kurotatsu Posted June 25, 2024 Posted June 25, 2024 You can grab NG 0.3+ at the discord. There also the latest UD (and US) available too, or you can grab them at GitHub. 1
emercold Posted June 27, 2024 Posted June 27, 2024 I installed the dd 5,2 version for SE. and i run fnis , nemesis and used ddng the latest version.but when i used an arm binder . the animation just didn't work. so i checked the OAR animation list and sseedit. and i found the arm binder i used has no keyword "zad_deviousarmbinder" is this a bug or something? and there are some other items that has no keyword to trigger animation. but i noticed that for each bondage item/equipment there is a script instance of it. maybe i misunderstand something? how can i fix the problem. (i manually added some keywords to some equipment I'm using, but this problem seems to be a systematic problem? any way to solve it?
emercold Posted June 27, 2024 Posted June 27, 2024 9 minutes ago, emercold said: I installed the dd 5,2 version for SE. and i run fnis , nemesis and used ddng the latest version.but when i used an arm binder . the animation just didn't work. so i checked the OAR animation list and sseedit. and i found the arm binder i used has no keyword "zad_deviousarmbinder" is this a bug or something? and there are some other items that has no keyword to trigger animation. but i noticed that for each bondage item/equipment there is a script instance of it. maybe i misunderstand something? how can i fix the problem. (i manually added some keywords to some equipment I'm using, but this problem seems to be a systematic problem? any way to solve it? i guess maybe some scrips just didn't go correctly? confusing
Guest Posted June 29, 2024 Posted June 29, 2024 Is there a way to disable the filter in DD without removing devices? I'm experiencing behavior (and have for several versions, I was just hoping NG would have resolved it) where my animation filters appropriately, then starts, then cancels the animation and attempts to filter again with only one specific animation (different each time, but switching animation has no effect and using Tools shows only that one animation as selectable). This is both irritating because it introduces jarring animation teleporting during the switch, and because it seems to select from a set of less desirable animations, when the initial filter had worked fine. Disabling the Bound filter in DD prevents the animation reset, but also removes the DD when the animation starts, which is not desirable. If there's some other likely cause anyone's run into I'd love to know it - I've disabled all other filters I can find (namely, ZAZ's, which as I understand it shouldn't be affecting this anyway, and OsmelMC's Utility filters, which I like but disabled in hopes it would resolve this problem).
welzelkel Posted June 30, 2024 Posted June 30, 2024 If I use this mod instead of one of those patches to remove Devious Devices DLL requirement, the devious devices animations (such as bound arms etc.) just won't work properly. Anyone got any idea why this could be? I believe I am doing everything right bodyslide and FNIS wise
kurotatsu Posted July 1, 2024 Posted July 1, 2024 19 hours ago, welzelkel said: If I use this mod instead of one of those patches to remove Devious Devices DLL requirement, the devious devices animations (such as bound arms etc.) just won't work properly. Anyone got any idea why this could be? I believe I am doing everything right bodyslide and FNIS wise Make sure you have OAR installed and running. 1
krzp Posted July 1, 2024 Author Posted July 1, 2024 On 6/29/2024 at 6:40 PM, transfer said: Disabling the Bound filter in DD prevents the animation reset, but also removes the DD when the animation starts, which is not desirable. Um, I'm not sure if I follow, but if you leave any hand-restraining device on and play the animation that wasn't specifically made for it - it would look very bad? Never mind the floating device, but some of them are also prone to hide the hand nodes, so breaking the animation will produce nightmare fuel 😅
blabber98 Posted July 2, 2024 Posted July 2, 2024 (edited) Trying to get OAR sexy move to work on my game... I think I have everything installed correctly with the fsm files in the input folder and I've run the .bat file. I don't see any noticable difference although the female NPC's may be using moveset #1. Is there anything I need to to with OAR in-game to get it to work, or is it an incorrect installation issue? I am using vortex and nemesis, after running the .bat file, I run nemesis and deploy mods. But I've tried not doing this as well without success. OAR sexy move shows up in OAR in-game, but I am completely new to OAR so no idea what I should do/troubleshoot next. Any help is welcome. edit: I have identified the ID for move coins and tried giving them to myself and NPCs but no change. Edited July 2, 2024 by blabber98
welzelkel Posted July 2, 2024 Posted July 2, 2024 On 7/1/2024 at 11:56 AM, kurotatsu said: Make sure you have OAR installed and running. Ah... I have done it again, turns out I installed the required mods for OAR but then forgot to install OAR and closed the tab lmao... Thanks a lot
Omnishade Posted July 4, 2024 Posted July 4, 2024 Is it possible to disable the slouched pose or change the conditions for it?
