Veladarius Posted January 31, 2014 Author Posted January 31, 2014 Does a fake key just do nothing? Or am I supposed to get some sort of message taunting me? I found a 'Restraints Key', but when I click on a DD (collar, cuffs, blindfold from LADL) I don't get the option to unlock it. The 'force it open' and '(paraphrasing) live with it' options are still there.. Pretty much. I figure not every key would be the same that you find which is why I added them. Ah ok, so nothing is broken in my game then. Haha, thanks, and great mod! On the logic of 'not every key is gonna fit every lock', yup, I totally agree, it would make sense for the majority of keys to not fit. Then again, that's why I'm still trapped in the blindfold. Lol. Sometimes it seems that Skyrim can be kind or cruel. During testing I had times where a 6% chance for keys was giving them to me constantly and times where 18% they were rare.
Aelie Posted January 31, 2014 Posted January 31, 2014 Attached is a FtM + Cloaks + Complete Crafting Overhaul Remade compat patch i havent really tested it, and it requires all the dlcs (sorry) FtM Cloaks CCO.esp
Deamionzero Posted February 1, 2014 Posted February 1, 2014 Hello, everyone! One (hopefully) quick question: Just wanted to make certain that nothing untoward will happen if we're using Dawnguard and the cloaks version that is Dawnguard enabled. I see that Dragonborn is represented in the new versions, so not sure if DG will cause any issues.
Veladarius Posted February 1, 2014 Author Posted February 1, 2014 Hello, everyone! One (hopefully) quick question: Just wanted to make certain that nothing untoward will happen if we're using Dawnguard and the cloaks version that is Dawnguard enabled. I see that Dragonborn is represented in the new versions, so not sure if DG will cause any issues. It should be compatible, the DG addon for cloaks has a second esp for the DG items. The patch file I made only adds both the token ring and the cloaks to those outfits that got items from both mods.
Ligerius Posted February 3, 2014 Posted February 3, 2014 when i activate the esp the game crashes on startup. Only occurs with this. Any tips?
Veladarius Posted February 3, 2014 Author Posted February 3, 2014 when i activate the esp the game crashes on startup. Only occurs with this. Any tips? Make sure you are using the latest version of Integration that uses an esm. Not using that will make it crash.
goal335 Posted February 3, 2014 Posted February 3, 2014 Hi, English is not my native language so please skip if I have any mistake. I downloaded Devious Devices FtM II DB v1.0.zip but when I active this mod, the plugin said I miss the Devious Devices - Integration.esp. After, I used Devious Devices - Integration 2.6.5, no missing file no CTD but I didn't see the menu on MCM. Do I something wrong? Edit: I am using MO.
Veladarius Posted February 3, 2014 Author Posted February 3, 2014 Hi, English is not my native language so please skip if I have any mistake. I downloaded Devious Devices FtM II DB v1.0.zip but when I active this mod, the plugin said I miss the Devious Devices - Integration.esp. After, I used Devious Devices - Integration 2.6.5, no missing file no CTD but I didn't see the menu on MCM. Do I something wrong? Edit: I am using MO. I know a number of mods that use MCM menus have this problem from time to time I have not seen where anyone has really nailed down what the cause is. Try this for me (make a save in case this screws things up): In the console, type: sqv ftmmenu Look for the state (should be visible) and see if it is running or not. If not, enter in the console: resetquest ftmmenu then sqv ftmmenu again to see if it is running. If so, check the menu. Try what is in the second quote above
goal335 Posted February 4, 2014 Posted February 4, 2014 I tried and get the message "ftmmenu cannot found for parameter quest". This is my load order relating to Devious Device: Sexlab.esm Assets.esm (Devious Master)Integration.esp (DeviousDevices)For the Masses - Outfits.esp (Devious For the masses)FtMOutfits - merge.esp (Devious For the masses) Thank you.
Veladarius Posted February 4, 2014 Author Posted February 4, 2014 I tried and get the message "ftmmenu cannot found for parameter quest". This is my load order relating to Devious Device: Sexlab.esm Assets.esm (Devious Master) Integration.esp (DeviousDevices) For the Masses - Outfits.esp (Devious For the masses) FtMOutfits - merge.esp (Devious For the masses) Thank you. The versions you are using is an older version that does not have the MCM menus. You need to update to v 1.61 (install v 1.60 first) and update the Integration mod to the latest version as well. Also, you don't need the merge file with the new version.
goal335 Posted February 4, 2014 Posted February 4, 2014 I tried and get the message "ftmmenu cannot found for parameter quest". This is my load order relating to Devious Device: Sexlab.esm Assets.esm (Devious Master) Integration.esp (DeviousDevices) For the Masses - Outfits.esp (Devious For the masses) FtMOutfits - merge.esp (Devious For the masses) Thank you. The versions you are using is an older version that does not have the MCM menus. You need to update to v 1.61 (install v 1.60 first) and update the Integration mod to the latest version as well. Also, you don't need the merge file with the new version. It works, thank you
perrymwt Posted February 9, 2014 Posted February 9, 2014 I recently downloaded and installed this mod, with some problems. The main thing is that the mod has two spurious masters, ZaZAnimationPack.esm and SexLabAroused.esm. I mean the mod contains no records from these two mods. The problem arise because these two masters are out of order with the default load order required by Devious Devices - Integration.esm. I cleaned the mod with TES5Edit's clean masters function, and it now looks good. Perhaps you could clean the download so that others don't have this problem. Thanks for listening.
