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Devious Devices NG


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Posted
1 hour ago, forpyor said:

For whatever reason, DD NG never shows up in my MCM, I have all the requirements and my mod setup is stable, so I'm confused on why it's just this mod having issues. Happens on a fresh game too. DD MCM shows up just fine. Anyone have any suggestion on what to try in order to fix this?

 

DD NG's MCM replaces DD's MCM. If you're getting a Devious Devices MCM with the splash screen that says next generation, you're good.

Posted

Using Skyrim SE 1.5.97

Sexlab is the 1.5.97 SkyrimSe compliant version not sexlab plus.

 

Player wearing belt,

Almost nothing works

A sex scene starts but it seems fairly random about which animation gets drawn and cannot change to another animation.

 

I have downloaded an installed a whole bunch of bound animations, and loads of others as well.

 

Wearing chastity belt in well maybe it was distant past on another version of DDI, player could have sex with the open back belt, backdoor ass animations.

 

In this one it almost does not seem to matter what device is worn.

Sorta stumped would think if wearing armbinder an armbinder animation should play,

But so far there seems to make no sense.

 

What to do to restore animations other than taking off all devices?

Is there a way to get the sorting to work properly?

Is that something that has to be fixed in future version?

Posted
18 hours ago, zarantha said:

 

DD NG's MCM replaces DD's MCM. If you're getting a Devious Devices MCM with the splash screen that says next generation, you're good.

The DD MCM goes away entirely oddly. I disabled all of my mods and enabled only the essential ones, and with just DD enabled it showed up fine in the MCM, but with DDNG enabled the MCM was gone completely, but when I checked the console it seemed like it was doing something?

skyrimddng.png

Posted
6 hours ago, forpyor said:

The DD MCM goes away entirely oddly. I disabled all of my mods and enabled only the essential ones, and with just DD enabled it showed up fine in the MCM, but with DDNG enabled the MCM was gone completely, but when I checked the console it seemed like it was doing something?

skyrimddng.png

 

Have you tried a new game where DD was never installed? You also made sure to have all of DD NG's requirements?
If it's going away, that implies you're doing an upgrade from DD to DD NG, and the mod will be broken doing that. Brand new game is needed, or at least one where the original DD was never installed.

Posted
On 4/28/2024 at 5:16 PM, zarantha said:

 

Have you tried a new game where DD was never installed? You also made sure to have all of DD NG's requirements?
If it's going away, that implies you're doing an upgrade from DD to DD NG, and the mod will be broken doing that. Brand new game is needed, or at least one where the original DD was never installed.

Thanks for your tips, turns out a mod I had was breaking DD completely (Devious Carriages), removing it fixed all my problems :)

Posted

Okay, I'm sorry, I'm afraid I'm going to have to be that asshole and ask a really stupid question. When the main AE version of the game got updated I put Skyrim down for a while and now I'm looking at picking it back up again; I just wanted to check what version of Skyrim the NG patch is for? Throwing it in Google, it seems that it says it will work for every version, but I seriously doubt that.

 

TL;DR:

Which Skyrim version?

Posted
9 hours ago, War1 said:

Okay, I'm sorry, I'm afraid I'm going to have to be that asshole and ask a really stupid question. When the main AE version of the game got updated I put Skyrim down for a while and now I'm looking at picking it back up again; I just wanted to check what version of Skyrim the NG patch is for? Throwing it in Google, it seems that it says it will work for every version, but I seriously doubt that.

 

TL;DR:

Which Skyrim version?

 

All the versions, really. Except vr. VR is being it's normal oddball self and decided to not work.

It's using something called clib or clib ng iirc, which is a common library that works for all versions of skyrim se and vr to improve compatibility. 
DD by itself without this NG mod only goes to 1.6.640.

Posted

I am having issues with the nipple piercings, they do not scale with body size, and seem weighted to a different bone.
And they do not  have SMP on them either, the clitoral ones are fine though.

I tried changing the settings in bodyslide but that didnt work.

Posted
12 hours ago, nocturna said:

I am having issues with the nipple piercings, they do not scale with body size, and seem weighted to a different bone.
And they do not  have SMP on them either, the clitoral ones are fine though.

