Douchetrap Posted January 3, 2024 Posted January 3, 2024 Anyone can help me with this crashlog? 2024-01-03-21-37-43.log.txt
VoreQ Posted January 3, 2024 Posted January 3, 2024 On 1/2/2024 at 6:52 PM, jc321 said: @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. thanks for the info!
no_way Posted January 3, 2024 Posted January 3, 2024 19 hours ago, krzp said: 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) I did, it works perfectly. Thanks! 1
nopse0 Posted January 4, 2024 Posted January 4, 2024 (edited) Hello, I get a compilation error when compiling zadLibs.psc from Devious Devices NG (too many parameters), because in line 762: Armor Function GetWornDeviceFuzzyMatch(Actor akActor, Keyword kw) return zadNativeFunctions.GetWornDevice(akActor,kw,true) EndFunction While the GetWornDevices function in zadNativeFunctions.psc from Devious Devices NG is defined as (only two parameters): ; Return worn device based on passed main keyword (set on equip script) Armor Function GetWornDevice(Actor akActor, Keyword akKeyword) global native Has the native function from DD NG two or three parameters ? If I use zadLibs.psc from DD SE 5.2 (I installed DD NG on top of DD SE), I don't get this error. I don't want to risk CTD's, so I want to make sure the correct function signature is used Edit: I had a look into LibFunctions.h from your Git, the GetWornDevices function really has 3 parameters, your zadNativeFunctions.psc is not up to date. Edited January 4, 2024 by nopse0
Inte Posted January 4, 2024 Posted January 4, 2024 @ponzipyramid, A small suggestion. Right now, you are blocking any and all equip while the PC is locked in heavy bondage and/or mittens. This will even stop mods from equipping stuff on the PC. Mods like SL will remove say a helmet for the duration of the animations then re-equip it, but your mod will block that. My suggestion is for you to add a condition that will check if the player is in the inventory menu before blocking the equip. Thanks. 2
serranna Posted January 4, 2024 Posted January 4, 2024 On 1/2/2024 at 1:54 PM, zarantha said: On 1/2/2024 at 10:07 AM, 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. Or you can do what I did. I went CK and made some restraints enchantable, abused the enchanting mechanic, then put a carry weight increase enchantment on a plug that my PC always has in. My character doesn't worry about being hobbled when wearing a Carry weight +3000 vaginal plug Seriously though, I did that because I was getting annoyed at having switch from first to third person every time I wanted to move. With the increased carry weight I can just make the character "walk" to emulate being hobbled properly.
Guest Posted January 4, 2024 Posted January 4, 2024 12 hours ago, Inte said: @ponzipyramid, A small suggestion. Right now, you are blocking any and all equip while the PC is locked in heavy bondage and/or mittens. This will even stop mods from equipping stuff on the PC. Mods like SL will remove say a helmet for the duration of the animations then re-equip it, but your mod will block that. My suggestion is for you to add a condition that will check if the player is in the inventory menu before blocking the equip. Thanks. Yeah, we've added an INI file with an option to allow equipment when the inventory menu is closed for v0.3. We're getting close to release.
postal192 Posted January 5, 2024 Posted January 5, 2024 (edited) Hi, I apologize in advance for asking, if this is hidden somewhere here in this thread but I was unable to find any information. I wanted to join the DD Discord but apparently, someone has to confirm me. Is this the official channel also for the development of DD or just related to DD NG? EDIT: found it, profile screenshot posted Edited January 5, 2024 by postal192
gerroth Posted January 6, 2024 Posted January 6, 2024 (edited) Unfortunately I can't seem to get it to work. Whenever I install DD NG ,the MCM the "Devious Devices" Menu does not show up. I'm starting a fresh game. Devices also do not work (no popup and nothing happens when equipping DDs) When I remove DD NG, Devious Devices works as expected. I triple checked my dependencies, also tried to use OSL aroused instead of SL Aroused, which changes nothing. My Setup: - AE 1.6.640.0 - Nemesis My load order can be seen below and Papyrus.0.log is "coc Riverwood" and checking if the MCM / devices work. I also included a log of the game when everything works as expected (cause I disabled NG): DD-NG-Not-Installed papyrus.log Edit 2: Installing Papyrus Tweaks NG fixed this! This was a deadlock on some script in the MCM page init. When starting a new game, lots of those will run at the same time, which might cause this. Anyways, Papyrus Tweaks greatly increases script performance and reduce the chance of these kind of things happening. loadorder.txt Papyrus.0.log DD-NG-Not-Installed-Works-Papyrus.0.log Edited January 7, 2024 by gerroth 1
EccentricWizard Posted January 6, 2024 Posted January 6, 2024 (edited) May I publish the Toys and Love OAR Patch that includes Devious Devices NG meshes animation files? I've incorporated some files not present in Toys and Love to supplement the OAR animations, and I'd like to share it with the community on the Toys & Love LE & SE topic. Edited January 7, 2024 by EccentricWizard
krzp Posted January 6, 2024 Author Posted January 6, 2024 8 hours ago, EccentricWizard said: May I publish the Toys and Love OAR Patch that includes Devious Devices NG meshes animation files? I've incorporated some files not present in Toys and Love to supplement the OAR animations, and I'd like to share it with the community on the Toys & Love LE & SE topic. Well, all the assets included in NG from DD as of 5.2 are residing there under their existing permission set (listed on DD's main page), I'm talking about that part: You can NOT use any code or assets from this mod in projects competing with it, without permission. So I'd suggest running this request past Kimy (or, even better - the animation original creators, provided you can track 'em down), as I can't really say anything on their behalf. However, any new ones made by me, that weren't a part of base DD, you're welcome to use them - just put a credit & link to the NG's download page anywhere ?