Zydar Posted February 12, 2014 Posted February 12, 2014 I recently downloaded and installed this mod, with some problems. The main thing is that the mod has two spurious masters, ZaZAnimationPack.esm and SexLabAroused.esm. I mean the mod contains no records from these two mods. The problem arise because these two masters are out of order with the default load order required by Devious Devices - Integration.esm. I cleaned the mod with TES5Edit's clean masters function, and it now looks good. Perhaps you could clean the download so that others don't have this problem. Thanks for listening. How does one go about in cleaning the masters? Do you mean cleaning the dirty edits out? Because at the moment I take it as you have rearranged the masters load order of this mod to match that of Devious Devices - Integration.esm EDIT: Nevermind, found out its to clean dirty edits. To reorder the dependencies, use "Sort Masters" on TES5edit (http://www.loverslab.com/topic/19956-creation-kit-saving-masters-in-wrong-order/)
Aelie Posted February 12, 2014 Posted February 12, 2014 I recently downloaded and installed this mod, with some problems. The main thing is that the mod has two spurious masters, ZaZAnimationPack.esm and SexLabAroused.esm. I mean the mod contains no records from these two mods. The problem arise because these two masters are out of order with the default load order required by Devious Devices - Integration.esm. I cleaned the mod with TES5Edit's clean masters function, and it now looks good. You do realize that those are automatically added as masters because they are masters of the devious devices esms, which are masters of this file, right? so there really is no problem with those being there.
Zydar Posted February 12, 2014 Posted February 12, 2014 Want to ask if its normal for the fake keys not to pop out an option to unlock the belt? I thought I broke the mod or something before spawning both fake and real key via the console to make sure.Would there be any plan to make it so you would find out when a key is fake via notification after trying to use the key? Instead of not being given the option to unlock the belt/restraints I mean.
Veladarius Posted February 12, 2014 Author Posted February 12, 2014 Want to ask if its normal for the fake keys not to pop out an option to unlock the belt? I thought I broke the mod or something before spawning both fake and real key via the console to make sure. Would there be any plan to make it so you would find out when a key is fake via notification after trying to use the key? Instead of not being given the option to unlock the belt/restraints I mean. I had thought that there was a notification when trying to unequip an item and the options box pops up that it initially said you didn't have a key that worked. I will have to look again.
perrymwt Posted February 12, 2014 Posted February 12, 2014 I recently downloaded and installed this mod, with some problems. The main thing is that the mod has two spurious masters, ZaZAnimationPack.esm and SexLabAroused.esm. I mean the mod contains no records from these two mods. The problem arise because these two masters are out of order with the default load order required by Devious Devices - Integration.esm. I cleaned the mod with TES5Edit's clean masters function, and it now looks good. You do realize that those are automatically added as masters because they are masters of the devious devices esms, which are masters of this file, right? so there really is no problem with those being there. Possibly. If you take a look at the load order of the masters, however, you'll see that the SexLab.esm and ZaZAnimationPack.esm are reversed, which will quite likely create problems, if only in trying to have a consistent load order. Devious Devices - Integration.esm Skyrim.esm Update.esm ZaZAnimationPack.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - For the Masses II - DB.esp Skyrim.esm Update.esm Dragonborn.esm SexLab.esm ZaZAnimationPack.esm Devious Devices - Assets.esm 2.6.2 SexLabAroused.esm Devious Devices - Integration.esm If you think its okay, then fine. I still think it would be neater to at least have their masters in the correct order to avoid confusion.
Veladarius Posted February 12, 2014 Author Posted February 12, 2014 I recently downloaded and installed this mod, with some problems. The main thing is that the mod has two spurious masters, ZaZAnimationPack.esm and SexLabAroused.esm. I mean the mod contains no records from these two mods. The problem arise because these two masters are out of order with the default load order required by Devious Devices - Integration.esm. I cleaned the mod with TES5Edit's clean masters function, and it now looks good. You do realize that those are automatically added as masters because they are masters of the devious devices esms, which are masters of this file, right? so there really is no problem with those being there. Possibly. If you take a look at the load order of the masters, however, you'll see that the SexLab.esm and ZaZAnimationPack.esm are reversed, which will quite likely create problems, if only in trying to have a consistent load order. Devious Devices - Integration.esm Skyrim.esm Update.esm ZaZAnimationPack.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - For the Masses II - DB.esp Skyrim.esm Update.esm Dragonborn.esm SexLab.esm ZaZAnimationPack.esm Devious Devices - Assets.esm 2.6.2 SexLabAroused.esm Devious Devices - Integration.esm If you think its okay, then fine. I still think it would be neater to at least have their masters in the correct order to avoid confusion. I myself have not seen an issue due to a mod expecting a different load order, I don't think the game really cares what order the mods thinks they should be in only that they are all present. I don't mind correcting the load order the mod expects but I am not going to do an update for just that.
