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Posted (edited)

@Lazy Palm

 

Ok, i add it on Zap_Items and it appears in the list. But it is not added if i choose it. Possible a Slot issue. 

 

One step Closer😀

 

Spoiler

 "Cockcage_Flat_Micro_Catheter" : { "item_inv" :"0x0201210B", "fname":"VivisCockcageSE_SoS.esp", "iname":"aaaVivisCockcage2024FlatMicroCath", "slots":[52]}
    },

Strange, ingame it is the id 2001210b. 

 

But on compare i see it must be 201210B (both tryed for sure)

Edited by Kargano01
Posted (edited)
1 hour ago, Kargano01 said:

@Lazy Palm

 

Ok, i add it on Zap_Items and it appears in the list. But it is not added if i choose it. Possible a Slot issue. 

 

One step Closer😀

 

  Hide contents

 "Cockcage_Flat_Micro_Catheter" : { "item_inv" :"0x0201210B", "fname":"VivisCockcageSE_SoS.esp", "iname":"aaaVivisCockcage2024FlatMicroCath", "slots":[52]}
    },

Strange, ingame it is the id 2001210b. 

 

But on compare i see it must be 201210B (both tryed for sure)

Well, first question is it a light or regular plugin? If it's light the id is wrong, if it's a regular plugin the id looks still fishy (7 digits?), it should be 0x0nnnnnn. For an item from a regular plugin the first two digits give its position in the LO (and are replaced by 0x0), the remaining 6 digits are the form id. For a light plugin the first two digits are always "FE", the next three give the position (all 5 are omitted if referring to an item in a light plugin), only the last three give the form id of the item in the plugin.
So a valid id should be either 0x0nnnnnn as given above or 0x0nnn (for an esl flagged plugin).
That assumes that LazyPalm set his scripts up to handle esl plugins, if not ...

As for in game vs. xEdit, keep in mind that any item (or NPC) has a base form id (that's the one found in the plugin) and a ref form id (that one is assigned dynamically by the game if an item gets loaded for the first time, the game needs a way to differentiate between the 1 gazillion Iron Swords you come across, so it knows which one you just enchanted or put poison on, etc.). You need to use the base form id in the json.

Edited by Talesien
Posted
11 minutes ago, Talesien said:

Well, first question is it a light or regular plugin? If it's light the id is wrong, if it's a regular plugin the id looks still fishy (7 digits?), it should be 0x0nnnnnn. For an item from a regular plugin the first two digits give its position in the LO (and are replaced by 0x0), the remaining 6 digits are the form id. For a light plugin the first two digits are always "FE", the next three give the position (all 5 are omitted if referring to an item in a light plugin), only the last three give the form id of the item in the plugin.
So a valid id should be either 0x0nnnnnn as given above or 0x0nnn (for an esl flagged plugin).
That assumes that LazyPalm set his scripts up to handle esl plugins, if not ...

As for in game vs. xEdit, keep in mind that any item (or NPC) has a base form id (that's the one found in the plugin) and a ref form id (that one is assigned dynamically by the game if an item gets loaded for the first time, the game needs a way to differentiate between the 1 gazillion Iron Swords you come across, so it knows which one you just enchanted or put poison on, etc.). You need to use the base form id in the json.

Yes. It is a regular plugin. Esp not esl Flagged.

 

And that explain why the xedit id is 201210b and ingame it is 2001210b ( testet with player.additem)

 

And all this Shows me why i am not a modder🤣

 

 

Posted (edited)
3 hours ago, Kargano01 said:

Yes. It is a regular plugin. Esp not esl Flagged.

 

And that explain why the xedit id is 201210b and ingame it is 2001210b ( testet with player.additem)

 

And all this Shows me why i am not a modder🤣

 

 

Still does not explain the 7 digits, 201210b can't be right, it's either missing a digit or got one too many, probably missing one. You need to find the correct form id, then replace the first two digits with 0x0. I recommend checking again in xEdit. That said if you target an item in the console (need to drop it first of course), it shows both the Base and the Ref Id (or perhaps that requires more informative console ... not sure, been using that mod so long I've no clue anymore how it looks without it^^).

Edited by Talesien
Posted
2 hours ago, Talesien said:

Still does not explain the 7 digits, 201210b can't be right, it's either missing a digit or got one too many, probably missing one. You need to find the correct form id, then replace the first two digits with 0x0. I recommend checking again in xEdit. That said if you target an item in the console (need to drop it first of course), it shows both the Base and the Ref Id (or perhaps that requires more informative console ... not sure, been using that mod so long I've no clue anymore how it looks without it^^).

The leading zero is missing. Correct it is 0201210B

Posted
1 hour ago, Kargano01 said:

The leading zero is missing. Correct it is 0201210B

That sounds just as odd, the 02 position in the LO should always be Dawnguard.esm.

