ebbluminous Posted May 15, 2025 Posted May 15, 2025 Just had to reinstall Skyrim due to a drive failure. On the latest DDNG, I cannot get the MCM to appear. It also stops some related mods like Defeat, DCL & Devious Followers from working properly. In the Console, it is listing DDNG and it recognising mods that need it. Any ideas of what is wrong?
Taki17 Posted May 15, 2025 Posted May 15, 2025 44 minutes ago, ebbluminous said: Any ideas of what is wrong? Is PapyrusTweaks installed?
ebbluminous Posted May 15, 2025 Posted May 15, 2025 39 minutes ago, Taki17 said: Is PapyrusTweaks installed? Yep.
MystyMaple Posted May 15, 2025 Posted May 15, 2025 (edited) Bit of a weird question, sorry if I sound like an idiot and there's a simple solution or something I messed up on, but I've never done file replacements before. I'm using Vortex and installing both DDSE and DDNG, and while the first time its installed, the esms and .dll are from DDNG, any time I try and load Skyrim after, it auto swaps them back to DDSE's esms & .dll and won't change unless I reinstall DDNG, in which case it only works for that one time again. Does anyone know what's happening or how to fix it? Edit: It decided to randomly fix itself, whatever it was, and I've decided to not ask questions Edited May 16, 2025 by MystyMaple
MysticDaedra Posted May 16, 2025 Posted May 16, 2025 Is the P+ disclaimer still up-to-date? Any point using DD-NG right now with P+?
Boneless1205 Posted May 16, 2025 Posted May 16, 2025 The struggle mini game is not going on. There is no response when I press struggle. 1
Bouleau Posted May 16, 2025 Posted May 16, 2025 Successfully scared me off with github and Synthesizer. Even Windows Defender tries to stop me running Synthesizer. Best I could find on the safety of anything on github was to read the code myself, like I have any clue. I bang hammers for a living. That blue box almost made my heart stop. Sticking with the 2.9 version I currently have working. I don't need Unforgiving Devices that bad. Good lord.
El_Duderino Posted May 16, 2025 Posted May 16, 2025 On 5/15/2025 at 5:08 PM, ebbluminous said: Any ideas of what is wrong? If you have ReSaver at hand (FallRimTools), check your savegame for suspended stacks. Something similar happened to me a few times, first with Cursed Loot and more recently also Skyrim Unbound, which during startup of a new savegame got some of DD's scripts to become suspended where they remained for good. Only way to "fix" it was to keep starting new games until eventually everything initialized correctly and no scripts remained stuck. With Unbound, it seems to have helped to use its quick start function with a previously made present and thus spend as little time as possible in the starting room. 1
Mistress Jade Posted May 16, 2025 Posted May 16, 2025 On 5/13/2025 at 10:04 PM, Liskol said: I am having the same issue. Yeah i still havent gotten an answer.
ebbluminous Posted May 16, 2025 Posted May 16, 2025 58 minutes ago, El_Duderino said: If you have ReSaver at hand (FallRimTools), check your savegame for suspended stacks. Something similar happened to me a few times, first with Cursed Loot and more recently also Skyrim Unbound, which during startup of a new savegame got some of DD's scripts to become suspended where they remained for good. Only way to "fix" it was to keep starting new games until eventually everything initialized correctly and no scripts remained stuck. With Unbound, it seems to have helped to use its quick start function with a previously made present and thus spend as little time as possible in the starting room. It looks to have been the catsuit update that is on the DDNG Discord. Remove that and worked fine.
