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Devious Devices - Captured Dreams Shop v4.15 - files removed


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Posted

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

Posted

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

If I add everything into a single esm then all of those mods would be required, some are for CBBE and some are for UNP. If you don't want to use the addon's you don't have to, they are entirely optional.

 

I used Wrye Bash for the addon files since it will merge them into the bashed patch automatically, if you don't want to use that then you can either:

- leave the addon enabled in your load  order after both Captured Dreams and the mod the items are from

- Use TesVEdit and merge the addon to the mod the items are from

 

The CK is only needed to build your own addon's

 

As for Mod Organizer I have no clue on it, I don't use it.

Posted

 

I have absolutely no clue how to install this at all.

Man...

Make sure you got all requirements in place - there's plenty:

Sexlab

Sexlab Aroused

ZAZ

Devious Devices Assets

Devious Devices Integration

Devious Devices Expansion

 

Some of them require other things to be installed as well - but it's not the right place to explain how to install sexlab for example.

 

Once you would have all these working properly

Install CapturedDreams.esp

and that's it.

 

You don't need to merge or modify any file in any way.

Posted

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

It's not too bad to do!  I'm ancient, and I managed to figure it out OK... LOL.

 

Have all the addons you want loaded up in MO

Make sure that they are at the end of the load order, in one contiguous list

 

Then, either ....

 

Use the old Merge Plugins xEdit Script from matortheeternal

http://www.nexusmods.com/skyrim/mods/37981/?

Fire up TESVEd from within MO and merge the addon plugins with that 

or

 

Use his Merge Plugins Standalone

http://www.nexusmods.com/skyrim/mods/69905/?

Fire it up from within MO and merge the plugins with that

 

Both should work, The former is simplest, out of date - although it probably still works, but the latter allows you to exclude the original plugins from MO's load order - they needed to be retained, unticked, with the former

 

Only problem I remember having with CD addons was that I think I originally included in my merger Radiant Raiments(?) - some shop/place in Solitude - and I got a constant CTD on Solitude Approach Road until I separated it out on its own

 

This is worth doing, even if for no other reason that if you can get 'Merge Plugins Standalone' installed and working, you can merge heaps of mods to keep your load order plugin numbers down

 

Hope that helps

Posted

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

Ever try NMM (nexus mod manager)?  Lots of folks don't like it, but think because it has less options.  But that also means it's more simple, which is why lots of folks do like it.

 

With it I just installed the requilred mods, and then DD CDS last and bang, done. 

Posted

 

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

Ever try NMM (nexus mod manager)?  Lots of folks don't like it, but think because it has less options.  But that also means it's more simple, which is why lots of folks do like it.

 

With it I just installed the requilred mods, and then DD CDS last and bang, done. 

 

 

NMM Didn't add the extra .esps in a workable fashion. One, because they lack a master file (because reasons) and two, when I changed them to .esms they just crashed the game.

 

 

 

 

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

It's not too bad to do!  I'm ancient, and I managed to figure it out OK... LOL.

 

Have all the addons you want loaded up in MO

Make sure that they are at the end of the load order, in one contiguous list

 

Then, either ....

 

Use the old Merge Plugins xEdit Script from matortheeternal

http://www.nexusmods.com/skyrim/mods/37981/?

Fire up TESVEd from within MO and merge the addon plugins with that 

or

 

Use his Merge Plugins Standalone

http://www.nexusmods.com/skyrim/mods/69905/?

Fire it up from within MO and merge the plugins with that

 

Both should work, The former is simplest, out of date - although it probably still works, but the latter allows you to exclude the original plugins from MO's load order - they needed to be retained, unticked, with the former

 

Only problem I remember having with CD addons was that I think I originally included in my merger Radiant Raiments(?) - some shop/place in Solitude - and I got a constant CTD on Solitude Approach Road until I separated it out on its own

 

This is worth doing, even if for no other reason that if you can get 'Merge Plugins Standalone' installed and working, you can merge heaps of mods to keep your load order plugin numbers down

 

Hope that helps

 

 

I might try those out when I muster up the will to keep trying. I appreciate the links and enthusiasm.

