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Devious Devices NG


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Posted
16 hours ago, Darrow said:

It's a debuff on carry weight, like for the dresses. You can either begin to walk in 1st person then go in 3rd person or use a way to modify carry weight ( cheat, enchant, mod... )

 

Ah right, thank you

Posted

Are there build instructions somewhere for the DLL?

 

I'm curious to mess with some of the internals (partly just because I'm curious about how SKSE plugins work), but I haven't been able get the dependencies right to build.

Posted
On 2/7/2024 at 1:40 PM, Sathar said:

 

I believe that I've "solved" this:

 

In OAR, all of the DD NG animations are flagged with the required condition "is female".  Deleting this condition on all of the DD animations fixed this for me.

 

I realize that the animations are designed for female characters, but would it be ok in the next version to remove the female requirement?  Of course it would be even better if someone wanted to design male animations as well, but just having any animation working on males is good enough for now.

 

That was pretty easy and it worked. Thank you!

Posted

I asked this question in another thread, but it's relevant to this one as well as this mod is what made me install OAR in the first place:

 

There are some files included in the old SSE Estrus mod as walking animations, and it seems like OAR likes to defer to those as being "original" animations.  Did I screw something up when installing OAR?  Do I need to tell it somehow to not use those animations?  OAR was supposed to be backwards compatible, but the estrus mod didn't use DAR at all, as far as I know (it was never a requirement) and it wasn't overriding the walking/running/sprinting animations before I started using OAR.

 

I uninstalled the chainbeasts mod earlier, it also had a walking animation for some reason that was acting as the default.  This was kind of hilarious, it made the PC squat like a crab and glide over the floor, but it wasn't something I wanted to happen.  Point is, I can't just keep uninstalling every mod until I'm back to baseline just so OAR doesn't default to whichever walking animation it finds first, because I can't edit their priorities since it sees them as "original animations".  I'm hoping someone else has come across this problem and I just missed some configuration somewhere.

 

 

What am I missing here folks?  Help me find where I turned dumb, please.

walkinProblems.jpg

Posted
On 2024/2/8 at AM8点25分, krzp said:

让车厢再次拐弯😄

 

  显示隐藏内容

ezgif-5-2646e420ab.gif.643b992f847b99b3f23b9808b9e13307.gif

 

现在您可能知道在此处合并和上传之前在哪里获取它😉

(但如果你不这样做 - 它位于 NG 的不和谐服务器上,那里还有很多其他很酷的东西)

What will happen if I use it with UD? I remember UD prohibits the use of carriages.

Posted
1 hour ago, pangxie250 said:

What will happen if I use it with UD? I remember UD prohibits the use of carriages.

That was actually captured using one of the newer UD betas - the activation prompt is hidden, but I'm able to press E near a carriage and it works 🙂

Posted
8 hours ago, iron_monger said:

There are some files included in the old SSE Estrus mod as walking animations, and it seems like OAR likes to defer to those as being "original" animations.  Did I screw something up when installing OAR?  Do I need to tell it somehow to not use those animations?  OAR was supposed to be backwards compatible, but the estrus mod didn't use DAR at all, as far as I know (it was never a requirement) and it wasn't overriding the walking/running/sprinting animations before I started using OAR.

Yeah, those are Estrus's FNIS-based animations, OAR can't do anything about those - so your best bet is to either deactivate those animations (you could, probably, remove those from it's FNIS txt list and re-run FNIS), or make your own estrus-to-NG replacer patch - go to DDNG's animations/OAR/DD to OAR/100* folders, create a zzEstrus subfolder there and copy a bunch of animations called mt_run*, mt_walk* from the female folder to that zzEstrus folder, renaming them est1_mt_walk* - so OAR has an override to that animation whenever it plays.

 

The second way is more elegant, but a bit tedious & the first way is quicker and easier - but idk if it would break anything, as I don't use that mod 😀

Posted
8 hours ago, krzp said:

Yeah, those are Estrus's FNIS-based animations, OAR can't do anything about those - so your best bet is to either deactivate those animations (you could, probably, remove those from it's FNIS txt list and re-run FNIS), or make your own estrus-to-NG replacer patch - go to DDNG's animations/OAR/DD to OAR/100* folders, create a zzEstrus subfolder there and copy a bunch of animations called mt_run*, mt_walk* from the female folder to that zzEstrus folder, renaming them est1_mt_walk* - so OAR has an override to that animation whenever it plays.

