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Posted (edited)

Hey I just have a quick question, I'm having a CTD shortly after gameplay starts when creating a new game and I narrowed the problem mod down to Devious Devices or DDNG,
I just needed to know where exactly the crashlogs are dumped so I can get more information because beyond that I have no idea why my game is crashing. Any help is appreciated. (I'm using Mod Organizer also)

Edited by snah64
forgot important information
Posted
2 hours ago, snah64 said:

Hey I just have a quick question, I'm having a CTD shortly after gameplay starts when creating a new game and I narrowed the problem mod down to Devious Devices or DDNG,

What Skyrim version are you on?

 

2 hours ago, snah64 said:

I just needed to know where exactly the crashlogs are dumped

\Documents\My Games\Skyrim Special Edition\SKSE\

look for the crash-2023-**-**-**-**.log files. (This will require you to have a crash logger installed first, though - Trainwreck or Crashlogger SSE AE VR will work, depending on the version of Skyrim that you've got)

 

Read them, that might give you a clue about what's crashing your game.

 

If you can't find out, upload them here, we'll try to help.

Posted
15 minutes ago, krzp said:

If you can't find out, upload them here, we'll try to help.


I appreciate it, I thought I'd be able to parse the log if I got a look at it but this is far beyond my reading ability when it comes to code, haha.
I'm playing on the most recent AE version.

crash-2023-12-30-06-29-00.log

Posted
3 minutes ago, krzp said:

Install this: https://www.nexusmods.com/skyrimspecialedition/mods/76649

 

It'll probably fix your CTD. ?


Heyyoo worked like a charm, thank you so much, I've been out of the modding scene while all this Anniversary stuff was happening so it was really tough trying to get all my mods up to date, figures I was just missing one more that needed a "NG" version. I just finished fixing an audio bug that was causing most of my sounds to be missing. >.>
Now I can finally actually start playing!

Posted

it is currently not working in a downgrade (or Best of Both World) 1.6.640 Skyrim version with Backported Extended ESL Support and new header version CCs. It worked normally on 1.6.640 before so I guess there is some conflict between it and BEES.

Posted (edited)
On 12/29/2023 at 10:56 PM, krzp said:

Install this: https://www.nexusmods.com/skyrimspecialedition/mods/76649

 

It'll probably fix your CTD. ?

That fixed it for me too! Really appreciate you posting this, you are awesome. Works like a charm with Devious Devices on 1.6.1130.0 now.

Symptoms were game crash upon New Game click. Would resolve with Devious Devices disabled. True problem was ConsoleUtilSSE NG dependency needing to be changed to that new version there compatible with the new game version.

Edited by largestack
Posted
14 hours ago, duy123a said:

it is currently not working in a downgrade (or Best of Both World) 1.6.640 Skyrim version with Backported Extended ESL Support and new header version CCs. It worked normally on 1.6.640 before so I guess there is some conflict between it and BEES.

 

I've been running with Backported Extended without any issues, but I managed to avoid getting the new update - so never needed to use the downgrader.  So BEES by itself isn't causing an issue with NG (for my setup at least).

Posted

Devious DevicesとDDNGを有効にすると、Charbugヘルメットを装備できなくなりました。回避策はありますか?

Posted
9 hours ago, Bigglsby said:

 

I've been running with Backported Extended without any issues, but I managed to avoid getting the new update - so never needed to use the downgrader.  So BEES by itself isn't causing an issue with NG (for my setup at least).

Yeah, maybe the new header version of CCs causes a problem (as I don't have any way to downgrade it). Thanks for your info anyway.

Posted

just out of curiosity, how does this work in VR? (like what does it do?)

in my head i imagine it would completely disable movement of your characters locked up limbs,

so like if your characters arms are in a yoke they'd just stay there, even if you're waving your arms around in RL

or can you still wave your characters arms around? ?

Posted

The current version seems to conflict with AE .1130

 

A new game isn't possible (immediate CTD) and adding it to a previously existing testsave in a startup cell crashes as soon as anything is added to the inventory.

Posted (edited)

I just wanted to drop by to say two things:

 

- All the people claiming that DD-NG isn't working with the new version of Skyrim have probably just lost control of their install. The mod works just fine, provided the rest of the mods on a current gen Skyrim install are using the appropriate versions for the recent update and such. Everybody had to struggle to get the game to run again (biggest culprit for me was 'Immersive Camera SE', leading to CTDs) but those issues are not an issue with this mod.

 

- You guys are actually doing amazing work. The NG version is a remarkable step up from the original, which was already a labor of love. The only two issues I've run into is obvious issues with the chains and SMP (I think that's what it is) such as on the prisoner chains or some of Heretical's devices - and wearing a hobble skirt makes it impossible to move at all, but the later is an incompatibility on my end I reckon. I'm using so many animations with OAR, it's no wonder.

 

So, and sometimes I feel like we don't say it enough: Thank you for your work, everyone!

Edited by ag12
Posted (edited)
1 hour ago, ag12 said:

- All the people claiming that DD-NG isn't working with the new version of Skyrim have probably just lost control of their install.