 

 

 

I have absolutely no clue how to install this at all.

Man...

Make sure you got all requirements in place - there's plenty:

Sexlab

Sexlab Aroused

ZAZ

Devious Devices Assets

Devious Devices Integration

Devious Devices Expansion

 

Some of them require other things to be installed as well - but it's not the right place to explain how to install sexlab for example.

 

Once you would have all these working properly

Install CapturedDreams.esp

and that's it.

 

You don't need to merge or modify any file in any way.

 

 

Oh I have all the requirements, and all the requirements for those requirements. I'm not entirely new to modding, but I'm definitely no expert. Most mods are a simple 'plug and play' type of model, requiring some basics and framework (for Lover's Lab mods it's usually Sexlab and Skeleton mods- not to mention all that comes with those...). This is in a league of its own. If I had a little more experience merging things and actually creating content, then it might be a lot easier than it looks- but as is, I just can't deal with all of this extra work for a few things here and there. But the fact that it's a few things here and there, and apparently these things are good, then I want to have them. I got the base mod working perfectly, as it follows the same guidelines as most mods do; I ran it through an organizer and bam, the place popped up on the map. Npcs worked, shop was working (bare, hence the want for the add-ons), everything was fine. I just had trouble adding these dang esps because they're not esms and even when I convert them as instructed by the readme into esms they don't work and crash the game. Apparently I have to fiddle with the data, hence the frustration. Why does it fall upon me to make a few chunks of data work? Why doesn't it work when installed? The add-ons could be implemented better. Heck, most other mods just post add-ons that are their own little thing, like SlaveTats. I had absolutely no trouble installing that, and there were like a bunch of different packages. It's not difficult, I assume- but since I have no experience I may be completely wrong. This is the first mod I've had trouble getting to work because I'm pretty dumb when it comes to fiddling. Especially when all of this looks foreign to me- no pun intended.

 

 

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

If I add everything into a single esm then all of those mods would be required, some are for CBBE and some are for UNP. If you don't want to use the addon's you don't have to, they are entirely optional.

 

I used Wrye Bash for the addon files since it will merge them into the bashed patch automatically, if you don't want to use that then you can either:

- leave the addon enabled in your load  order after both Captured Dreams and the mod the items are from

- Use TesVEdit and merge the addon to the mod the items are from

 

The CK is only needed to build your own addon's

 

As for Mod Organizer I have no clue on it, I don't use it.

 

 

Make a UNP pack and a CBBE pack?

One pack for Cbbe player models and one pack for people who have UNP. Two different packs.

And I want the optional content. It seems interesting and might add to the experience. Maaaaybe I'm starting to enjoy the thought of these extras and the fact that I can't get them working is really what frustrates me.

 

If I leave the add-ons enabled at the end of my load order then it says they're missing a master esm... Even though I downloaded the base mod and got the base mod working just fine. Once I used Wyre whatever to convert them to esms, then I tried checking the boxes for them and running the game- It crashed when trying to load a file- even when trying to create a new file. I used a mod organizer to sort them out better and yielded no better results. 

 

And, as I've said, I simply give up. The Creation Engine is incredibly easy to mod and it baffles me that I can't get add-ons working. Why do I have to turn them into .esms? Why don't the .esps work? No clue. I. Give. Up.

Posted

What in the world are you doing?? You don't need to convert anything to esms. All the little add ons are just to interface to other jewelry and apparel mods - and totally optional. This is one of the simpler sexlab mods to get running.

Posted

What in the world are you doing?? You don't need to convert anything to esms. All the little add ons are just to interface to other jewelry and apparel mods - and totally optional. This is one of the simpler sexlab mods to get running.

 

This so much. It looks like you are just making harder something that is pretty simple.

 

And if they are making the game crash, are you sure you have the mods they are supposed to support? They are optional modules to add OTHER'S mods assets to CD, so you do need to have those mods installed too.