 

The second way is more elegant, but a bit tedious & the first way is quicker and easier - but idk if it would break anything, as I don't use that mod 😀

 

 

Thank you for the information, I will give that a try to build some over-ridable animation folders.  Should I be copying from estrus' animations, or the 'base' game animations?

 

I should probably add that I am trying to make it work with the OAR sexy-move replacer animations. 

 

Any idea why the estrus walking animations were triggering in the first place though?  There is nothing prompting that, it's a new save in the LAL abandoned prison start room, no attacks taking place.

Posted
1 hour ago, iron_monger said:

 

 

Thank you for the information, I will give that a try to build some over-ridable animation folders.  Should I be copying from estrus' animations, or the 'base' game animations?

 

I should probably add that I am trying to make it work with the OAR sexy-move replacer animations. 

 

Any idea why the estrus walking animations were triggering in the first place though?  There is nothing prompting that, it's a new save in the LAL abandoned prison start room, no attacks taking place.

 

 

 

Ok, I think I have it figured.

 

Create the zzestrus folder (I put it in the OAR file structure) like so:

\\mods\OAR Sexy Move\meshes\actors\character\animations\OpenAnimationReplacer\OAR Sexy Move\fsm5\zzEstrus

FSM5 was the sexy move "Set" that I wanted to make use of, so I started there.

 

Copy the 3 mt_walk / run / sprintforward.hkx files from the fsm5\female\ folder into the new zzestrus folder and rename them with the est0_ and est1_ prefixes (obviously this means copying the files again).

 

Starting up skse and checking the OAR log, it appears to be working fine.  The correct animations play as I had hoped.  Now I just need to try it using yokes and armbinders and such, see what happens then.

 

Thank you for pointing me in the right direction krzp!  Much appreciated.

Posted

I'm sure I'm overlooking something here, but ever since installing this all of my animations in DD have been borked. Mostly my arms won't go into the current binding. Does anyone here have any idea why/what the fix is? I apologize if I overlooked something easy, I'm coming here at the end of a 6 hour bug hunt trying to get this fixed. Thanks so much.

Posted
4 hours ago, ZeSasquatch said:

I'm sure I'm overlooking something here, but ever since installing this all of my animations in DD have been borked. Mostly my arms won't go into the current binding. Does anyone here have any idea why/what the fix is? I apologize if I overlooked something easy, I'm coming here at the end of a 6 hour bug hunt trying to get this fixed. Thanks so much.

I had a similar issue before. Turns out I didn't have one of the requirements (Open Animation Replacer). Can you double check you have it and all it's own requirements?

Posted (edited)

I would like to try this, and i have been trying, but DD version 5.2 is giving me <<< Note the "ME" problems on the .dll.

 

My SKSE64 is for Current Anniversary Edition build 2.2.6 (game version 1.6.1170.08)

 

However the fomod for DD version 5.2 I do not think is reaching that addition. the highest i see when asked what game version is "Installs a DLL compatible with SKSE64 versions 2.2.2/2.2.3 Game version 1.6.659" whic is the gog AE 1.6.659.

 

As you can see 2.2.3/1.6.659 is far short of 2.2.6/1.6.1170.08   (The .08 is just me completing the game version number as seen in menu of game in bottom left corner)

 

next choice is is AE 1.6.353

Installs a DLL compatible with SKSE64 versions 2.1.5 Game version 1.6.353.

 

Could anyone help me, I am sure I must be doing something wrong, I just am not seeing it :( .

 

EDIT >> P.S. I am running 100% legal steam version

system is window 11 64-bit

AMD ryzen 1 7700 8 core, 16 gig of ram, Nvidia Geforce RTX 4070

Edited by galgat
Posted
2 hours ago, galgat said:

I would like to try this, and i have been trying, but DD version 5.2 is giving me <<< Note the "ME" problems on the .dll.

 

My SKSE64 is for Current Anniversary Edition build 2.2.6 (game version 1.6.1170.08)

 

However the fomod for DD version 5.2 I do not think is reaching that addition. the highest i see when asked what game version is "Installs a DLL compatible with SKSE64 versions 2.2.2/2.2.3 Game version 1.6.659" whic is the gog AE 1.6.659.