?

  • Fresh installation, all downloads within the last 96h
  • ticking DD ng + DD => issues
  • unticking DD ng + DD => no issue (but no DD)

I was under the impression that DD ng might fix the issues that DD 5.2 has with the AE versions. 

My next move would be to  fix DD manually with the description in the support thread instead of with DD ng.  But my favorite way would be DD ng (one step instead of a few manual steps)

Edited by worik
Posted (edited)
On 1/1/2024 at 9:18 AM, VoreQ said:

just out of curiosity, how does this work in VR? (like what does it do?)

in my head i imagine it would completely disable movement of your characters locked up limbs,

so like if your characters arms are in a yoke they'd just stay there, even if you're waving your arms around in RL

or can you still wave your characters arms around? ?

 

@jc321 might have some thoughts. As far as I know, none of us on the dev side have access to VR so we can't really say.

 

On 12/31/2023 at 8:21 PM, medicgoalie84 said:

Getting a CTD when I try to use the player.additem console command. The log is showing

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFD0B703F57 DeviousDevices.dll+0033F57    movzx edx, byte ptr [rbx+0x1A]

Any ideas on the cause?

crash-2024-01-01-01-12-17.log 97.18 kB · 1 download

 

Some of kind of VM issue, we'll take a look.

 

General note about 1130: we're getting positive reports that NG works and most of the reported problems have to do with other dependencies not being updated to support 1130. ConsoleUtil seems to be most common culprit so please make sure you have the latest.

 

To isolate, try DD NG and its dependencies only. And if you're still facing issues, please post your crash and DeviousDevicesNG log. Trainwreck will work.

 

There may be some kind of bug with BEES, looking into that as well. Although, I don't think 1130 users need to have BEES since that game version natively supports expanded ESL ranges.

Edited by ponzipyramid
Posted

The collection Simplified Adult currently includes ConsoleUtilSSE NG version 1.4.0. Updating this to version 1.5.1 fixed my problem with immediate CTD, when I start up Skyrim.  However, I still have a problem with "Sexlab Aroused NG". In a stable game without DD, just installing "Sexlab Aroused NG" makes my game CTD, whenever I enter Whiterun. Something about "Carlotta Valentia":

 

REGISTERS:
...
		Name: "b1.UW3n1Ut4"
		RTTIName: "BSTriShape"
		ExtraData[0] Name: "SHAPEDATA"
		Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
		Full Name: "Carlotta Valentia"

 

Posted
43 minutes ago, ponzipyramid said:

just out of curiosity, how does this work in VR? (like what does it do?)

in my head i imagine it would completely disable movement of your characters locked up limbs,

so like if your characters arms are in a yoke they'd just stay there, even if you're waving your arms around in RL

or can you still wave your characters arms around? ?

 

@VoreQ So far works really well in VR, a couple of hiccups initially with weird errors but the NG team have helped guide me (some non DD NG files were causing issues) and the newer updates have resolved some subsequent CTD's, so all good with the current version.

 

In terms of how you imagine it would work, you are exactly right! - get put in an armbinder and your hands will be locked up behind you - Get put in a yoke and your hands will be locked and visible when you look left and right - .. It's not always perfect but this isn't an NG issue and more likely to do with how VRIK (which is truly wonderful) is interpreting where your body is and what it's doing. As an observation if reload a saved game sometimes your hands will be free again and waving round (which is something I've seen in normal SE playthrough) and it may resolve itself or may not .. However in the MCM settings of VRIK you can set your hands (to I think setting 6) which re-applies the restrictions. 

 

You can .. if you want .. wave your hands in the air by enabling them in VRIK ... but can't think why you'd want to do it ;) 

 

The only real challenge (and again not something I can specifically point at NG) is that crawling pose doesn't necessarily drop your Head height to the ground (so again a manual tweak in VRIK MCM will fix this) .. and for some reason your body .. even in a crawl pose .. your breast area is twisted 90 degrees to the left .. You don't notice this in 1st player perspective but if you view yourself in 3rd person you can see it .. There was an issue where your body also reversed itself in furnitures (and crawling) but that appeared to be an issue with SOS as it replaces skeleton.nif, so reapplying it back to where it should come from stopped that .. actually made entering and exiting furniture's more stable. 

 

Regarding furnitures that is still hit and miss .. some work fine, others not at all .. but given that I don't necessarily know where the furniture is coming from (ie; could be ZAZ, could be DD ) then difficult to pin-point where the issue is. I'm not sure DD NG is doing anything with furnitures as yet (haven't really taken a look) so you just have to experiment .. that's where Vrik Actions may help out as that tries to assist in AI movement and also disable/enable some of the features of VRIK that you may not want to be enabled if stuck in a furniture.   

 

 

 

Posted (edited)
3 hours ago, ag12 said:

The only two issues I've run into is obvious issues with the chains and SMP (I think that's what it is) such as on the prisoner chains or some of Heretical's devices - and wearing a hobble skirt makes it impossible to move at all, but the later is an incompatibility on my end I reckon. I'm using so many animations with OAR, it's no wonder.