Chaosdmd Posted January 6, 2024 Posted January 6, 2024 Hello, I am having an issue with male characters not behaving properly with devises. Best example is the armbinders, you can see them but their arms just behave as if they aren't wearing it, and the pet binders don's make them kneel down. They behave properly without DDNG, and female characters work fine with our without. I downloaded the For Him NG and have it installed after the overhaul but that doesn't seem to help.
indolu Posted January 7, 2024 Posted January 7, 2024 5 minutes ago, WilhelmCarstein said: When the character puts on extremes hobble dress, I can't move the character. Help Does your character just move slow, or not at all?
WilhelmCarstein Posted January 7, 2024 Posted January 7, 2024 My game keep crashing even though I already check overwrite, reinstall this mod. And when wearing extreme hobble dress, my character does not move. crash-2024-01-07-02-35-25.log
WilhelmCarstein Posted January 7, 2024 Posted January 7, 2024 20 minutes ago, indolu said: Does your character just move slow, or not at all? not at all, they can turn but cannot move away from the location
indolu Posted January 7, 2024 Posted January 7, 2024 7 minutes ago, WilhelmCarstein said: not at all, they can turn but cannot move away from the location Do you have any other mods that effect movement speed? Something like SL survival or barefoot realism, those slow you down when barefoot.
WilhelmCarstein Posted January 7, 2024 Posted January 7, 2024 4 minutes ago, indolu said: Do you have any other mods that effect movement speed? Something like SL survival or barefoot realism, those slow you down when barefoot. no
zarantha Posted January 7, 2024 Posted January 7, 2024 15 hours ago, WilhelmCarstein said: not at all, they can turn but cannot move away from the location Toggle your POV (switch to 3rd or 1st, whichever you aren't in) start moving, then switch your POV back.
zarantha Posted January 7, 2024 Posted January 7, 2024 15 hours ago, WilhelmCarstein said: My game keep crashing even though I already check overwrite, reinstall this mod. And when wearing extreme hobble dress, my character does not move. crash-2024-01-07-02-35-25.log 40.5 kB · 0 downloads Try using consoleutil ng: https://www.nexusmods.com/skyrimspecialedition/mods/76649 1
PolskiHusarz20 Posted January 9, 2024 Posted January 9, 2024 (edited) I've noticed that soulgem nipple piercings do not work with 3BA, they just stay in the position set via bodyslide. Edited January 9, 2024 by PolskiHusarz20
audhol Posted January 10, 2024 Posted January 10, 2024 9 hours ago, PolskiHusarz20 said: I've noticed that soulgem nipple piercings do not work with 3BA, they just stay in the position set via bodyslide. The bouncy bouncy nipple piercings are'nt included in the current release version of NG, there is a test version available on the discord but they are not perfect. 1
Dudemer Posted January 12, 2024 Posted January 12, 2024 I'm currently working on a mod for DD and NG, But after installing NG I couldn't edit the Inventory item zadequipscript through the item editor in the creation kit. I know what the problem is, I need a new version of the source script for the equip script. But I don't know where to find it?
Mythryn Posted January 13, 2024 Posted January 13, 2024 hi guys! Could someone tell me is it possible to use this mod without sex lab? I mean I'm trying ostim atm how can I use this mod standalone?
Inte Posted January 13, 2024 Posted January 13, 2024 6 hours ago, Dudemer said: I'm currently working on a mod for DD and NG, But after installing NG I couldn't edit the Inventory item zadequipscript through the item editor in the creation kit. I know what the problem is, I need a new version of the source script for the equip script. But I don't know where to find it? Your CK is probably looking for scripts in the wrong folder. Make a CreationKitCustom.ini file and save it to ..\Steam\SteamApps\common\Skyrim Special Edition\CreationKitCustom.ini. Copy and paste this into it. [General] bAllowMultipleMasterFiles=1 bAllowMultipleMasterLoads=1 bAllowMultipleEditors=1 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 [Papyrus] sScriptSourceFolder = "Data\Scripts\Source" sScriptCompiledFolder = "Data\Scripts\" sCompilerFolder = "Papyrus Compiler\" iMaxAllocatedMemoryBytes = 76800 [MESSAGES] bBlockMessageBoxes=1 [Archive] bUseArchives=1 3
naaitsab Posted January 13, 2024 Posted January 13, 2024 7 hours ago, Inte said: Your CK is probably looking for scripts in the wrong folder. Make a CreationKitCustom.ini file and save it to ..\Steam\SteamApps\common\Skyrim Special Edition\CreationKitCustom.ini. Well 'wrong' is depending on how you look at it. ..\Source\Scripts is the default for the CK "2.0" which are the newer versions for FO4 and SE/AE ..\Scripts\Source is the default for the LE CK and very old versions CK SE Most new SE only mods use the first one and old mods and/or conversions use the second one. I find it a handy pointer to see if a mod is built for SE or not. So nothing wrong with either one if you know why. It's just annoying that the CK 2.0 can't handle both directories, so I tend to convert it using a custom bat script to make it futureproof. As I no longer run a pre-2.0 CK.
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