ebbluminous Posted August 25, 2025 Posted August 25, 2025 3 hours ago, lzycc2009 said: Does it support AE 1.6.1170? Are you capable of reading mod descriptions? 4
FrozenArgonaut Posted August 27, 2025 Posted August 27, 2025 How do I cycle animations while using the furniture with a follower, like pillory. Also, how do I move/remove said furniture?
redrootcat Posted August 27, 2025 Posted August 27, 2025 I'm having an issue with facial expressions—after removing DD clothes, my character's eyes become squinted and stop blinking. The problem fixes itself when I put the DD clothes back on. How can I resolve this?
Exotic Flora Posted August 28, 2025 Posted August 28, 2025 Having a specific physics issue. I upgraded from the basic DD to NG a bit ago, which fixed most of my issues with the old mod and its physics, but specifically Leg Irons/Shackles have weird chains that don't properly connect and sort of float about. Is this a known issue with a fix?
Hellethia_ Posted August 29, 2025 Posted August 29, 2025 Hello I have some issues with the build of the devices that are related to the neck area. I'm aware it might more be a build issue rather than the mod issue, but if you could help me, that would be awesome ! The neck gap I have on some devices/outfits are very strange. I've never had this on LE before. You can see on the pic below the wide gap with the catsuit, the hobble dress, and a collar. Spoiler It's like there are no skinning or if the mesh was too far away from the body. I built everything in Bodyslide, but as it is a neck issue, I was wondering if it wasn't more a head issue ? Is there a way to include the head in bodyslide so the outfit/devices are close to the neck, like it was in SE ? Or is it the new way things are built now with DD and 3BA ? Thanks for the help !
chaimhewast Posted August 29, 2025 Posted August 29, 2025 21 hours ago, Exotic Flora said: specifically Leg Irons/Shackles have weird chains that don't properly connect and sort of float about. Is this a known issue with a fix? It's a known issue with the SE physics mods - they don't really support chains like those. Supposedly saving, quitting to menu, and loading will make them behave a little better.
tuyulgugel Posted August 30, 2025 Posted August 30, 2025 (edited) Hello, may someone help me with what I can do to fix this kind of clipping issue? I've tried to follow BodySlide instruction provided in the original post but still couldn't get this issue resolved. I tried building it using other CBBE preset slider, and the clipping appear somewhere else instead. I installed all of my CBBE mods using default option only. I tried with newly created character with everything untouched except the gender, and still the issue persist. I've spent the last 2 hours trying to find whatever forum post I can find about this but to no avail as idk what better keyword to use in the search. I read somewhere that it is because I didn't build it using the correct body type or something, but they never mention how I can identify my body type and how I can build it to match said body type. So if anyone can guide me in full detail on how I should go about doing stuff or atleast identify what might be the issue, that would be awesome. Edited August 30, 2025 by tuyulgugel
CaptainJ03 Posted August 30, 2025 Posted August 30, 2025 2 hours ago, tuyulgugel said: Hello, may someone help me with what I can do to fix this kind of clipping issue? I've tried to follow BodySlide instruction provided in the original post but still couldn't get this issue resolved. I tried building it using other CBBE preset slider, and the clipping appear somewhere else instead. I installed all of my CBBE mods using default option only. I tried with newly created character with everything untouched except the gender, and still the issue persist. Just some guesses. I'm really no expert in BS because for me it just works - and normally you only learn how to deal with mistakes after you made them. Did you tick "build morphs" in the bottom left corner? You say CBBE, but this mod is for 3BA. I don't know what the difference is, but you wouldn't give it a different name if there wasn't one. In case you have OBody NG, you need to build everything with -zeroed sliders- And, just to be safe, don't use some custom race. You may try that when everything else works.
smoe_thing3 Posted August 31, 2025 Posted August 31, 2025 (edited) Can someone help me what causing my game to crash ?. i tried starting a new game and even load a saved game. i tried every fix that i found in this forum and still nothing. it's been 2 hours and i don't know what else to do. crashlog: https://pastebin.com/iUHWK8dG ------- ------- i think i fixed it, i mean i didn't test it far enough but now i can start a new game without crashing. So the problem was MO2 didn't automatically activate Devious Devices Contraption.esm, Devious Devices Expansion.esm, Devious Devices Integration.esm. so i had to manually activate them. Edited August 31, 2025 by smoe_thing3 changing crashlog from files to pastebin for easier access.
