains and handcuffs would be great.

Technically you could probably make an empty item using those slots with the blockgeneric keyword and it would stop most events...I think it would work...

Posted

What's the state of other mods equipping DD items? I saw earlier in this thread that some of them are bugged and don't equip correctly, is that still the case? Hoping to start a playthrough with this mod soon. 

Posted
19 hours ago, ponzipyramid said:

Did you ensure the patch is overwriting both ng and the base dd?

 

Yep, currently nothing overwriting the patch in MO2. Playing with it a bit more, it seems to work fine after I leave the Skyrim Unbound starter room. Thanks!

Posted
23 hours ago, lihua QAQ said:

Following what others have said, you could try installing the patch and then going into the game and saving, then reading it. That might get the patch to work.

 

Tried doing so inside the starter Skyrim Unbound starter room, resulting in a crash after reload. After leaving the starter room though, it seems to work just fine. Thanks!

Posted
On 10/21/2023 at 2:54 AM, randomUser2019 said:

What's the state of other mods equipping DD items? I saw earlier in this thread that some of them are bugged and don't equip correctly, is that still the case? Hoping to start a playthrough with this mod soon. 

 Some people (inlcuding myself) had trouble with Cursed Loot, but that seems to have been resolved by the patch (you need to download the patch from the thread, the version 0.2.7. itself does not contain the patch).

Posted
3 hours ago, Rubikon11 said:

 Some people (inlcuding myself) had trouble with Cursed Loot, but that seems to have been resolved by the patch (you need to download the patch from the thread, the version 0.2.7. itself does not contain the patch).

Ah okay sweet, I did download the patch and am preparing a new playthrough now. I'll report back here on how it goes!

Posted (edited)

Hey Pyramid. Thanks for the hard work. Glad to see DD is still being worked on by talented modders.

One thing I'd love to know is if there are plans to fix the broken ankle chains physics in SSE Anniversary edition? Basically the chains don't connect properly and kinda just float in the air.

Edited by suiseseki
Posted (edited)
8 hours ago, suiseseki said:

Hey Pyramid. Thanks for the hard work. Glad to see DD is still being worked on by talented modders.

One thing I'd love to know is if there are plans to fix the broken ankle chains physics in SSE Anniversary edition? Basically the chains don't connect properly and kinda just float in the air.

 

Can't make any promises since I'm not well-versed with asset work but @audhol is working on SMP enhancements for a couple devices including chains.

 

2 hours ago, shiagwen said:

Nobody interested in a LE version ?  is it possible to do this in LE at all ?

 

Some script enhancements, assets and the animation system (with DAR) can be backported but an LE version of the SKSE plugin would take months of RE work. All in all, we're not going to handle this ourselves but I'm open to partially assisting LE devs who want to try.

Edited by ponzipyramid
Posted
10 hours ago, suiseseki said:

Hey Pyramid. Thanks for the hard work. Glad to see DD is still being worked on by talented modders.

One thing I'd love to know is if there are plans to fix the broken ankle chains physics in SSE Anniversary edition? Basically the chains don't connect properly and kinda just float in the air.

 

2 hours ago, ponzipyramid said:

Can't make any promises since I'm not well-versed with asset work but @audhol is working on SMP enhancements for a couple devices including chains.

Yeah I'm on it, so far the collisions for the tail plugs and pear chain are done, the ball and chain has better weighting and new anims from @krzp, the collar chains are also fixed. I'm currently working on the wristcuffs and prisoner chains. Hopefully in time all smp nifs and xmls will get their share of the lovin.

 

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