Posted

 

 

 

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

Ever try NMM (nexus mod manager)?  Lots of folks don't like it, but think because it has less options.  But that also means it's more simple, which is why lots of folks do like it.

 

With it I just installed the requilred mods, and then DD CDS last and bang, done. 

 

 

NMM Didn't add the extra .esps in a workable fashion. One, because they lack a master file (because reasons) and two, when I changed them to .esms they just crashed the game.

 

 

 

 

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

It's not too bad to do!  I'm ancient, and I managed to figure it out OK... LOL.

 

Have all the addons you want loaded up in MO

Make sure that they are at the end of the load order, in one contiguous list

 

Then, either ....

 

Use the old Merge Plugins xEdit Script from matortheeternal

http://www.nexusmods.com/skyrim/mods/37981/?

Fire up TESVEd from within MO and merge the addon plugins with that 

or

 

Use his Merge Plugins Standalone

http://www.nexusmods.com/skyrim/mods/69905/?

Fire it up from within MO and merge the plugins with that

 

Both should work, The former is simplest, out of date - although it probably still works, but the latter allows you to exclude the original plugins from MO's load order - they needed to be retained, unticked, with the former

 

Only problem I remember having with CD addons was that I think I originally included in my merger Radiant Raiments(?) - some shop/place in Solitude - and I got a constant CTD on Solitude Approach Road until I separated it out on its own

 

This is worth doing, even if for no other reason that if you can get 'Merge Plugins Standalone' installed and working, you can merge heaps of mods to keep your load order plugin numbers down

 

Hope that helps

 

 

I might try those out when I muster up the will to keep trying. I appreciate the links and enthusiasm.

 

 

 

I have absolutely no clue how to install this at all.

Man...

Make sure you got all requirements in place - there's plenty:

Sexlab

Sexlab Aroused

ZAZ

Devious Devices Assets

Devious Devices Integration

Devious Devices Expansion

 

Some of them require other things to be installed as well - but it's not the right place to explain how to install sexlab for example.

 

Once you would have all these working properly

Install CapturedDreams.esp

and that's it.

 

You don't need to merge or modify any file in any way.

 

 

Oh I have all the requirements, and all the requirements for those requirements. I'm not entirely new to modding, but I'm definitely no expert. Most mods are a simple 'plug and play' type of model, requiring some basics and framework (for Lover's Lab mods it's usually Sexlab and Skeleton mods- not to mention all that comes with those...). This is in a league of its own. If I had a little more experience merging things and actually creating content, then it might be a lot easier than it looks- but as is, I just can't deal with all of this extra work for a few things here and there. But the fact that it's a few things here and there, and apparently these things are good, then I want to have them. I got the base mod working perfectly, as it follows the same guidelines as most mods do; I ran it through an organizer and bam, the place popped up on the map. Npcs worked, shop was working (bare, hence the want for the add-ons), everything was fine. I just had trouble adding these dang esps because they're not esms and even when I convert them as instructed by the readme into esms they don't work and crash the game. Apparently I have to fiddle with the data, hence the frustration. Why does it fall upon me to make a few chunks of data work? Why doesn't it work when installed? The add-ons could be implemented better. Heck, most other mods just post add-ons that are their own little thing, like SlaveTats. I had absolutely no trouble installing that, and there were like a bunch of different packages. It's not difficult, I assume- but since I have no experience I may be completely wrong. This is the first mod I've had trouble getting to work because I'm pretty dumb when it comes to fiddling. Especially when all of this looks foreign to me- no pun intended.

 

 

And the Creation Kit isn't running.

 

Remind me again why you didn't release a simple 'here's everything in one esm no problem' kind of thing? Why do I have to do some moderately adept modding to even get this running? I just want to run this but can't get the creation kit running, can't bother to edit all of these files, do all this work- and for what again? Some armor and meshes? Come on.

 

Update: Found the "tutorial" finally. Got past step 1 no problem, and step 2 just doesn't work. -Got the CK running, it says I'm missing master files- even though everything is downloaded.