I tried changing the settings in bodyslide but that didnt work.

 

I'm having this too. It's only the soul gem nipple piercings, the other types of nipple piercings are fine, as are the clit piercings

Posted
On 5/2/2024 at 12:30 AM, nocturna said:

I am having issues with the nipple piercings, they do not scale with body size, and seem weighted to a different bone.
And they do not  have SMP on them either, the clitoral ones are fine though.

I tried changing the settings in bodyslide but that didnt work.

if you turn off NG in your mod manager and rebuild them in bodyslide, it seems to fix the issue, assuming it's the same one I had a while ago

Posted (edited)

So I'm having a weird CTD caused by your DLL.  I created a thread over here when I didn't know quite what the fix was, but on a hunch, I replaced the DLL from this mod with the DLL from the old one, and now it no longer crashes.  The crash log is attached to that thread.  If you need any other information to solve it, let me know.

 

EDIT:  So, it gets me past the title screen, but I can't load any saves or start a new game.  Saves will be met with "The save file is corrupt", new game (Skyrim Unbound) will last for about a second, both will inevitably crash with a completely unhelpful stack trace pointing to SkyrimSE.exe as the culprit.

Edited by dalenmastermind
Posted (edited)

 A little help is required:

Setup - Skyrim 1.5.97

DD 5.2 (Latest stable)

DD NG 0.2.9, not overwritten by anything:

 Starting animations with Sl Util Plus 20240407 (DD filtering disabled in it) i persistently get animation change from DD filter having ulocked plugs equipped.

By the way of way more trial and error than id like to admit, following has been discovered:

 Plugs seem to be correctly ignored up untill you load the save at least once. Guess - just some delayed script start. Furthermore - DDi plugs, (Soulgem ones) tested seen to be correcrtly hidden during SL animations and not interfere with animation selection. All other tested plugs (DDe Soulgem, Deviously Accessible Welkynd etc) cause animation swap. Upon inspecting tested plugs in SSE Edit - script instance used for DDi plugs is considerably shorter on keywords than for all other  - Just 2, for general and on spellcast vibration. 2 Keywords where DDe one will have 9.

 Now, implication wouod be - those arent treated as plugs at all, given they dont have corresponding keyword.  But why are they visually hidden during SL scenes then? 

 Simply put im at the end of my wits as to how this is supposed to work, let alone how to make it work.

My undestanding of patch notes for DD 5.2 is - all non locked, not belted plugs should behave as DDi ones, i.e. tecnicly remain equipped in players inventory, but visually hidden and ignored during SL anim selection. Practice seem to be the opposite - its DDi ones that are an anomaly.

 How is it actually supposed to work? And if my understanding is correct - how do i get it to work?

Edited by nilead
Posted
On 5/7/2024 at 2:36 AM, kurotatsu said:

 

You need new game after installing DD NG.

 

IS starting a new game the only way to get the MCM to show up? I have something of an abysmal history trying to get a new game not to glitch at the execution, so I rely on some clean saves instead just inside helgen keep and outside of the escape tunnel. Is there a way to force the MCM to show up somehow?  MCM Kicker doesn't seem to be doing it. 

Posted
2 hours ago, asebw said:

 

IS starting a new game the only way to get the MCM to show up? I have something of an abysmal history trying to get a new game not to glitch at the execution, so I rely on some clean saves instead just inside helgen keep and outside of the escape tunnel. Is there a way to force the MCM to show up somehow?  MCM Kicker doesn't seem to be doing it. 

 

I highly recommend using Alternate Start - Live Another Life, or similar (on Nexus).  At game start, it spawns you in a cell where you can get all your mods queued up and configured, and then choose from multiple optional starting points, including vanilla if you prefer.  It's a good clean way to start up heavy load orders without all the stuff going on with a vanilla start.

Posted
2 hours ago, Bigglsby said:

 

I highly recommend using Alternate Start - Live Another Life, or similar (on Nexus).  At game start, it spawns you in a cell where you can get all your mods queued up and configured, and then choose from multiple optional starting points, including vanilla if you prefer.  It's a good clean way to start up heavy load orders without all the stuff going on with a vanilla start.