GregariousGibbon Posted May 17, 2025 Posted May 17, 2025 Cant see anyone having reported this issue but I have a problem with the timer to escape devices on my PC. Recently upgraded from 0.3.7 to 0.4.1. No matter how much time I wait, the timer on equipped restarints is always 2 hours. Previously you could cheat reset the timer by trying to store the device in a container which would reset back to 0 allowing you to try to escape, but that doesn't work either, just stays at 2 hours. Everything else seems to work fine as far as I can tell. 2
belegost Posted May 17, 2025 Posted May 17, 2025 (edited) Included TK Dodge patch is for which version of TK Dodge? There are at least 4 of them on the Nexus, I am using the original FNIS version, although the installer mentions version 0.55 (?), which leads me to believe it is intended for one of the others. Edited May 17, 2025 by belegost
krzp Posted May 17, 2025 Author Posted May 17, 2025 3 hours ago, belegost said: Included TK Dodge patch is for which version of TK Dodge? There are at least 4 of them on the Nexus, I am using the original FNIS version, although the installer mentions version 0.55 (?), which leads me to believe it is intended for one of the others. Since all TK Dodges use the same animations, I suspect it should work with all of them - although I only tested it using the TK Dodge RE, as that's the one I use. On 5/15/2025 at 11:25 PM, MysticDaedra said: Is the P+ disclaimer still up-to-date? It is. 1
name1924 Posted May 17, 2025 Posted May 17, 2025 are some male devices unfinished? for example male arm binders appear invisible when equipped, but elbow binders work fine. I've tried rebuilding everything in bodyslide(group DDNG - 3BA) with all kinds of presets, I have all the required mods, nothing from DDNG is overwritten, and there are no issues on female bodies and on a majority of male devices. so is it just intended behavior or am I doing something wrong? (those devices that are broken, I can see bodyslide makes both a male and female .nif file for them)
MoTc Posted May 18, 2025 Posted May 18, 2025 Apologies, I am having some compatibility difficulties with newer versions of this mod. I have used version 0.2.9.7 of this mod on my list for a while. I am not a particularly skilled modder, so that list is a wabbajack list with my additions bolted on top. I then update to 0.4 of this mod, making a new character and such. And a few mods fail to initialize. Those mods are "milk mod economy" and "YPS Devious & Immersive Fashion". The former gives an error message, "MilkModEconomy was not installed correctly, scripts are not running, ensure you have selected correct plugins during installation and have all dependencies." While YPS fails to run an initialization script, fails to load the MCM, and seems to fail to launch its own scripts. YPS and DD NG 0.4 are reported compatible, so I proceeded to debugging. Debugging has consisted of a few steps. Rolling my install back to a clean wabbajack install of masterstroke, plus DD NG 0.4 and its dependencies, produces the same error. I then tried disabling all mods, except for DD NG, YPS, and the dependencies for both. I could not get the game to launch at all, where the address library that PO3 requires is listed as installed in MO2 but is not actually installed, causing a crash on start. Some help in debugging would be appreciated, as I am woefully out of my depth.
UsernameTaken666 Posted May 18, 2025 Posted May 18, 2025 12 minutes ago, MoTc said: Apologies, I am having some compatibility difficulties with newer versions of this mod. I have used version 0.2.9.7 of this mod on my list for a while. I am not a particularly skilled modder, so that list is a wabbajack list with my additions bolted on top. I then update to 0.4 of this mod, making a new character and such. And a few mods fail to initialize. Those mods are "milk mod economy" and "YPS Devious & Immersive Fashion". The former gives an error message, "MilkModEconomy was not installed correctly, scripts are not running, ensure you have selected correct plugins during installation and have all dependencies." While YPS fails to run an initialization script, fails to load the MCM, and seems to fail to launch its own scripts. YPS and DD NG 0.4 are reported compatible, so I proceeded to debugging. Debugging has consisted of a few steps. Rolling my install back to a clean wabbajack install of masterstroke, plus DD NG 0.4 and its dependencies, produces the same error. I then tried disabling all mods, except for DD NG, YPS, and the dependencies for both. I could not get the game to launch at all, where the address library that PO3 requires is listed as installed in MO2 but is not actually installed, causing a crash on start. Some help in debugging would be appreciated, as I am woefully out of my depth. Wabbajacks are created for use “as-is”. No one but the “author” knows what other mods, patches, etc were added and/or changes made. When you start adding other mods, all bets are off as to functionality. 1