 

I give up. This is just way too frustrating. I've spent like four hours trying to get this to work and I just can't be bothered to try and assemble this cluttered mess of files together using four different programs (Mod Organizer, Wrye Smash, Creation Kit, Tes5). Never had a problem installing any other mod, so this is just baffling. 

 

If I add everything into a single esm then all of those mods would be required, some are for CBBE and some are for UNP. If you don't want to use the addon's you don't have to, they are entirely optional.

 

I used Wrye Bash for the addon files since it will merge them into the bashed patch automatically, if you don't want to use that then you can either:

- leave the addon enabled in your load  order after both Captured Dreams and the mod the items are from

- Use TesVEdit and merge the addon to the mod the items are from

 

The CK is only needed to build your own addon's

 

As for Mod Organizer I have no clue on it, I don't use it.

 

 

 

Make a UNP pack and a CBBE pack?

One pack for Cbbe player models and one pack for people who have UNP. Two different packs.

And I want the optional content. It seems interesting and might add to the experience. Maaaaybe I'm starting to enjoy the thought of these extras and the fact that I can't get them working is really what frustrates me.

 

If I leave the add-ons enabled at the end of my load order then it says they're missing a master esm... Even though I downloaded the base mod and got the base mod working just fine. Once I used Wyre whatever to convert them to esms, then I tried checking the boxes for them and running the game- It crashed when trying to load a file- even when trying to create a new file. I used a mod organizer to sort them out better and yielded no better results. 

 

And, as I've said, I simply give up. The Creation Engine is incredibly easy to mod and it baffles me that I can't get add-ons working. Why do I have to turn them into .esms? Why don't the .esps work? No clue. I. Give. Up.

 

 

Wrye Bash will tell you what master is missing for it to work but if you have Captured Dreams working and the mod the addon adds items from then it should work. 

 

 

The next version of Captured Dreams will use a different system to add items that will be much easier to use and won't require the addon files.

Posted

@ Veledarius

 

Not meaning to hijack your thread at all (!), but as you seem to be one of the players in sorting out the latest Zaz Animation Pack issues, I was wondering if you can help me with a quick question before I go to updating my current setup.  Just asked the questions below in the ZaZ thread, and was wondering if you can help me there with any wisdom on them?.  A reply there, if you can help, would be better than messing up your thread, and keep all the knowledge in the right place

 

TIA - even if any response is 'Not a clue!', or maybe just 'work it out yourself!'  :shy:

 

================================================================

 

Would welcome, from anyone, clarification as to what they did to install version 6.10/6.11 over version 6.05/6.07

 

1 - Is it a straight overwrite?

2 - If not, does it require an uninstall/clean save/reinstall?

 

Reason for asking is that with 6.05 Main+Textures and 6.07 Patch installed, MO shows that if you then 'overwrite those with 6.10 All and the 6.11 Patch, then

 

6.05 Main still has 138 non conflicted files

6.05 Textures still has 47 non conflicted files

 

In this context, a 'non conflicted file' is one that exists in the 6.05/6.07 setup that is NOT replicated in the 6.10/6.11 setup

 

Does anyone know

 

a - if these non carried forward files matter in a current game, ie will losing them cause game problems later?

b - what they are? 

 

Any help will be welcome. 

 

TIA

 

========================================================

Posted

@ Veledarius

 

Not meaning to hijack your thread at all (!), but as you seem to be one of the players in sorting out the latest Zaz Animation Pack issues, I was wondering if you can help me with a quick question before I go to updating my current setup.  Just asked the questions below in the ZaZ thread, and was wondering if you can help me there with any wisdom on them?.  A reply there, if you can help, would be better than messing up your thread, and keep all the knowledge in the right place

 

TIA - even if any response is 'Not a clue!', or maybe just 'work it out yourself!'  :shy:

 

================================================================

 

Would welcome, from anyone, clarification as to what they did to install version 6.10/6.11 over version 6.05/6.07

 

1 - Is it a straight overwrite?