 

As you can see 2.2.3/1.6.659 is far short of 2.2.6/1.6.1170.08   (The .08 is just me completing the game version number as seen in menu of game in bottom left corner)

 

next choice is is AE 1.6.353

Installs a DLL compatible with SKSE64 versions 2.1.5 Game version 1.6.353.

 

Could anyone help me, I am sure I must be doing something wrong, I just am not seeing it :( .

 

EDIT >> P.S. I am running 100% legal steam version

system is window 11 64-bit

AMD ryzen 1 7700 8 core, 16 gig of ram, Nvidia Geforce RTX 4070

 

If you're installing DD NG, you need to ensure it overwrites the original mod (DD SE). The NG build supports all major game versions.

Posted (edited)
2 hours ago, ponzipyramid said:

 

If you're installing DD NG, you need to ensure it overwrites the original mod (DD SE). The NG build supports all major game versions.

Unfortunately, I am also having certain problems upon enabling DD 5.2 and DD NG both on 1.6.1130 and 1.6.1170, tried versions of DD NG 3.0 and 3.4 from Discord. With DD and DD NG enabled, I can start a new playthrough, but it crashes ~10 seconds after character creation. Disabling the mods seems to solve the CTD. All the requirements were installed, FNIS was run, Load Order in MO2 was as follows. Crash log from Crash Logger attached.

 

Will try reverting to SE from AE and trying again when have time, but this seems baffling. Would very much appreciate any help in determining what could the issue be on my end.

 

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccBGSSSE001-Fish.esm
ccQDRSSE001-SurvivalMode.esl
ccBGSSSE037-Curios.esl
ccBGSSSE025-AdvDSGS.esm
_ResourcePack.esl
Unofficial Skyrim Special Edition Patch.esp
SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
RaceMenu.esp
RaceMenuPlugin.esp
Devious Devices - BRRF.esp
Devious Devices SE patch.esp
OAroused.esp
OSLAroused.esp
FNIS.esp
Alternate Start - Live Another Life.esp

 

crash-2024-02-25-02-39-46.log

 

P.S. Completely legal Steam version of Skyrim, Windows 10 64-bit, AMD Ryzen r5 3600x, 32 Gb RAM, AMD Radeon RX 6700 XT. 0.2.7 version seemed to work fine on Skyrim AE version before 1.6.1130 (1.6.640, I believe). Used the necessary versions of SKSE (2.02.05 for 1130 and 2.02.06 for 1170) and Address Library.

Edited by Kharadin
Posted (edited)

Dumb question, but do we still need to use bodyslide with this version? And if so is there a guide on how to do so for DD specifically? I just followed what the BodySlide page said to do, but just wanted to make sure there weren't any other things to pay attention to specifically

Edited by VulpiFox
Posted
16 hours ago, ponzipyramid said:

 

If you're installing DD NG, you need to ensure it overwrites the original mod (DD SE). The NG build supports all major game versions.

Thank you for answering, but will this take care of the .dll problem I am having with SKSE64.

 

So far I have not been able to get the DD 5.2 to get past the fact the SKSE is choking on the .dll in DD version 5.2. ( I have tried the other choices in game version choice in the fomod for shit's and giggles)

 

I do the body slide, and FNIS I to the best of my knowledge have install all the requirement for DD.

 

I have install sexlab, and all of it's requirements also MNC, SLA, CF, SOS, and have all of these working.

 

have played Defeat with absolutely no problem's, and a few other Sexlab games that have no need for DD.

 

So everything in my order seem very functional to the best of my knowledge.

 

Will DD_NG bypass the DD 5.2 .dll ?

 

If this is true then I'll advance my testing. 

 

I have been assuming that if DD 5.2 is not installing correctly then DD_NG will not function either. 

 

Would it be possible to make you DD_NG just use the resources of DD 5.2 allow me to install it without any of it's .esp, esm, esl and so on?

 

I think that would be one way to keep it up to date even if DD 5.2 was no updated regularly or troublesome to install because of a possible dated .dll.  (Just a thought)

 

Thank you again for trying to help me.

Posted
48 minutes ago, galgat said:

will this take care of the .dll problem I am having with SKSE64

I'm not OP, but yes, the .dll from DD NG will overwrite the one from DD 5.2 and should allow the game to work :)

49 minutes ago, galgat said:

I have been assuming that if DD 5.2 is not installing correctly then DD_NG will not function either.