zarantha Posted August 31, 2025 Posted August 31, 2025 On 8/27/2025 at 3:55 AM, redrootcat said: I'm having an issue with facial expressions—after removing DD clothes, my character's eyes become squinted and stop blinking. The problem fixes itself when I put the DD clothes back on. How can I resolve this? Make sure you have a working version of mfg fix for your game version. latest versions of the game should use the mfg fix ng version. On 8/28/2025 at 5:57 PM, Exotic Flora said: Having a specific physics issue. I upgraded from the basic DD to NG a bit ago, which fixed most of my issues with the old mod and its physics, but specifically Leg Irons/Shackles have weird chains that don't properly connect and sort of float about. Is this a known issue with a fix? That's a known issue with no fix. DD NG improves it some, but you still need to save, exit the game entirely and reload every single time you equip ankle chains. SMP does not work well with two or more anchor poings, and FSMP has not been able to fix this yet. On 8/29/2025 at 11:50 AM, Hellethia_ said: Hello I have some issues with the build of the devices that are related to the neck area. I'm aware it might more be a build issue rather than the mod issue, but if you could help me, that would be awesome ! The neck gap I have on some devices/outfits are very strange. I've never had this on LE before. You can see on the pic below the wide gap with the catsuit, the hobble dress, and a collar. Reveal hidden contents It's like there are no skinning or if the mesh was too far away from the body. I built everything in Bodyslide, but as it is a neck issue, I was wondering if it wasn't more a head issue ? Is there a way to include the head in bodyslide so the outfit/devices are close to the neck, like it was in SE ? Or is it the new way things are built now with DD and 3BA ? Thanks for the help ! They were made a bit larger on the hobble dress because of complaints that the neck area clips. It's either clipping or too large. The collar was for clipping and possibly to have it fit over a catsuit with minimal clipping. You'd have to change it in outfit studio to fit the neck better (by extracting a head mesh from the base game bsas and importing that nif in to fit it to the neck) and then rebuild the bodyslide after saving the changes in outfit studio. The head has always been separate and not included in either LE or SE bodyslides. If you had it, someone either extracted it from the bsa or you did it yourself and forgot about it. 1
zarantha Posted August 31, 2025 Posted August 31, 2025 On 8/30/2025 at 5:26 AM, tuyulgugel said: Hello, may someone help me with what I can do to fix this kind of clipping issue? I've tried to follow BodySlide instruction provided in the original post but still couldn't get this issue resolved. I tried building it using other CBBE preset slider, and the clipping appear somewhere else instead. I installed all of my CBBE mods using default option only. I tried with newly created character with everything untouched except the gender, and still the issue persist. I've spent the last 2 hours trying to find whatever forum post I can find about this but to no avail as idk what better keyword to use in the search. I read somewhere that it is because I didn't build it using the correct body type or something, but they never mention how I can identify my body type and how I can build it to match said body type. So if anyone can guide me in full detail on how I should go about doing stuff or atleast identify what might be the issue, that would be awesome. Make sure you first installed the same bodyslides as what you use in game. For CBBE, that's the CBBE/3BA bodyslides. Then make sure you are building only the CBBE bodysides, with build morphs checked as captainj03 said and using the 'zeroed sliders' preset if you use obody. short tutorial for the bodyslide part is on the troubleshooting post for the invisible devices, but should be things you check as well.
zarantha Posted August 31, 2025 Posted August 31, 2025 3 hours ago, smoe_thing3 said: Can someone help me what causing my game to crash ?. i tried starting a new game and even load a saved game. i tried every fix that i found in this forum and still nothing. it's been 2 hours and i don't know what else to do. crashlog: https://pastebin.com/iUHWK8dG ------- ------- i think i fixed it, i mean i didn't test it far enough but now i can start a new game without crashing. So the problem was MO2 didn't automatically activate Devious Devices Contraption.esm, Devious Devices Expansion.esm, Devious Devices Integration.esm. so i had to manually activate them. You really should be using crash logger instead of trainwreck. it's a bit easier to read. https://www.nexusmods.com/skyrimspecialedition/mods/59818
Exotic Flora Posted September 1, 2025 Posted September 1, 2025 (edited) 8 hours ago, zarantha said: That's a known issue with no fix. DD NG improves it some, but you still need to save, exit the game entirely and reload every single time you equip ankle chains. SMP does not work well with two or more anchor poings, and FSMP has not been able to fix this yet. Ah, t'was afraid of this answer. That's a shame, that's a bit tedious. I forgot to mention, they don't play sound either. Same/related issue? I'm noticing a lot of Cursed Loot items in general don't play the fun new struggle anims. And then, slightly unrelated and more of a general question, any specific way out of -specific- restraints? I'm knees deep in some Cursed Loot quests and ended up getting stuck in both a slave gag and collar, but I'm worried I ended up bugging them, as despite meeting their requirements, I simply can't unlock them. The gag has no key prompt, and can't be struggled/picked/cut/whatever, and same for the collar, but I really don't want to use the safeword button and risk botching my items/quests. :'} Edited September 1, 2025 by Exotic Flora
CaptainJ03 Posted September 1, 2025 Posted September 1, 2025 1 hour ago, Exotic Flora said: I'm knees deep in some Cursed Loot quests and ended up getting stuck in both a slave gag and collar, but I'm worried I ended up bugging them, as despite meeting their requirements, I simply can't unlock them. The gag has no key prompt, and can't be struggled/picked/cut/whatever, and same for the collar, but I really don't want to use the safeword button and risk botching my items/quests. You need Head Restraints Keys, they should drop via Cursed Loot. IIRC that's two for the gag, and one for the collar. Might want to use AddItemMenu or QUI to get them. The Slave Collar should have promped you, that you've been a good slave girl and either unlock itself, or if you've ticked "need key to unlock" prompt you every game hour that you could unlock it if you had a key.