2 - If not, does it require an uninstall/clean save/reinstall?

 

Reason for asking is that with 6.05 Main+Textures and 6.07 Patch installed, MO shows that if you then 'overwrite those with 6.10 All and the 6.11 Patch, then

 

6.05 Main still has 138 non conflicted files

6.05 Textures still has 47 non conflicted files

 

In this context, a 'non conflicted file' is one that exists in the 6.05/6.07 setup that is NOT replicated in the 6.10/6.11 setup

 

Does anyone know

 

a - if these non carried forward files matter in a current game, ie will losing them cause game problems later?

b - what they are? 

 

Any help will be welcome. 

 

TIA

 

========================================================

 

I would uninstall the older versions first then install the new ones. The old versions were split between the meshes/textures file and the esp/scripts file but both are combined now. There are no special instructions listed on the ZAP page for updating so this should be sufficient (it was all I did). In the newer version ZAP they changed a number of textures so there are a number of them from the previous versions that are no longer used.

 

As for updating. I don't believe you will have any issues but you may need to register the animations with SexLab again. I do know that xaz and the DD team are working together to get bound animations sorted out and working better so they don't step on each other's toes as the do from time to time now.

Posted

I have been taking a small break from CD development to work on For the Masses 3, I figured out a number of things while making it that I will be making use of in CD.

Posted

 

@ Veledarius

 

Not meaning to hijack your thread at all (!), but as you seem to be one of the players in sorting out the latest Zaz Animation Pack issues, I was wondering if you can help me with a quick question before I go to updating my current setup.  Just asked the questions below in the ZaZ thread, and was wondering if you can help me there with any wisdom on them?.  A reply there, if you can help, would be better than messing up your thread, and keep all the knowledge in the right place

 

TIA - even if any response is 'Not a clue!', or maybe just 'work it out yourself!'  :shy:

 

================================================================

 

Would welcome, from anyone, clarification as to what they did to install version 6.10/6.11 over version 6.05/6.07

 

1 - Is it a straight overwrite?

2 - If not, does it require an uninstall/clean save/reinstall?

 

Reason for asking is that with 6.05 Main+Textures and 6.07 Patch installed, MO shows that if you then 'overwrite those with 6.10 All and the 6.11 Patch, then

 

6.05 Main still has 138 non conflicted files

6.05 Textures still has 47 non conflicted files

 

In this context, a 'non conflicted file' is one that exists in the 6.05/6.07 setup that is NOT replicated in the 6.10/6.11 setup

 

Does anyone know

 

a - if these non carried forward files matter in a current game, ie will losing them cause game problems later?

b - what they are? 

 

Any help will be welcome. 

 

TIA

 

========================================================

 

I would uninstall the older versions first then install the new ones. The old versions were split between the meshes/textures file and the esp/scripts file but both are combined now. There are no special instructions listed on the ZAP page for updating so this should be sufficient (it was all I did). In the newer version ZAP they changed a number of textures so there are a number of them from the previous versions that are no longer used.

 

As for updating. I don't believe you will have any issues but you may need to register the animations with SexLab again. I do know that xaz and the DD team are working together to get bound animations sorted out and working better so they don't step on each other's toes as the do from time to time now.

 

 

Thanks for that.  The problem with that approach is that if you are talking about an uninstall/save/reinstall, I have another 20+ mods that have ZAP as their basic dependency, and they would all need disabled/uninstalled before I could even get the game to start again prior doing any clean save.  That's not practicable

 

I had a more detailed look at the different version file structures, and the upshot seems to be that most of the stuff in the former versions that is not overwritten directly by the new ones seem to be assets, as opposed to scripts.  That would seem to make an 'overwrite' a more reasonable option, in that one is replacing and adding scripts, without any being left in the save from the prior versions which are now no longer relevant

 

There might be some other mods still looking for old version 'removed/shifted' assets, as mentioned by one post on the ZAP thread, but there might be a way round that, which I have posted there