 

Honestly hate those alternate start mods. Not worth the space for me. Generally not worth the space for me, and this is the first time I've really had a mod be difficult from a fresh save. 

Posted
10 hours ago, asebw said:

 

I have something of an abysmal history trying to get a new game not to glitch at the execution, so I rely on some clean saves instead just inside helgen keep and outside of the escape tunnel.

 

5 hours ago, asebw said:

 

Honestly hate those alternate start mods. Not worth the space for me. Generally not worth the space for me, and this is the first time I've really had a mod be difficult from a fresh save. 

 

As you can see, it's useful and in fact necessary just to have properly working new game for you. Space used is minimal. No proper new game - no proper work for many mods.

Clean saves won't cut it.

Posted

Hello! Skyrim 1.5.97. After many tests and attempts to start a new game, I found that version 0.2.7 is activated normally in the MСM menu. The MСM menu appears. However, in version 0.2.9, the MСM menu is broken, it is 100%. I've tried it many times. Version 0.27 works, and in version 0.29, the MСM menu does not appear simply when playing a new game. Please fix it. It's 100% not about my build. All requirements are met.

Posted (edited)
2 hours ago, MaxMakar said:

Hello! Skyrim 1.5.97. After many tests and attempts to start a new game, I found that version 0.2.7 is activated normally in the MСM menu. The MСM menu appears. However, in version 0.2.9, the MСM menu is broken, it is 100%. I've tried it many times. Version 0.27 works, and in version 0.29, the MСM menu does not appear simply when playing a new game. Please fix it. It's 100% not about my build. All requirements are met.

 

I have been using DD NG 0.2.9 with Skyrim SE 1.5.97 successfully for several months. The MCM appears for me with no problems.

 

My game version:

Spoiler

20240511102855_1.jpg.f7eb61faad08fed6e4d663be8463bf9c.jpg

 

My DD NG MCM splash page:

Spoiler

20240511102909_1.jpg.97e6b6d7d680a5661a70eceea303fb18.jpg

 

 

 

Edited by Herowynne
Posted
On 5/5/2024 at 12:12 AM, altsforeveryone said:

if you turn off NG in your mod manager and rebuild them in bodyslide, it seems to fix the issue, assuming it's the same one I had a while ago

 

Perfect, that sorted it. Thanks very much

Posted

I don't know whether the "Schlongs of Skyrim SE soft dependency" in the Devious Devices SE 5.2 is solved in this NG version or not, so I report here the problem.
Link: https://www.loverslab.com/topic/99700-devious-devices-se/?do=findComment&comment=4372897 

In short, if you did not install Schlongs of Skyrim (SOS), you get frequent papyrus errors as follows:

Spoiler

Error: File "Schlongs of Skyrim - Core.esm" does not exist or is not currently loaded.
stack:
    <unknown self>.Game.GetFormFromFile() - "<native>" Line ?
    [zadDevicesUnderneathQuest (26041472)].zaddevicesunderneathscript.SOS_SchlongKW() - "------------------------------" Line 150
    [zadDevicesUnderneathQuest (26041472)].zaddevicesunderneathscript.IsValidForHide() - "------------------------------" Line 161
    [zadDevicesUnderneathQuest (26041472)].zaddevicesunderneathscript.FilterMask() - "------------------------------" Line 135
    [zadDevicesUnderneathQuest (26041472)].zaddevicesunderneathscript.ApplySlotmask() - "------------------------------" Line 102
    [zadDevicesUnderneathQuest (26041472)].zaddevicesunderneathscript.RebuildSlotmask() - "------------------------------" Line 210
    [zadDevicesUnderneathQuest (26041472)].zaddevicesunderneathscript.UpdateDeviceHiderSlot() - "------------------------------" Line 230
    
    <truncated stack>

 

I don't know whether they are crucial or not, but it is a bit annoying to me.
Therefore, I added "if(Game.IsPluginInstalled("Schlongs of Skyrim - Core.esm"))" check in the "zadDevicesUnderneathScript", and it seems that the papyrus error problem is solved (much cleaner papyrus log).

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