ExEvolution Posted November 9, 2023 Posted November 9, 2023 Any way you can make this compatible with the devices added in devious heatrise?
Hakuna_Matata Posted November 10, 2023 Posted November 10, 2023 (edited) I'm getting reproducible CTD inside deviousdevices.dll when leaving Whiterun to slay the first dragon. EDIT: Using the GOG version. Trying the DLL from the patch you posted earlier now. EDIT: With the new DLL the CTD is gone! Awesome! Edited November 10, 2023 by Hakuna_Matata 2
cerebus300 Posted November 10, 2023 Posted November 10, 2023 (edited) Hey, this looks like a great mod, but since I've installed it by game has been broken. I see the movement animations working, and all that is fine, but since I've added this whenever there is a sex animation my character goes invisible, gets put into the ground, so character POV is at floor level, and she can't move. I also had to add Open Animation Replacer as it is a requirement for this mod, so maybe that is causing the problem, but I just don't know. Does anyone know if this is a problem that others have had and what the solution might be? Edit. I added these on a functioning game and then this happened. So, I figured that it was just a problem with adding it to a pre-existing save, so I started a new game and it still happens with a new character, so I know that it is something with the addition of this mod or Open Animation Replacer that is causing the problem. Edited November 10, 2023 by cerebus300 Add more information
jc321 Posted November 10, 2023 Posted November 10, 2023 12 minutes ago, cerebus300 said: I also had to add Open Animation Replacer as it is a requirement for this mod, so maybe that is causing the problem, but I just don't know. Not seen what you're describing myself. The requirements are on page 1 of this thread but be aware that things like OAR also have pre-reqs to have installed which Nexus should tell you about.
krzp Posted November 10, 2023 Author Posted November 10, 2023 25 minutes ago, cerebus300 said: whenever there is a sex animation my character goes invisible Did you re-run your FNIS/Nemesis after installing?
cerebus300 Posted November 10, 2023 Posted November 10, 2023 2 hours ago, jc321 said: Not seen what you're describing myself. The requirements are on page 1 of this thread but be aware that things like OAR also have pre-reqs to have installed which Nexus should tell you about. Thanks. I did add two of the necessary prerequisites, so that should have been set.
cerebus300 Posted November 10, 2023 Posted November 10, 2023 2 hours ago, krzp said: Did you re-run your FNIS/Nemesis after installing? Yep. I've uninstalled everything that I've added and it has been running fine for a while, but it just happened again. I think installing these new animation mods broke something in the whole sexlab/animations thing. I also notice that the number of animations registered has gone way down. I think the whole setup is screwed all to hell right now and I'm afraid that I'm going to have to delete almost everything and start over to fix this mess.
krzp Posted November 10, 2023 Author Posted November 10, 2023 4 minutes ago, cerebus300 said: I think installing these new animation mods broke something in the whole sexlab/animations thing. I don't think I've ever run into adding or substracting FNIS animations being a problem, so you might have some other problems going in your mod list. OAR is a SKSE plugin that you might activate/deactivate at any time without any problems. Though, if you installed NG on an existing savegame, it should probably break it due to scripting differences - that's why there is a requirement to start a new one after installing. ?
cerebus300 Posted November 10, 2023 Posted November 10, 2023 9 minutes ago, krzp said: I don't think I've ever run into adding or substracting FNIS animations being a problem, so you might have some other problems going in your mod list. OAR is a SKSE plugin that you might activate/deactivate at any time without any problems. Though, if you installed NG on an existing savegame, it should probably break it due to scripting differences - that's why there is a requirement to start a new one after installing. ? Good to know about OAR. I figured that adding NG to an existing game might have been the problem, which is why I started a new game, but the problem still persists.
krzp Posted November 10, 2023 Author Posted November 10, 2023 15 minutes ago, cerebus300 said: Good to know about OAR. I figured that adding NG to an existing game might have been the problem, which is why I started a new game, but the problem still persists. I'd start at looking at how the animation registration process goes - is your FNIS/Nemesis picking up everything correctly, it's output not being overwritten by something, that sort of thing. That's usually the source of most animation problems, and usually is the easiest one to fix. ?
sidfu1 Posted November 10, 2023 Posted November 10, 2023 ok im confused on this. it uses oar to replace all the animations yet why does it still have all teh animations in the meshes\actors\character\animations folder? its confusing as if those are still there then that means they gert loaded into fnis even if they not used
Guest Posted November 11, 2023 Posted November 11, 2023 (edited) 6 hours ago, jc321 said: Not seen what you're describing myself. The requirements are on page 1 of this thread but be aware that things like OAR also have pre-reqs to have installed which Nexus should tell you about. Some animations are for SL. Other's belong to the base mod since patches can't remove files, only add or replace them. This fnis lists have been modified to exclude the unnecessary ones. Here's another DLL with some more fixes. @jc321 turns out it might've been a regular, version-independent bug so hopefully this fixes it. DeviousDevices.dll Edited November 11, 2023 by ponzipyramid
Maddog3316 Posted November 11, 2023 Posted November 11, 2023 Haven't installed yet because I would like this to go as smoothly as possible. With DD being a hard dependency and DD requiring SLA, should I still follow your soft dependency and get OSL Aroused and run both or will that cause issues? Or will OSL function in place of SLA for DD?
Bigglsby Posted November 11, 2023 Posted November 11, 2023 9 minutes ago, Maddog3316 said: Haven't installed yet because I would like this to go as smoothly as possible. With DD being a hard dependency and DD requiring SLA, should I still follow your soft dependency and get OSL Aroused and run both or will that cause issues? Or will OSL function in place of SLA for DD? You'll want to just choose one "aroused" providing mod. Be it SLA, OSL, or one of many other flavors.