The prisoner chains havent been updated yet. There is a WIP version on the discord by the fabulously handsome Audhol. Seriously I'm going through the meshes slowly and trying to update the huge amount of work done by @zarantha to change HDT to smp. Regardless of everything else that the coders and animators are doing updating meshes is a big project and one that will take a lot of time. Every bit of feedback and pre release testing helps so if you not already on the discord jump on by and cum test the stuff we are doing.?

 

Edited by audhol
Posted
3 hours ago, ag12 said:

and wearing a hobble skirt makes it impossible to move at all, but the later is an incompatibility on my end I reckon.

 

This is actually a speedmult issue iirc, when wearing multiple devices. You'll probably find most mentions of this in the DCL threads. And I know some workarounds were mentioned in the DD dev thread, but I don't think they were added in the 5.2 update. 

 

I can't recommend using any script fixes you might find in those threads with DD NG. You could revert changes and/or break DD NG by replacing scripts. If you can compile the fix yourself using DD NG as the base, you might be ok, but I'd recommend just waiting to see if one of the big brains here can fix it.

 

To get you going in the meantime, all I do is swap to third or first (whichever view I'm not in), get moving, then swap back to my original point of view. Simple, and doesn't break your game.  Or if you do it before getting the hobble skirt and other devices equipped, changing the hobble skirt debuff strength in the mcm could help too. Changing it after you get them does not work. This might not be a complete fix though, as I don't think it affects the other devices that can debuff you that way.

 

Or if you don't care how it looks and just need to get some place quickly to turn in some quests, turn on god mode. There's a few other console commands (carry weight, speedmult) you could use, but I wouldn't recommend those either unless you know what you're doing. 

Posted
3 hours ago, worik said:

?

  • Fresh installation, all downloads within the last 96h
  • ticking DD ng + DD => issues
  • unticking DD ng + DD => no issue (but no DD)

I was under the impression that DD ng might fix the issues that DD 5.2 has with the AE versions. 

My next move would be to  fix DD manually with the description in the support thread instead of with DD ng.  But my favorite way would be DD ng (one step instead of a few manual steps)

 

I had no issues. I installed DD SE 5.2, then installed DD NG over the top of it. I'm one of the few people that have modding experience that actually use and like Vortex, so I just made sure DD NG gets deployed *after* DD SE 5.2. After that I just ran Nemesis and BodySlide, no problem, plug & play (get it?).

I'm assuming that you've tried it with other mods or have somehow checked, but make sure that Address Library isn't the thing messing it up.

 

Apart from that, I really just don't get where the issues are meant to come from. DD NG works fine, it's compiled for the correct versions of the game and Address Library. If none of the above fits your issue, you might be at the point of a clean reinstall - especially making sure there isn't any sneaky outdated SKSE plugins making their way in.

 

1 hour ago, audhol said:

The prisoner chains havent been updated yet. There is a WIP version on the discord by the fabulously handsome Audhol. Seriously I'm going through the meshes slowly and trying to update the huge amount of work done by @zarantha to change HDT to smp. Regardless of everything else that the coders and animators are doing updating meshes is a big project and one that will take a lot of time. Every bit of feedback and pre release testing helps so if you not already on the discord jump on by and cum test the stuff we are doing.?

 

 

Oh, nice. I'll hop in the discord and try them out. Great work!

 

1 hour ago, zarantha said:

 

This is actually a speedmult issue iirc, when wearing multiple devices. You'll probably find most mentions of this in the DCL threads. And I know some workarounds were mentioned in the DD dev thread, but I don't think they were added in the 5.2 update. 

 

I can't recommend using any script fixes you might find in those threads with DD NG. You could revert changes and/or break DD NG by replacing scripts. If you can compile the fix yourself using DD NG as the base, you might be ok, but I'd recommend just waiting to see if one of the big brains here can fix it.

 

To get you going in the meantime, all I do is swap to third or first (whichever view I'm not in), get moving, then swap back to my original point of view. Simple, and doesn't break your game.  Or if you do it before getting the hobble skirt and other devices equipped, changing the hobble skirt debuff strength in the mcm could help too. Changing it after you get them does not work. This might not be a complete fix though, as I don't think it affects the other devices that can debuff you that way.

 

Or if you don't care how it looks and just need to get some place quickly to turn in some quests, turn on god mode. There's a few other console commands (carry weight, speedmult) you could use, but I wouldn't recommend those either unless you know what you're doing. 

 

That does make a lot of sense. Interesting, I do have SLS on this install and that should have a minimum speed mult function, but seems to not kick in properly. Thanks for the workaround, I wouldn't have figured that one out. I didn't even think about the speedmults, I thought it would for sure be a missing animation or such.

Posted

Is this also supposed to affect the bound combat?  Because I can attack with my fist with steel shackles on.  Using MCO if that makes a difference?

Posted
1 hour ago, no_way said:

Is this also supposed to affect the bound combat?  Because I can attack with my fist with steel shackles on.  Using MCO if that makes a difference?

Did you try the MCO patch someone kindly made?

 

(i don't have mco so I didn't test it, but the file structure seems right)

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