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 (edited) 34 minutes ago, UsernameTaken666 said: Wabbajacks are created for use “as-is”. No one but the “author” knows what other mods, patches, etc were added and/or changes made. When you start adding other mods, all bets are off as to functionality. This is... well, your last sentence is true-ish, but the first half is patently false. MO2 is not "locked", and modlists publish before you even download it if you go to their websites what mods and patches are in the modlist. So saying that nobody but the modlist author knows what is in it is incorrect. Also, going back to that last sentence, this isn't really a rule, some modlist authors have historically provided support to people who modified the modlist. Most of them also have special discord channels where people can help provide support to folks modifying the modlist. Also, modding isn't actually that hard, it's just tedious and time-consuming. Saying that "all bets are off as to functionality" implies that it is impossible to modify WJ modlists. In reality, individuals just have to do their own due diligence when making modlist changes or additions, and with a modicum of experience or guidance, can quite easily have a perfectly functioning modlist. I really really don't like gatekeeping. Let's just discard that whole way of thinking, yeah? 49 minutes ago, MoTc said: Apologies, I am having some compatibility difficulties with newer versions of this mod. I have used version 0.2.9.7 of this mod on my list for a while. I am not a particularly skilled modder, so that list is a wabbajack list with my additions bolted on top. I then update to 0.4 of this mod, making a new character and such. And a few mods fail to initialize. Those mods are "milk mod economy" and "YPS Devious & Immersive Fashion". The former gives an error message, "MilkModEconomy was not installed correctly, scripts are not running, ensure you have selected correct plugins during installation and have all dependencies." While YPS fails to run an initialization script, fails to load the MCM, and seems to fail to launch its own scripts. YPS and DD NG 0.4 are reported compatible, so I proceeded to debugging. Debugging has consisted of a few steps. Rolling my install back to a clean wabbajack install of masterstroke, plus DD NG 0.4 and its dependencies, produces the same error. I then tried disabling all mods, except for DD NG, YPS, and the dependencies for both. I could not get the game to launch at all, where the address library that PO3 requires is listed as installed in MO2 but is not actually installed, causing a crash on start. Some help in debugging would be appreciated, as I am woefully out of my depth. Don't ask for help in debugging a WJ modlist, or a Nexus collection, or anything else like that here on a mod support thread, this isn't the place for it. Your best bet would be FGs discord... is there still a banishment channel on his server for modifying his lists? There used to be. That being said, your order of operations for debugging will be: 1. Number of ESP/ESM. This must go no higher than 254. If it says 255, you've messed up and need to remove a full ESP or an ESM. Either remove some mods (time-consuming and tedious), or check for mods that can be ESLified (using xedit with a script this is pretty fast, guide here: https://www.reddit.com/r/skyrimmods/wiki/esl/ ) 2. Check xedit for conflicts. Guide here: https://tes5edit.github.io/docs/5-conflict-detection-and-resolution.html 3. Check for known issues with mod placement in the modlist. Often other modlist modifiers will discover and share quirks of the modlist, such as not loading new mods below custom map mods and things like that. 4. Check for .esp placement after patches. General rule of thumb, always install new mods in a modlist above the patch mods that come with the list. If you find conflicts in xedit from patches overwriting important stuff, your only option will be to make a patch for the patch, bringing me to 5. Patch. You can use the conflict resolution guide for this. Make sure you run synthesis or whatever auto patchers your modlist uses if necessary, but you might also need to create a new patch in xedit manually. There's no real automatic way to handle this that I'm aware, besides the old-fashioned smashed/bashed patches (IMO: don't bother, although plenty of people still do that). There's your roadmap, good luck. Try to find help in the future on the modlist discord or elsewhere, but mod support threads are not the place to debug modlist issues. Edited May 18, 2025 by MysticDaedra
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 6 hours ago, krzp said: It is. I didn't install it, and animations seem to be working fine, presumably via OAR? Running the latest version of both DD NG and P+, everything seems to be working great so far. Thanks
MoTc Posted May 18, 2025 Posted May 18, 2025 1 hour ago, UsernameTaken666 said: Wabbajacks are created for use “as-is”. No one but the “author” knows what other mods, patches, etc were added and/or changes made. When you start adding other mods, all bets are off as to functionality. My apologies. I was unaware of the dangers of modifying wabbajack lists. I appreciate the information. 