MrEsturk Posted September 2, 2025 Posted September 2, 2025 (edited) In future updates can we please get the option to disable this stuff?: The way I set up my game I don't keys very often. Getting trolled with "haha, you're too dumb to find the lock, try again later chump!" when I finally do acquire a key isn't fun. Its super annoying and I just end up reloading anytime it triggers. Same thing with the whole "jammed lock/too tight to ever escape" gimmick. I can't stand it. You can toggle just about any other feature in the MCM menu, why is that annoying feature have to be mandatory? Edited September 2, 2025 by MrEsturk
CaptainJ03 Posted September 2, 2025 Posted September 2, 2025 1 hour ago, MrEsturk said: The way I set up my game I don't keys very often. Getting trolled with "haha, you're too dumb to find the lock, try again later chump!" when I finally do acquire a key isn't fun. Its super annoying and I just end up reloading anytime it triggers. Same thing with the whole "jammed lock/too tight to ever escape" gimmick. I can't stand it. You can toggle just about any other feature in the MCM menu, why is that annoying feature have to be mandatory? You can disable the lock jam altogether, and set the general escape difficulty, cooldown and keybreak chance to either "vanilla" or "first time" so you can try again right away. In case you're using cursed loot or something similar, disable the shaky fingers, so that you can actually put keys in containers without losing them.
MrEsturk Posted September 2, 2025 Posted September 2, 2025 6 hours ago, CaptainJ03 said: You can disable the lock jam altogether Oh, I didn't mean that. I meant when you are trying to force your way out of a device and get a critical failure (Told the device is now too tight to ever struggle out, became cut proof because reasons, triggered an anti-lockpick mechanism, etc).
redrootcat Posted September 2, 2025 Posted September 2, 2025 On 9/1/2025 at 3:57 PM, CaptainJ03 said: You need Head Restraints Keys, they should drop via Cursed Loot. IIRC that's two for the gag, and one for the collar. Might want to use AddItemMenu or QUI to get them. The Slave Collar should have promped you, that you've been a good slave girl and either unlock itself, or if you've ticked "need key to unlock" prompt you every game hour that you could unlock it if you had a key. In Cursed Loot, timed equipment cannot be removed even when the countdown reaches 0 hours, and it can't be unlocked with keys. How can I fix this issue?
CaptainJ03 Posted September 2, 2025 Posted September 2, 2025 53 minutes ago, MrEsturk said: Oh, I didn't mean that. I meant when you are trying to force your way out of a device and get a critical failure (Told the device is now too tight to ever struggle out, became cut proof because reasons, triggered an anti-lockpick mechanism, etc). Hmm, can't remember that I ever got that, but in this case I ask my Mistress (SubLola) or any friend (Devious Lore) to help me out. 45 minutes ago, redrootcat said: In Cursed Loot, timed equipment cannot be removed even when the countdown reaches 0 hours, and it can't be unlocked with keys. How can I fix this issue? How should I know? Does this look like the Cursed Loot thread? 1
redrootcat Posted September 2, 2025 Posted September 2, 2025 11 hours ago, CaptainJ03 said: Hmm, can't remember that I ever got that, but in this case I ask my Mistress (SubLola) or any friend (Devious Lore) to help me out. How should I know? Does this look like the Cursed Loot thread? Do you use Cursed Loot? Have you encountered this issue?