Pinute Posted February 12, 2014 Posted February 12, 2014 I recently downloaded and installed this mod, with some problems. The main thing is that the mod has two spurious masters, ZaZAnimationPack.esm and SexLabAroused.esm. I mean the mod contains no records from these two mods. The problem arise because these two masters are out of order with the default load order required by Devious Devices - Integration.esm. I cleaned the mod with TES5Edit's clean masters function, and it now looks good. You do realize that those are automatically added as masters because they are masters of the devious devices esms, which are masters of this file, right? so there really is no problem with those being there. Possibly. If you take a look at the load order of the masters, however, you'll see that the SexLab.esm and ZaZAnimationPack.esm are reversed, which will quite likely create problems, if only in trying to have a consistent load order. Devious Devices - Integration.esm Skyrim.esm Update.esm ZaZAnimationPack.esm SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm Devious Devices - For the Masses II - DB.esp Skyrim.esm Update.esm Dragonborn.esm SexLab.esm ZaZAnimationPack.esm Devious Devices - Assets.esm 2.6.2 SexLabAroused.esm Devious Devices - Integration.esm If you think its okay, then fine. I still think it would be neater to at least have their masters in the correct order to avoid confusion. Yeah, those orange boxes can be annoying and sometimes show potential subtle bugs. However, in this case the master order doesn't really matter (and you can pretend the orange is green) because DDftM doesn't change any records for the masters, nor do the masters have conflicts with each other. I've run with and without using tes5edit to reorder DDftM masters (and the masters for a few other DD mods) and seen no difference in game.
Aelie Posted February 13, 2014 Posted February 13, 2014 if you look, i dont think a single DD mod has the same ordering on the masters --- this is based on the timestamps of the master files when saved by the creation kit (even dd integration and dd assets dont agree on the order of their masters) -- but, according to someone who knows a whole lot about modding, this wont matter except in very specific cases which this isnt
Zydar Posted February 13, 2014 Posted February 13, 2014 Want to ask if its normal for the fake keys not to pop out an option to unlock the belt? I thought I broke the mod or something before spawning both fake and real key via the console to make sure. Would there be any plan to make it so you would find out when a key is fake via notification after trying to use the key? Instead of not being given the option to unlock the belt/restraints I mean. I had thought that there was a notification when trying to unequip an item and the options box pops up that it initially said you didn't have a key that worked. I will have to look again. Thank you, in the mean time I will keep a look out if it is on my end and report back in detail when that happen.
sapho888 Posted February 15, 2014 Posted February 15, 2014 I was wondering if the new token system allows for keys to be placed in chests and other containers. I was trying to think of a way to find keys that doesn't turn my pc into a crazed bandit murderer and was thinking that special keys like this might be better locked up in chests or nightstands, etc. Would allow thieves the possibility of sneaking in and stealing keys from containers as well as pick-pocketing them.
Veladarius Posted February 15, 2014 Author Posted February 15, 2014 I was wondering if the new token system allows for keys to be placed in chests and other containers. I was trying to think of a way to find keys that doesn't turn my pc into a crazed bandit murderer and was thinking that special keys like this might be better locked up in chests or nightstands, etc. Would allow thieves the possibility of sneaking in and stealing keys from containers as well as pick-pocketing them. I have added keys to a number of chests and furniture using the leveled lists. I am hoping to add them using tokens as well but it is somewhat more complicated than adding them to a person.
sapho888 Posted February 15, 2014 Posted February 15, 2014 I was wondering if the new token system allows for keys to be placed in chests and other containers. I was trying to think of a way to find keys that doesn't turn my pc into a crazed bandit murderer and was thinking that special keys like this might be better locked up in chests or nightstands, etc. Would allow thieves the possibility of sneaking in and stealing keys from containers as well as pick-pocketing them. I have added keys to a number of chests and furniture using the leveled lists. I am hoping to add them using tokens as well but it is somewhat more complicated than adding them to a person. Thanks for the info! I guess I've just been unlucky with my searches in furniture.
Pallida Culus Posted February 17, 2014 Posted February 17, 2014 Thanks for this, is it safe to install (not updated) with an existing game or will I need to start a new one?
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