Posted
28 minutes ago, Talesien said:

That sounds just as odd, the 02 position in the LO should always be Dawnguard.esm.

But all entrys in the json are the same numbers of digits.

 

The only different is esm or esp.

 

Slowly i see the reason why i am not a modder......

 

Spoiler

"ZAP_Iron_Belt" : { "item_inv":"0x0200700B", "fname":"ZazAnimationPack.esm", "iname":"zbfBeltChastity03", "slots":[49] },
        "ZAP_Padded_Belt" : { "item_inv":"0x0200700C", "fname":"ZazAnimationPack.esm", "iname":"zbfBeltChastity04", "slots":[49] },
        "ZAP_Padded_Open_Belt" : { "item_inv":"0x0200700D", "fname":"ZazAnimationPack.esm", "iname":"zbfBeltChastity05", "slots":[49] },
        "Cockcage_Flat_Micro_Catheter" : { "item_inv" :"0x0201210B", "fname":"VivisCockcageSE_SoS.esp", "iname":"aaaVivisCockcage2024FlatMicroCath", "slots":[52]}

 

Posted
31 minutes ago, Kargano01 said:

But all entrys in the json are the same numbers of digits.

 

The only different is esm or esp.

 

Slowly i see the reason why i am not a modder......

 

  Hide contents

"ZAP_Iron_Belt" : { "item_inv":"0x0200700B", "fname":"ZazAnimationPack.esm", "iname":"zbfBeltChastity03", "slots":[49] },
        "ZAP_Padded_Belt" : { "item_inv":"0x0200700C", "fname":"ZazAnimationPack.esm", "iname":"zbfBeltChastity04", "slots":[49] },
        "ZAP_Padded_Open_Belt" : { "item_inv":"0x0200700D", "fname":"ZazAnimationPack.esm", "iname":"zbfBeltChastity05", "slots":[49] },
        "Cockcage_Flat_Micro_Catheter" : { "item_inv" :"0x0201210B", "fname":"VivisCockcageSE_SoS.esp", "iname":"aaaVivisCockcage2024FlatMicroCath", "slots":[52]}

 

Hmm, ok, you're right, never actually looked at that json myself. That's something for LazyPalm to explain how it works. I assumed he used the same addressing scheme as about everyone else, but appears he does not. <shrug> No idea then, sorry.

Posted
3 hours ago, Talesien said:

Hmm, ok, you're right, never actually looked at that json myself. That's something for LazyPalm to explain how it works. I assumed he used the same addressing scheme as about everyone else, but appears he does not. <shrug> No idea then, sorry.

 

4 hours ago, Kargano01 said:

But all entrys in the json are the same numbers of digits.

 

The only different is esm or esp.

 

Slowly i see the reason why i am not a modder......

 

I am using the Form IDs stored in the ESP (since I am using the getformfromfile function).  I always find them in CK.

 

That one would be:

0x0101210B

 

 

Posted
On 8/4/2024 at 3:17 PM, Lazy Palm said:

 

That is really odd.  Under the Diagnostics menu, is the DHLP Suspended set to Yes?  I am curious if some other mod might be sending a suspend event and not sending the completed event.

 

I think I found one mod that causes this... slaverun. I couldn't find the option to turn it off, but when it disables touch when in an armbinder, it seems to disable the kneel option.

DHLP was suspended.

Started a new game without slaverun and haven't had issues so far. This doesn't surprise me as slaverun is pretty old and hasn't been properly updated for quite a while.

If you could find the option to disable the touch issue, you can run with slaverun just fine. My last playthrough never had a problem with the Binding mod... I just can't find that setting again, I'll keep looking.

Posted (edited)
On 12/18/2024 at 4:56 AM, Lazy Palm said:

 

 

I am using the Form IDs stored in the ESP (since I am using the getformfromfile function).  I always find them in CK.

 

That one would be:

0x0101210B

 

 

Tge ID is correct. But i can see that the script can not load the Filename VivisCockcageSE_SoS.esp

 

The name is correct and it is in Data. I assume that the problem is that the Plugin is an esp and not an esm

 

Spoiler

[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - path: .belt_list.Cockcage_Flat_Micro_Catheter
[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - fileName: 
[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - item: 
[12/17/2024 - 01:53:58PM] Error: File "" does not exist or is not currently loaded.

 

Edited by Kargano01
Posted

I'm new to modding and I ran into an issue where i am missing an MCM for this mode.
Everything including DD is working ingame. It is just this mod that is not.

I've installed everything except Zaz 8+ since it says that I can choose either that or DD, so..
MO2 is showing conflict between this mod and FISSES even tho it is supposed to be a hard requirement?

My game version is 1.5.97 (SE)

screenshot of my MO2:
https://ibb.co.com/9YJ5btK

Posted

Ok I've everything including the actual content of this mod working.
But I still don't see it being registered in MCM.
Is there anything I need to do to make it appear in MCM?

