badbat111 Posted May 9, 2014 Posted May 9, 2014 shame devices doesnt allow stockings i use the nmm stockings mod or was it called nhh i cant remember but the chasy shouldnt clash with stocking but it keeps removing stockings which is silly >.<
JuliusXX Posted May 9, 2014 Posted May 9, 2014 Just for info if someone is having problems when updating this. I updated today from V2.4 to V2.6 after which I always got a CTD when loading a save. I got it cured by making a clean save. I also used the "save game script cleaner" to remove all the remaining scripts before I installed the V2.6. After that this has so far worked well without CTDs.
blindmankind Posted May 10, 2014 Posted May 10, 2014 i do not get it working - i use the new dragonborn version and sl 1.55 not one npc get some things to wear, i had the sliders for items on 100% old version worked nice with sl 1.39 me thanks no one? all files in the dragonborn version are from march, thats why? thanks
Veladarius Posted May 10, 2014 Author Posted May 10, 2014 i do not get it working - i use the new dragonborn version and sl 1.55 not one npc get some things to wear, i had the sliders for items on 100% old version worked nice with sl 1.39 me thanks no one? all files in the dragonborn version are from march, thats why? thanks The only change between the last version and the new one is the script FtMLibs as it is what equips everything. The only change between this one and the last one is the use of individual plugs vs sets. Make sure the chances to get items didn't reset. To see if it is working, go to an npc that has had items on before (most npc's in whiterun can get them), open the console, click on the npc and resurrect them. Before closing the console type showinventory and look for the glowing ring. Once you confirm it is there then close the console and the ring should do its work. If they didn't get anything then resurrect them again (you can set the chance to 100% as well). NPC's that have been loaded already won't have items reapplied until they reset.
blindmankind Posted May 10, 2014 Posted May 10, 2014 ah yea, there was something with the ring i need to replace a new ring on any npc and then it should work?^^ i remember, in whiterun alot npcs had some items and they need all to resetted manual? ;o thanks
KestrelSky Posted May 11, 2014 Posted May 11, 2014 Fix your thread title, my OCD is having a spaz. Forum was what changed it, tried correcting it and it kept switching it back. Ahaha, thank you for meeting my needs! XD
Veladarius Posted May 11, 2014 Author Posted May 11, 2014 ah yea, there was something with the ring i need to replace a new ring on any npc and then it should work?^^ i remember, in whiterun alot npcs had some items and they need all to resetted manual? ;o thanks NPC's will normally reset after a while but you can force them to reset by resurrecting them. To add the ring you can either add it to an npc using the console or resurrect them. Whenever an NPC resets their outfit resets as well so the ring gets added again. When the ring is equipped the enchantment is what figures out if they will get anything or not, adds it if they do then removes the ring.
Veladarius Posted May 11, 2014 Author Posted May 11, 2014 I have added a compatibility patch for FtM, Cloaks and Winter is Coming. The file is available in the downloads section, just unzip it into the data folder and disable the FtM + Cloaks patch as the new one takes care of all three. I will be adding this to the installer at a later date.
blakas Posted May 11, 2014 Posted May 11, 2014 I am having a couple of problems with the new version; in the description it says that the plug sets have been removed, but I still see them on the npcs. In fact, the individual plugs are nowhere to be seen. Also, once I saw a npc walking around with an armbinder even though I have set the armbinder chance to zero. Is anyone else having these problems?
Veladarius Posted May 11, 2014 Author Posted May 11, 2014 I am having a couple of problems with the new version; in the description it says that the plug sets have been removed, but I still see them on the npcs. In fact, the individual plugs are nowhere to be seen. Also, once I saw a npc walking around with an armbinder even though I have set the armbinder chance to zero. Is anyone else having these problems? Updating or changing the settings will not change any items that are already on people. Any changes to npc's who have already been loaded will not happen until they reset.
blakas Posted May 11, 2014 Posted May 11, 2014 I am having a couple of problems with the new version; in the description it says that the plug sets have been removed, but I still see them on the npcs. In fact, the individual plugs are nowhere to be seen. Also, once I saw a npc walking around with an armbinder even though I have set the armbinder chance to zero. Is anyone else having these problems? Updating or changing the settings will not change any items that are already on people. Any changes to npc's who have already been loaded will not happen until they reset. I started the playthrough with this version and I always had the armbinder chnace to zero
Guest Posted May 12, 2014 Posted May 12, 2014 I am having a couple of problems with the new version; in the description it says that the plug sets have been removed, but I still see them on the npcs. In fact, the individual plugs are nowhere to be seen. Also, once I saw a npc walking around with an armbinder even though I have set the armbinder chance to zero. Is anyone else having these problems? Updating or changing the settings will not change any items that are already on people. Any changes to npc's who have already been loaded will not happen until they reset. I started the playthrough with this version and I always had the armbinder chnace to zero Any chance that the NPC was put that way by a different mod or that you have two copies of this one running simultaneously? Also, is it possible that those NPCs were given the items while the settings were at default, before you disabled plugs and armbinders?