naaitsab Posted September 3, 2025 Posted September 3, 2025 On 9/2/2025 at 5:05 AM, MrEsturk said: In future updates can we please get the option to disable this stuff?: The way I set up my game I don't keys very often. Getting trolled with "haha, you're too dumb to find the lock, try again later chump!" when I finally do acquire a key isn't fun. Its super annoying and I just end up reloading anytime it triggers. Same thing with the whole "jammed lock/too tight to ever escape" gimmick. I can't stand it. You can toggle just about any other feature in the MCM menu, why is that annoying feature have to be mandatory? The entire escape system is screaming for a revamp. But aside from shifting the lockpicking to the actual lockpick minigame and struggle to some kind of QTE setup. There aren't any solid ideas. But we're always open for suggestions. 3
UnEvenSteven Posted September 3, 2025 Posted September 3, 2025 (edited) That'd probably be the best way to start with a revamp, using a QTE event to remove randomness, but it could have more depth so escaping devices wouldn't seem trivial. For one, have different methods to escape from devices: Brute Force/Struggle Lock-Breaking Lock-Picking Device Cutting Magic Keys or Removal Tools There could be restrictions on what escape methods can be used depending on the device: Lock-Picking is allowed on devices where your character can actually reach the locks Rope, Leather and Ebonite devices are the only devices that could be cut, for obvious reasons Metal devices cannot be Brute Forced/Struggled off, only Rope, Leather and Ebonite Devices can Use of Magic, Lock-Breaking or Lock-Picking would be the only options to escape from Metal devices. Magic can be used on all devices so long as your characters hands are free. The various Binders, Straitjackets and Paw Mittens would block the use of magic or at least severely reduce the effectiveness This would necessitate the use of Brute Force, or help from a NPC, to get out of these devices Having the necessary keys in your inventory will help a NPC remove Heavy Bondage devices from your character Yokes are a special case, they cannot be struggled out of since Yokes are a Metal device. Magic, however, can be used since your character's hands are free. Although if your character is also wearing Paw Mittens then Magic can not be used either. Having the Mittens removed by a NPC or just the NPC removing the Yoke would be the only way to escape. This should add some layers and depth to a new escape system. These various escape methods use one or two governing skills for the QTE event. Skill level determines how many steps (key-presses) are removed from the QTE sequence. By default, each sequence would have total of nine steps but could be configured. Every 25 levels in a skill would remove a step from the sequence leaving no less than 4 steps at skill level 100. Skills needed for escape methods are: Lock-Breaking - Smithing Lock-Picking - Pickpocket Lockpicking Device Cutting - One or Two-Handed Magic - Destruction or Alteration Not sure what to use for Brute Force/Struggle method. Perhaps just Health and Stamina drain with a cool-down after an attempt? Keys are treated as having a skill of 100 so a QTE event is still required but only four steps are necessary. For added depth only Daggers could be used to cut devices and depending on the material a higher-quality dagger may be required. Rope devices simply need an Iron dagger or better to be cut Leather devices require Orcish up to Nordic Ebonite requires at least Glass or better For Magic use the school of Destruction is self-explanatory but Alteration could require the Telekinesis spell. There are mods that add "Unlock" spells so perhaps a check could be added via script that would allow these spells to used in an escape attempt. Failure of the QTE event could result in a Critical Failure. In addition to the QTE sequence resetting a Critical Failure could result in destroyed items, injury, magical feedback or a lock damaged beyond repair. Daggers could be dulled or broken when trying to cut devices, the dagger is simply removed from inventory Trying and failing to cut a device could also result in a injury that gives the player a temporary de-buff that makes other attempts more difficult for a time. Your character might channel too much magic through devices that would result in a feedback applying another de-buff. Attempting and failing to break a lock open could destroy the entire mechanism preventing the device from being removed by any other method The only way to remove the broken device would either be visiting a very skilled blacksmith or your own character having a very high skill in Smithing Failing to pick the lock continues to result in a jammed lock or many broken lockpicks. Failing to use a key simply results in the key being destroyed Just an idea, it might stepping on the toes of Unforgiving Devices a lot, though. Edited September 4, 2025 by UnEvenSteven 3
Uncontrollableabyss Posted September 3, 2025 Posted September 3, 2025 As far as revamps go, something a little closer to the current system might be to instead of the struggle being completely random, maybe it depends on certain skills. It would still be random, but it might feel less frustrating. It's pretty much what @UnEvenSteven had mentioned above, but still being random rather than more player controlled through QTE. Kinda like the way speech checks work in vanilla Skyrim. Another idea might be to have a little more RPG feel to the restraints, if certain materials had less resistance to certain skills than others. Just thought I'd toss in my two cents.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now