krzp Posted July 5, 2024 Author Posted July 5, 2024 3 hours ago, RoninDog said: Is it possible to disable the slouched pose or change the conditions for it? Depending on where that animation is (I can't tell which one is it from your description), if it is a FNIS-based one, like struggles and stuff - you can create some override for it in OAR, if it's an OAR based one, like the movement and the idles, you can just turn it off in OAR's menu, just make sure to save the config afterwards. 😊
Omnishade Posted July 5, 2024 Posted July 5, 2024 4 hours ago, krzp said: Depending on where that animation is (I can't tell which one is it from your description), if it is a FNIS-based one, like struggles and stuff - you can create some override for it in OAR, if it's an OAR based one, like the movement and the idles, you can just turn it off in OAR's menu, just make sure to save the config afterwards. 😊 I'm pretty sure it's FNIS-based but I don't know which idle it is since they have very obscure names. Do you happen to know which idle this is? Spoiler
Guest Posted July 5, 2024 Posted July 5, 2024 On 7/1/2024 at 2:19 AM, krzp said: Um, I'm not sure if I follow, but if you leave any hand-restraining device on and play the animation that wasn't specifically made for it - it would look very bad? Never mind the floating device, but some of them are also prone to hide the hand nodes, so breaking the animation will produce nightmare fuel 😅 Yes, however the filter is so aggressive that it reduces the number of animations to one consistently, when I have 10+ animations that use any given device. I'd prefer it to let me use my own filters from other mods than mandate usage of this one. Nightmare fuel I can, and do, handle on a regular basis. Restricting animation choices to the point of boredom (especially because the ones it seems to pick are the most boring) I find more challenging.
Gameplayer Posted July 8, 2024 Posted July 8, 2024 Issue Armbinder combat movement, not the attacks but the ready attack state of weapons out. So when moving forward, backward, side to side not attacking but in combat ready state. Player arms are out of the armbinder sleeve. Not sure how that happened seem to remember that last month this was working fine on my machine but recently changed some animations around and so did a rebuild of FNIS and NEMESIS animation behaviors. Got no clue right now, dont often do the armbinder combat thing.
krzp Posted July 8, 2024 Author Posted July 8, 2024 3 minutes ago, Gameplayer said: Not sure how that happened seem to remember that last month this was working fine on my machine but recently changed some animations around and so did a rebuild of FNIS and NEMESIS animation behaviors. Do you have anything combat behaviour related a-la MCO? Those are usually the sources of this issue. 🙂
krzp Posted July 8, 2024 Author Posted July 8, 2024 On 7/5/2024 at 1:13 AM, RoninDog said: I'm pretty sure it's FNIS-based but I don't know which idle it is since they have very obscure names. Do you happen to know which idle this is? That looks like the out-of-stamina idle - if it plays whenever your health/stamina goes below 30%, it's that. Those are controlled by the oar subfolders 1005** and 1006**, if my memory serves me right, so you can uncheck those in OAR's DD submod and they will stop playing 🙂 1
Omnishade Posted July 9, 2024 Posted July 9, 2024 15 hours ago, krzp said: That looks like the out-of-stamina idle - if it plays whenever your health/stamina goes below 30%, it's that. Those are controlled by the oar subfolders 1005** and 1006**, if my memory serves me right, so you can uncheck those in OAR's DD submod and they will stop playing 🙂 Thanks, it plays when I'm on full stamina though. 🤷♂️
krzp Posted July 9, 2024 Author Posted July 9, 2024 4 hours ago, RoninDog said: Thanks, it plays when I'm on full stamina though. 🤷♂️ Then it's not the out-of-stamina idle, at least, not the idle version of it 🙂 DD sometimes also calls this animation through scripts, though I don't remember what are the conditions. What I can recommend then, is to grab something like the Show Animation Command mod or use the OAR's animation log, and check the name of the animation - then you can override it with something to your liking via OAR. 1