Veladarius Posted May 12, 2014 Author Posted May 12, 2014 The only change to the scripts was for the plugs. They went from equipping sets: float Plugs1 = FtMMenu.FtMPrimitivePlugfloat Plugs2 = Plugs1 + FtMMenu.FtMIronPlugfloat Plugs3 = Plugs2 + FtMMenu.FtMSoulgemPlugfloat Plugs4 = Plugs3 + FtMMenu.FtMInflatePlugfloat Plugtype = Utility.RandomFloat(1, Plugs4)If Plugtype <= Plugs1libs.EquipDevice(Target, libs.PlugPrimitive, libs.PlugPrimitiveRendered, libs.zad_DeviousPlug)ElseIf Plugtype <= Plugs2libs.EquipDevice(Target, libs.PlugIron, libs.PlugIronRendered, libs.zad_DeviousPlug)ElseIf Plugtype <= Plugs3libs.EquipDevice(Target, libs.PlugSoulgem, libs.PlugSoulgemRendered, libs.zad_DeviousPlug)ElseIf PlugType <= Plugs4libs.EquipDevice(Target, libs.PlugInflatable, libs.PlugInflatableRendered, libs.zad_DeviousPlug)Endif To equipping individual plugs: float Plugs1A = FtMMenu.FtMPrimitivePlugfloat Plugs2A = Plugs1A + FtMMenu.FtMIronPlugfloat Plugs3A = Plugs2A + FtMMenu.FtMSoulgemPlugfloat Plugs4A = Plugs3A + FtMMenu.FtMInflatePlugfloat PlugtypeA = Utility.RandomFloat(1, Plugs4A)If PlugtypeA <= Plugs1Alibs.EquipDevice(Target, libs.PlugPrimitiveVag, libs.PlugPrimitiveVagRendered, libs.zad_DeviousPlugVaginal)ElseIf PlugtypeA <= Plugs2Alibs.EquipDevice(Target, libs.PlugIronVag, libs.PlugIronVagRendered, libs.zad_DeviousPlugVaginal)ElseIf PlugtypeA <= Plugs3Alibs.EquipDevice(Target, libs.PlugSoulgemVag, libs.PlugSoulgemVagRendered, libs.zad_DeviousPlugVaginal)ElseIf PlugTypeA <= Plugs4Alibs.EquipDevice(Target, libs.PlugInflatableVag, libs.PlugInflatableVagRendered, libs.zad_DeviousPlugVaginal)Endiffloat Plugs1B = FtMMenu.FtMPrimitivePlugfloat Plugs2B = Plugs1B + FtMMenu.FtMIronPlugfloat Plugs3B = Plugs2B + FtMMenu.FtMSoulgemPlugfloat Plugs4B = Plugs3B + FtMMenu.FtMInflatePlugfloat PlugtypeB = Utility.RandomFloat(1, Plugs4B)If PlugtypeB <= Plugs1Blibs.EquipDevice(Target, libs.PlugPrimitiveAn, libs.PlugPrimitiveAnRendered, libs.zad_DeviousPlugAnal)ElseIf PlugtypeB <= Plugs2Blibs.EquipDevice(Target, libs.PlugIronAn, libs.PlugIronAnRendered, libs.zad_DeviousPlugAnal)ElseIf PlugtypeB <= Plugs3Blibs.EquipDevice(Target, libs.PlugSoulgemAn, libs.PlugSoulgemAnRendered, libs.zad_DeviousPlugAnal)ElseIf PlugTypeB <= Plugs4Blibs.EquipDevice(Target, libs.PlugInflatableAn, libs.PlugInflatableAnRendered, libs.zad_DeviousPlugAnal)Endif The script section for the males was changed from sets to the anal plugs. There were no other changes.