Posted (edited)
1 hour ago, tuyulgugel said:

Ok I've everything including the actual content of this mod working.
But I still don't see it being registered in MCM.
Is there anything I need to do to make it appear in MCM?

Conflicts between mods, even if one is a requirement (or especially if one of the mods is a patch) are common. In this case it's not important which mod wins, I usually let FiSSES win. This question has been answered multiple times in this support thread btw., yes the search function is not that great, but google site search i.e.
 

site:loverslab.com/topic/234527-binding-wip/

works pretty good.

As for an MCM not showing, that's sadly a common problem, here is a good overview of possible cures: https://virginmarie1.wixsite.com/toys/post/toys-mcm-or-other-mod-s-mcm-is-not-showing
Personally, I also tend to recommend using MenuMaid2, it helps with various common MCM problems as well as having other advantages for people with large LO.


Note that it could also be caused by scriptlag, to diagnose that a Papyrus log might help.



Oh, and welcome to the forum. ^^

Edited by Talesien
Posted
8 hours ago, Kargano01 said:

Tge ID is correct. But i can see that the script can not load the Filename VivisCockcageSE_SoS.esp

 

The name is correct and it is in Data. I assume that the problem is that the Plugin is an esp and not an esm

 

  Hide contents

[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - path: .belt_list.Cockcage_Flat_Micro_Catheter
[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - fileName: 
[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - item: 
[12/17/2024 - 01:53:58PM] Error: File "" does not exist or is not currently loaded.

 

 

Do you still have VivisCockcageSE_SoS.esp in the fname area of your JSON?

Posted
37 minutes ago, Lazy Palm said:

 

Do you still have VivisCockcageSE_SoS.esp in the fname area of your JSON?

Yes, i have it. This is the line i use :

 

Spoiler

"Cockcage_Flat_Micro_Catheter" : { "item_inv" :"0x0201210B", "fname":"VivisCockcageSE_SoS.esp", "iname":"aaaVivisCockcage2024FlatMicroCath", "slots":[52]}

 

Posted
4 hours ago, Kargano01 said:

Yes, i have it. This is the line i use :

 

  Hide contents

"Cockcage_Flat_Micro_Catheter" : { "item_inv" :"0x0201210B", "fname":"VivisCockcageSE_SoS.esp", "iname":"aaaVivisCockcage2024FlatMicroCath", "slots":[52]}

 

 

The interesting thing is that it is not pulling the file name out of the Json

 

[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - fileName: 

 

So it would never have a chance to load.  This in zap_items?

Posted
10 hours ago, Lazy Palm said:

 

The interesting thing is that it is not pulling the file name out of the Json

 

[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - fileName: 

 

So it would never have a chance to load.  This in zap_items?

Yes, exactly. I can try to put the line in the dd_items json 

Posted
On 12/19/2024 at 9:47 PM, Lazy Palm said:

 

The interesting thing is that it is not pulling the file name out of the Json

 

[12/17/2024 - 01:53:58PM] [binding]: bind_DDHelper - GetItem - fileName: 

 

So it would never have a chance to load.  This in zap_items?

good news, i dont know why, but after cut and paste the line into dd_items it works. 

 

Greetings to all :) nice and Christmas

Posted
On 11/16/2024 at 10:37 AM, Lazy Palm said:

 

I actually have a fix for this.  I am in debug hades right now because I revamped two big systems inside of the mod and I find myself about a week late releasing the update.  Sorry this is causing issues!  If you kneel and stand up again when the dom keeps sleeping does it zero out the AI if you check in diagnostics (after camping ends)?

 

edit: actually that probably will not work, it picks up the last AI state after you kneel.  Can you try the safeword when it happens again (under debug) and see if that makes them snap into action?


Found a partial workaround for those running into this until it's patched. If the preference "Gags - Remove for Dialogue" is enabled, just kneel while gagged and it wakes them up. In case you don't want to safeword.

Posted
On 12/22/2024 at 5:55 PM, Talven81 said:


Found a partial workaround for those running into this until it's patched. If the preference "Gags - Remove for Dialogue" is enabled, just kneel while gagged and it wakes them up. In case you don't want to safeword.

That makes sense.  There is clear Dom ai thing that happens after.  Thanks for pointing this out!

Posted
On 12/21/2024 at 10:28 AM, Kargano01 said:

good news, i dont know why, but after cut and paste the line into dd_items it works. 

 

Greetings to all :) nice and Christmas

So it equips and remotes ok also?

 

 Happy holidays!

Posted
7 hours ago, Raine_Hyd said:

So I got mine working, for some reason a mod was sending a suspend event. It seems like public whore sent the event since it resumed when I disabled that.

Yeah, this is problem with dhlp events.  It really depends on mods having perfect behavior with it.  I think hexbolt mentioned adding a quest id to a screen in Lola that would help identify the mod causing issues.  I need to probably do that in here also.

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