Gameplayer Posted July 9, 2024 Posted July 9, 2024 (edited) 23 hours ago, krzp said: Do you have anything combat behaviour related a-la MCO? Those are usually the sources of this issue. 🙂 Well of course, thing is well..... It does not matter now or at least for a good long while. My PC "had" two boot drives, and last night I formatted the one that I was sure I was not booting on. Well of course it turns out that I was booting on the old drive, even though I had checked an checked an checked again. So I spent all morning figuring out the issue to ultimately install windows again, on the drive I wanted as my boot drive. Oh it gets better! See I had windows installed already on this drive and of course that became windows.old, Now that should not be a problem, But not more than 15 minutes ago while I was moving files I wanted to keep from windows.old, IT self fucking deleted in front of my eyes. And I cant get it back because TRIM. YAY, so there goes my Fallout 4 mods list that was the very next thing I was going in there for when it just whoop you dont need that here have almost a fucking TB of free space. I didnt need that space that badly, have shit tons of it, AAGGHH. The only good news is my Skyrim Mods list is in Stand Alone portable sitting on the Root drive rather than a directory that windows can just decide I dont need anymore. F windows. Sorry I know you didnt ask, sigh. It will be days before I can look at this again I have to reinstall so many things before I can properly get skyrim working again like all the windows based 64/86 code tools. PS Never EVER allow Mod Organizer to install anything into your USER folder. User folder is a part of windows installation if you have to reinstall poof your fucked come again. Edited July 9, 2024 by Gameplayer
Arcane Wanderer Posted July 14, 2024 Posted July 14, 2024 (edited) Minor fix needed in zadLibs.psc, line 762: 759 ; Finds device based on rendered device keywords (e.g. keyword zad_DeviousBelt also returns a harness) 760 ; Useful for situation where you just want to get the device occupying a specific slot without further differentiation 761 Armor Function GetWornDeviceFuzzyMatch(Actor akActor, Keyword kw) 762 return zadNativeFunctions.GetWornDevice(akActor,kw,true) 763 EndFunction The GetWornDevice() function only takes two arguments and line 762 is sending three arguments. P.S. Fuzzy Wuzzy wasn't very fuzzy, was he? Edited July 14, 2024 by Arcane Wanderer
Tlam99 Posted July 14, 2024 Posted July 14, 2024 You can return whatever you want, as long as the calling function can make use of it.
Arcane Wanderer Posted July 14, 2024 Posted July 14, 2024 9 hours ago, Tlam99 said: You can return whatever you want, as long as the calling function can make use of it. It's not the return that's at issue. The issue is that GetWornDeviceFuzzyMatch() is trying to pass three arguments to GetWornDevice(), but GetWornDevice() only takes two arguments. So, the papyrus compiler will spit out an error message and refuse to compile some mods that have a DD dependency.
Sant69 Posted July 14, 2024 Posted July 14, 2024 can you make the animations priority higher then Dynamic Feminine Female Modesty so they don't get overwrite ?
assasinAurora Posted July 17, 2024 Posted July 17, 2024 (edited) Would this work with your other mod "aroused NG" or strictly with the one listed ? Edited July 17, 2024 by assasinAurora
blargals Posted July 19, 2024 Posted July 19, 2024 Hello, I'm working on a project to make a follower that is DD aware, along with a quest for it. The idea is you find her bound up, and have to go on a quest to free her from her restraints over time. However I am running into a few hurdles. The first hurdle is having the necessary restraints on her. I tried to add them to the follower inventory, but quickly figured out that they just sit there and aren't worn. Now I have tried to make an outfit for her, which is successful in having the restraints on her, but nothing shows up in her inventory to interact with. How would I be able to both have her start in devices, and have them be able to be interacted with? Any help would be appreciated, thanks!
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