Someone92 Posted May 13, 2014 Posted May 13, 2014 Would it be possible to include a toggle/slider for chance that the NPCs have the devices in their inventory instead being put on?
zzz72w3r Posted May 17, 2014 Posted May 17, 2014 Newbie question on how this mod works: I am new to DD and installed all the requirements. Chastity belts start to appear on my follower(s), I am using EFF. I have no idea they were wearing them until I notice it in their inventory (no hint whatsoever visually). I cannot remove the belt from their inventory without the appropriate key according to the pop up message. A few outfit changes later, items called chastity key show up in the inventory. I still cannot unequip/take the belt whether the key is in my inventory or hers. What am I doing wrong? I had MCM set real key at 100% (and Inventory does not say whether key is real or fake). Does it matter that I have not started any of the DD Integration quests?
Veladarius Posted May 17, 2014 Author Posted May 17, 2014 Newbie question on how this mod works: I am new to DD and installed all the requirements. Chastity belts start to appear on my follower(s), I am using EFF. I have no idea they were wearing them until I notice it in their inventory (no hint whatsoever visually). I cannot remove the belt from their inventory without the appropriate key according to the pop up message. A few outfit changes later, items called chastity key show up in the inventory. I still cannot unequip/take the belt whether the key is in my inventory or hers. What am I doing wrong? I had MCM set real key at 100% (and Inventory does not say whether key is real or fake). Does it matter that I have not started any of the DD Integration quests? If doesn't matter if you do the Integration quests or not. If you have a real key it should have let you remove the belt. You can try getting one through the console and see if that works (Chastity key is xx0008a4f and Restraint key is xx001775f and xx is the load order of Integration). I don't know why you would get fake keys if it is set at 100% though.
zzz72w3r Posted May 17, 2014 Posted May 17, 2014 Thanks, xx0008a4f works. Console command has 3 id for identically named chastity keys and apparently both kinds of chastity keys in my inventory are fakes. I wish the labeling/feedback system is better so we get a better idea of what's going on, including if my follower is wearing a chastity belt under all the armors. So 2 are fake and 1 is real, the worst case is that I need to collect 3 types of chastity keys before I can unlock the belt?
Veladarius Posted May 17, 2014 Author Posted May 17, 2014 Thanks, xx0008a4f works. Console command has 3 id for identically named chastity keys and apparently both kinds of chastity keys in my inventory are fakes. I wish the labeling/feedback system is better so we get a better idea of what's going on, including if my follower is wearing a chastity belt under all the armors. So 2 are fake and 1 is real, the worst case is that I need to collect 3 types of chastity keys before I can unlock the belt? I only distributed the real keys from integration and 1 set of fakes in FtM, not sure where the other set of keys is coming from.
zzz72w3r Posted May 17, 2014 Posted May 17, 2014 Thanks, xx0008a4f works. Console command has 3 id for identically named chastity keys and apparently both kinds of chastity keys in my inventory are fakes. I wish the labeling/feedback system is better so we get a better idea of what's going on, including if my follower is wearing a chastity belt under all the armors. So 2 are fake and 1 is real, the worst case is that I need to collect 3 types of chastity keys before I can unlock the belt? I only distributed the real keys from integration and 1 set of fakes in FtM, not sure where the other set of keys is coming from. These are the chastity key id. xx008a4f xx0048c8 xx000d66 xx0048c8 appears to come from a quest mod from DD Integration called Devious Deviants. All 3 have the same id description. Restraints keys are only two like you said.
Veladarius Posted May 17, 2014 Author Posted May 17, 2014 Thanks, xx0008a4f works. Console command has 3 id for identically named chastity keys and apparently both kinds of chastity keys in my inventory are fakes. I wish the labeling/feedback system is better so we get a better idea of what's going on, including if my follower is wearing a chastity belt under all the armors. So 2 are fake and 1 is real, the worst case is that I need to collect 3 types of chastity keys before I can unlock the belt? I only distributed the real keys from integration and 1 set of fakes in FtM, not sure where the other set of keys is coming from. These are the chastity key id. xx008a4f xx0048c8 xx000d66 xx0048c8 appears to come from a quest mod from DD Integration called Devious Deviants. All 3 have the same id description. Restraints keys are only two like you said. The one from Devious Deviants is likely for one of the quest belts in it but I don't thing it is actually used but is just set up in case it is needed.