39 minutes ago, MysticDaedra said: This is... well, your last sentence is true-ish, but the first half is patently false. MO2 is not "locked", and modlists publish before you even download it if you go to their websites what mods and patches are in the modlist. So saying that nobody but the modlist author knows what is in it is incorrect. Also, going back to that last sentence, this isn't really a rule, some modlist authors have historically provided support to people who modified the modlist. Most of them also have special discord channels where people can help provide support to folks modifying the modlist. Also, modding isn't actually that hard, it's just tedious and time-consuming. Saying that "all bets are off as to functionality" implies that it is impossible to modify WJ modlists. In reality, individuals just have to do their own due diligence when making modlist changes or additions, and with a modicum of experience or guidance, can quite easily have a perfectly functioning modlist. I really really don't like gatekeeping. Let's just discard that whole way of thinking, yeah? Don't ask for help in debugging a WJ modlist, or a Nexus collection, or anything else like that here on a mod support thread, this isn't the place for it. Your best bet would be FGs discord... is there still a banishment channel on his server for modifying his lists? There used to be. That being said, your order of operations for debugging will be: 1. Number of ESP/ESM. This must go no higher than 254. If it says 255, you've messed up and need to remove a full ESP or an ESM. Either remove some mods (time-consuming and tedious), or check for mods that can be ESLified (using xedit with a script this is pretty fast, guide here: https://www.reddit.com/r/skyrimmods/wiki/esl/ ) 2. Check xedit for conflicts. Guide here: https://tes5edit.github.io/docs/5-conflict-detection-and-resolution.html 3. Check for known issues with mod placement in the modlist. Often other modlist modifiers will discover and share quirks of the modlist, such as not loading new mods below custom map mods and things like that. 4. Check for .esp placement after patches. General rule of thumb, always install new mods in a modlist above the patch mods that come with the list. If you find conflicts in xedit from patches overwriting important stuff, your only option will be to make a patch for the patch, bringing me to 5. Patch. You can use the conflict resolution guide for this. Make sure you run synthesis or whatever auto patchers your modlist uses if necessary, but you might also need to create a new patch in xedit manually. There's no real automatic way to handle this that I'm aware, besides the old-fashioned smashed/bashed patches (IMO: don't bother, although plenty of people still do that). There's your roadmap, good luck. Try to find help in the future on the modlist discord or elsewhere, but mod support threads are not the place to debug modlist issues. Thank you for the help, and my apologies for asking for it in the wrong place. It is not a mistake I shall make again. I do think I will make my own list, as I think I have learned enough about modding now to make a list from scratch, and most of the advice you have given has already been followed. 1
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 8 minutes ago, MoTc said: My apologies. I was unaware of the dangers of modifying wabbajack lists. I appreciate the information. Thank you for the help, and my apologies for asking for it in the wrong place. It is not a mistake I shall make again. I do think I will make my own list, as I think I have learned enough about modding now to make a list from scratch, and most of the advice you have given has already been followed. Just a suggestion, there are WJ modlists that just have basic stuff like fixes and patches, and some that just add in the "beautification" without content mods that you could use as a base. Something to consider, no need to re-make the wheel, eh? FWIW, I basically always modify WJ modlists that I download (pretty sure my username is on a list distributed to modlist authors lmao), and I don't think I've found a single one that I haven't been able to modify without too much trouble. It's been... probably a few years, since I last used Masterstroke, but afaik it is still possible. There's probably some super basic easily overlooked thing you've missed causing the issues, that seems to be the most common thing, in my experience. Regardless, good luck!
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 (edited) I have invisible gloves, and looking in Bodyslide, I don't see any meshes for gloves (I believe these are catsuit gloves, I forgot to double-check before closing the game). Should I go ahead and build the DD 5.2 meshes in bodyslide, and then build the DD-NG meshes so it overwrites? Unless the DDNG 3BA category is missing items, or these meshes haven't been converted yet, then 0.4.1 is missing the bodyslide files for the gloves. Edited May 18, 2025 by MysticDaedra
zarantha Posted May 18, 2025 Posted May 18, 2025 On 5/10/2025 at 2:39 AM, RandomKhajiit said: maybe a long shot but would DCL NG ever be a possible thing? Give this a shot. Has the loot mechanics without the DCL quest arc.
MysticDaedra Posted May 18, 2025 Posted May 18, 2025 (edited) I wanted to post an update to my invisible glove issue. You must run the DD 5.2 bodyslide as well as the DD-NG bodyslide as of 0.4.1. This is not stated in the installation instructions currently. After running the DD 5.2 bodyslides, the gloves appeared the next time I loaded the game. Edited May 18, 2025 by MysticDaedra
Malkone Posted May 18, 2025 Posted May 18, 2025 This may seem like a silly question, so forgive me, but does anyone know what the wrist bindings in the first preview image are called? I can't seem to find them in-game at all. Thanks!
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