This is an incorrect assumption.

(In fact DD 5.2 is probably installing correctly, but the .dll will not work with the current game version anyway, so you need to use DD NG's .dll)

Posted
12 minutes ago, LanaRavenclaw said:

I'm not OP, but yes, the .dll from DD NG will overwrite the one from DD 5.2 and should allow the game to work :)

This is an incorrect assumption.

(In fact DD 5.2 is probably installing correctly, but the .dll will not work with the current game version anyway, so you need to use DD NG's .dll)

Thank you so much! I have been trying to understand the installation, but had Assumed (make an ass out of U and me) the dd 5.2 had to be perfectly install.  with the .dll failing, I also made the mistake of assuming there was no need to activate DD_NG.

 

I will start again, maybe this time if I complete the NG installation it will work :)

Posted (edited)
23 hours ago, ponzipyramid said:

 

If you're installing DD NG, you need to ensure it overwrites the original mod (DD SE). The NG build supports all major game versions.

Skyrim AE  Installer is MO2


using SrtCrashFix_AE
FNIS Behavior VR 7_6 XXL, and patched with FNIS XXXXL Patcher.

 

I would like to get dd up and running, and I have been trying, but DD version 5.2 is giving me <<< Note the "ME" problems on the .dll.

 My SKSE64 is for Current Anniversary Edition build 2.2.6 (game version 1.6.1170.08) (I added the .08 as that is version seen in game)


***********
 However the fomod for DD version 5.2 I do not think is reaching that addition. the highest I see when asked what game version to choose "Installs a DLL compatible with SKSE64 versions 2.2.2/2.2.3 Game version 1.6.659" whic is the gog AE 1.6.659.

 

 As you can see 2.2.3/1.6.659 is far short of 2.2.6/1.6.1170.08   (The .08 is just me completing the game version number as seen in menu of game in bottom left corner)

 next choice in the fomod is is AE 1.6.353

 

Installs a DLL compatible with SKSE64 versions 2.1.5 Game version 1.6.353.
*********************


My sexlab and everything needed for it is install I assume correctly as I have played "Defeat" and a few other games that do not need DD with no problems.

All animations and sh-long's played quite well, human, and creature, all looked fine.

 

 (Played for a long time beat first dragon, and did quite a few minor quest's)

 

1. I installed DD5.2.

Then DD_NG with all the requirements that they called for to the best of my knowledge. (Ran FNIS, and Body Slide using group "DD Framework 3BA".)

I made sure priority left side of MO2 placed DD_NG under DD5.2
I made sure DD_NG stuff in right side was under anything that even might have to do with DD5.2

 

2. SKSE would still chokes on the DD DLL.

 

3. tried removing the DD .dll from the Mod folder, and game will boot to the main menu.
 (If I clicked no on the .dll error pop up option it would load anyway, but of course it would not function.)

 

4.  However when I load a game it opens the game, run for a moment, then CDT.
 
5.I have been googling, and searching as best I can, but really not aquired a fix that works yet.

Could anyone help me, I am sure I must be doing something wrong, I just am not seeing it :( .

 

Would really like to get this up and running. I figure it is something I am doing wrong, but I have no Idea at this time :( .

 

P.S. I am running 100% legal steam version
system is window 11 64-bit
AMD ryzen 1 7700 8 core, 16 gig of ram, Nvidia Geforce RTX 4070

2024-02-25-18-28-52.log

Edited by galgat
Posted (edited)

i really like the animations for this mod, but, it does turn all dd nipple piercings invisible for me any ideas how to fix this. i made sure bodyslide is correctly installed and run and all other dd object and vaginal piercings are working.

so apparently the piercings are spawning inside my breasts, idk how to make them fit the Brest size.

Edited by natybs
Posted
On 2/25/2024 at 7:23 PM, galgat said:

As you can see 2.2.3/1.6.659 is far short of 2.2.6/1.6.1170.08   (The .08 is just me completing the game version number as seen in menu of game in bottom left corner)

 next choice in the fomod is is AE 1.6.353

 

It does not matter what option you pick in the DD 5.2 Fomod. The DLL will be overwritten by DD NG's DLL, which works.

 

Update your console utils to the 1.5.1 verison here:
https://www.nexusmods.com/skyrimspecialedition/mods/76649

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