blindmankind Posted May 24, 2014 Posted May 24, 2014 the glowing ring can alltime drop? thanks The Glowing Ring is from For the Masses, it is what gives npc's the items and disappears once put on and is added to the outfits of a number of NPC's. NPC's who are dead from the start never have the enchantment start so the ring never disappears. It won't do anything on the player just npc's. You can collect them and give them to another npc and they may get items added if they don't have any already. oh sorry, wrong topic ;o the thing is, coz clean install of sexlab 1.50 i lost all my glowing rings when i try to add a new ring over the console, then i do not get it working, npcs do not get devious devices items - there are alot different glowing ring ids that why i am asking, if the ring alltime can be found on dead hostile npcs or friendly alive npcs then i could try it again to get it working with the right (looted ring) that i get it work again thank you
Veladarius Posted May 24, 2014 Author Posted May 24, 2014 the glowing ring can alltime drop? thanks The Glowing Ring is from For the Masses, it is what gives npc's the items and disappears once put on and is added to the outfits of a number of NPC's. NPC's who are dead from the start never have the enchantment start so the ring never disappears. It won't do anything on the player just npc's. You can collect them and give them to another npc and they may get items added if they don't have any already. oh sorry, wrong topic ;o the thing is, coz clean install of sexlab 1.50 i lost all my glowing rings when i try to add a new ring over the console, then i do not get it working, npcs do not get devious devices items - there are alot different glowing ring ids that why i am asking, if the ring alltime can be found on dead hostile npcs or friendly alive npcs then i could try it again to get it working with the right (looted ring) that i get it work again thank you It is part of npc's outfits (except for a few for specific people) so it will be there when they are first loaded. The enchantment on the ring will remove the ring once it runs through the script to add items to the npc. You can try resurrecting an npc in the console, this will give them their base items back including the ring (just don't do it with a follower or someone that has items you have given them as it will no longer be there). The ring will be given to the npc again when they are reset normally by Skyrim. The different rings go with each of the check boxes for npc types in the MCM menu and are in order. If no items at all are appearing, make sure the MCM menu for Integration appears and works and that you have set up For the Masses in the MCM menu. If it is still not working, set the sliders for the menu to 100 and give an npc a ring and upload a papyrus log of that so I can look for errors.
blindmankind Posted May 24, 2014 Posted May 24, 2014 the glowing ring can alltime drop? thanks The Glowing Ring is from For the Masses, it is what gives npc's the items and disappears once put on and is added to the outfits of a number of NPC's. NPC's who are dead from the start never have the enchantment start so the ring never disappears. It won't do anything on the player just npc's. You can collect them and give them to another npc and they may get items added if they don't have any already. oh sorry, wrong topic ;o the thing is, coz clean install of sexlab 1.50 i lost all my glowing rings when i try to add a new ring over the console, then i do not get it working, npcs do not get devious devices items - there are alot different glowing ring ids that why i am asking, if the ring alltime can be found on dead hostile npcs or friendly alive npcs then i could try it again to get it working with the right (looted ring) that i get it work again thank you It is part of npc's outfits (except for a few for specific people) so it will be there when they are first loaded. The enchantment on the ring will remove the ring once it runs through the script to add items to the npc. You can try resurrecting an npc in the console, this will give them their base items back including the ring (just don't do it with a follower or someone that has items you have given them as it will no longer be there). The ring will be given to the npc again when they are reset normally by Skyrim. The different rings go with each of the check boxes for npc types in the MCM menu and are in order. If no items at all are appearing, make sure the MCM menu for Integration appears and works and that you have set up For the Masses in the MCM menu. If it is still not working, set the sliders for the menu to 100 and give an npc a ring and upload a papyrus log of that so I can look for errors. i do not know, which npc i gave the ring before^^ i tryed that resurrect thing, but npc where some devices items equip do not get it back with that command integration is working - then i set 100% chance for keys and that is working allready, just need to find a new ring to proof, if it work or not now ;/
Pinute Posted May 25, 2014 Posted May 25, 2014 Don't forget that if some outfits get redefined by another mod loaded after ftm, the rings won't appear on all the npcs that they should. Mods that add cloaks are probably going to be main culprit.
Spyder Arachnid Posted May 30, 2014 Posted May 30, 2014 So I'm having a rather "creepy" issue with this mod. I decided to go ahead and try out all this Devious Devices stuff for the first time today. But I ran into a problem with this mod. The devices, are appearing on children. I use SkyKids with the SkyKids child replacer (the one I made), and they are flagged as child races. Yet I was just in Whiterun and saw Braith wearing some of these pieces. Most noticeably, the bra, collar, and chastity belt. Could see them all sticking out of her clothes. I didn't realize this mod worked on child races, and if that is the case, I'm going to have to remove it. Or is this some sort of bug?
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