Maddog3316 Posted November 11, 2023 Posted November 11, 2023 7 minutes ago, Bigglsby said: You'll want to just choose one "aroused" providing mod. Be it SLA, OSL, or one of many other flavors. So seeing as how I intend to follow the development of this mod and it's eventual direct integration with DD then I should probably go with OSL. Does that sound like a reasonable train of thought?
krzp Posted November 11, 2023 Author Posted November 11, 2023 1 hour ago, Maddog3316 said: should I still follow your soft dependency and get OSL Aroused and run both or will that cause issues? OSL A is a modern replacement for SLA, so no need to install both. Alternatively, SLA NG is a good choice, both it and OSLA kinda do the same thing with some small differences in the way they operate. You could always try out both of them (on different saves, naturally) & see which one suits your vision better. ?
jc321 Posted November 11, 2023 Posted November 11, 2023 11 hours ago, ponzipyramid said: Here's another DLL with some more fixes. @jc321 turns out it might've been a regular, version-independent bug so hopefully this fixes it. Looking Good! ... Equipping of gag in DF no longer CTD's Thanks for looking into this, much appreciated.
cerebus300 Posted November 11, 2023 Posted November 11, 2023 17 hours ago, ponzipyramid said: Some animations are for SL. Other's belong to the base mod since patches can't remove files, only add or replace them. This fnis lists have been modified to exclude the unnecessary ones. Here's another DLL with some more fixes. @jc321 turns out it might've been a regular, version-independent bug so hopefully this fixes it. DeviousDevices.dll 787.5 kB · 16 downloads Just checking on what I do with this? I don't think I use a mod manager for it, right? So I drop it into a folder and overright the original? I found this file in the Data folder and replaced it. Is that correct?
Guest Posted November 11, 2023 Posted November 11, 2023 7 minutes ago, cerebus300 said: Just checking on what I do with this? I don't think I use a mod manager for it, right? So I drop it into a folder and overright the original? I found this file in the Data folder and replaced it. Is that correct? Yep, just replace the original. These loose patches are intended for quick testing, we'll have a proper release with this and other fixes soon.
cerebus300 Posted November 11, 2023 Posted November 11, 2023 53 minutes ago, ponzipyramid said: Yep, just replace the original. These loose patches are intended for quick testing, we'll have a proper release with this and other fixes soon. Awesome, thanks.
XCwosjw Posted November 12, 2023 Posted November 12, 2023 When I load Devious Devices NG, I get a CTD when the main SE screen loads. when not loading Devious Devices NG, there is no CTD. looking at the logs it seems to be some issue with the skeleton. Can you provide me with some help? Thanks a lot! Crash_2023_11_13_3-2-49.txt
Guest Posted November 12, 2023 Posted November 12, 2023 (edited) v0.2.9 is up which hopefully fixes most of those CTD issues. It also features some new animations by @krzp and @Taki17 and SMP fixes by @audhol. We also have a stronger idea of our roadmap on the SKSE side: v0.3 will the fully native device and node hider that @ihatemykite cooked up. This is going into QA on the Discord soon. v0.4 will be native and enhanced SL animation filtering (and likely P+ phase 2 support) v0.5 will be native equip and unequip handling Subject to change of course. Edited November 12, 2023 by ponzipyramid
Leoosp Posted November 13, 2023 Posted November 13, 2023 (edited) 1 hour ago, ponzipyramid said: v0.2.9 is up which hopefully fixes most of those CTD issues. It also features some new animations by @krzp and @Taki17 and SMP fixes by @audhol. We also have a stronger idea of our roadmap on the SKSE side: v0.3 will the fully native device and node hider that @ihatemykite cooked up. This is going into QA on the Discord soon. v0.4 will be native and enhanced SL animation filtering (and likely P+ phase 2 support) v0.5 will be native equip and unequip handling Subject to change of course. @ponzipyramid Careful about some of these as they can break modifications, especially if they alter the native equip and unequip functions. I was warned about this by HexBolt8 author of Submissive Lola The Resubmission. It may be a good idea to deal with this issue in some way, maybe API or some other method. Important to talk to @HexBolt8 as their modification will be affected by your changes. I let them know to check this modification out anyway even though they are targeting Vanilla Devious Devices. Also worth contributing some Papyrus code to them to help them handle your modification's changes rather than altering their scripts yourself. Edited November 13, 2023 by Leoosp
Guest Posted November 13, 2023 Posted November 13, 2023 (edited) 43 minutes ago, Leoosp said: @ponzipyramid Careful about some of these as they can break modifications, especially if they alter the native equip and unequip functions. I was warned about this by HexBolt8 author of Submissive Lola The Resubmission. It may be a good idea to deal with this issue in some way, maybe API or some other method. Important to talk to @HexBolt8 as their modification will be affected by your changes. I let them know to check this modification out anyway even though they are targeting Vanilla Devious Devices. Also worth contributing some Papyrus code to them to help them handle your modification's changes rather than altering their scripts yourself. We're not introducing changes that break backwards compatibility, simply moving the implementation to the plugin to speed things up or give us more headroom for advanced logic. Hex also likely won't be able to test this out given they're on LE. We'll see if patches are required when we get there. Edited November 13, 2023 by ponzipyramid
krzp Posted November 13, 2023 Author Posted November 13, 2023 47 minutes ago, Leoosp said: Important to talk to @HexBolt8 as their modification will be affected by your changes. I let them know to check this modification out anyway even though they are targeting Vanilla Devious Devices. Also worth contributing some Papyrus code to them to help them handle your modification's changes rather than altering their scripts yourself. From what I remember Hexbolt is developing on LE, and they've expressed no interest in the NG project in it's current state ?
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