 

Regardless, tyvm for taking the trouble to reply.  Much appreciated

 

 

Posted

 

 

@ Veledarius

 

Not meaning to hijack your thread at all (!), but as you seem to be one of the players in sorting out the latest Zaz Animation Pack issues, I was wondering if you can help me with a quick question before I go to updating my current setup.  Just asked the questions below in the ZaZ thread, and was wondering if you can help me there with any wisdom on them?.  A reply there, if you can help, would be better than messing up your thread, and keep all the knowledge in the right place

 

TIA - even if any response is 'Not a clue!', or maybe just 'work it out yourself!'  :shy:

 

================================================================

 

Would welcome, from anyone, clarification as to what they did to install version 6.10/6.11 over version 6.05/6.07

 

1 - Is it a straight overwrite?

2 - If not, does it require an uninstall/clean save/reinstall?

 

Reason for asking is that with 6.05 Main+Textures and 6.07 Patch installed, MO shows that if you then 'overwrite those with 6.10 All and the 6.11 Patch, then

 

6.05 Main still has 138 non conflicted files

6.05 Textures still has 47 non conflicted files

 

In this context, a 'non conflicted file' is one that exists in the 6.05/6.07 setup that is NOT replicated in the 6.10/6.11 setup

 

Does anyone know

 

a - if these non carried forward files matter in a current game, ie will losing them cause game problems later?

b - what they are? 

 

Any help will be welcome. 

 

TIA

 

========================================================

 

I would uninstall the older versions first then install the new ones. The old versions were split between the meshes/textures file and the esp/scripts file but both are combined now. There are no special instructions listed on the ZAP page for updating so this should be sufficient (it was all I did). In the newer version ZAP they changed a number of textures so there are a number of them from the previous versions that are no longer used.

 

As for updating. I don't believe you will have any issues but you may need to register the animations with SexLab again. I do know that xaz and the DD team are working together to get bound animations sorted out and working better so they don't step on each other's toes as the do from time to time now.

 

 

Thanks for that.  The problem with that approach is that if you are talking about an uninstall/save/reinstall, I have another 20+ mods that have ZAP as their basic dependency, and they would all need disabled/uninstalled before I could even get the game to start again prior doing any clean save.  That's not practicable

 

I had a more detailed look at the different version file structures, and the upshot seems to be that most of the stuff in the former versions that is not overwritten directly by the new ones seem to be assets, as opposed to scripts.  That would seem to make an 'overwrite' a more reasonable option, in that one is replacing and adding scripts, without any being left in the save from the prior versions which are now no longer relevant

 

There might be some other mods still looking for old version 'removed/shifted' assets, as mentioned by one post on the ZAP thread, but there might be a way round that, which I have posted there

 

Regardless, tyvm for taking the trouble to reply.  Much appreciated

 

 

 

 

I don't think you need to do a clean save between the uninstall and install but I am not entirely sure on that.

Posted

 

 

Thanks for that.  The problem with that approach is that if you are talking about an uninstall/save/reinstall, I have another 20+ mods that have ZAP as their basic dependency, and they would all need disabled/uninstalled before I could even get the game to start again prior doing any clean save.  That's not practicable

 

I had a more detailed look at the different version file structures, and the upshot seems to be that most of the stuff in the former versions that is not overwritten directly by the new ones seem to be assets, as opposed to scripts.  That would seem to make an 'overwrite' a more reasonable option, in that one is replacing and adding scripts, without any being left in the save from the prior versions which are now no longer relevant

 

There might be some other mods still looking for old version 'removed/shifted' assets, as mentioned by one post on the ZAP thread, but there might be a way round that, which I have posted there

 

Regardless, tyvm for taking the trouble to reply.  Much appreciated

 

 

 

 

 

I don't think you need to do a clean save between the uninstall and install but I am not entirely sure on that.

 

 

OK.  Thanks anyway! :) 

 

Whatever, looking forward to your next version of CD...... :P  

 

 

 

Posted

I have been taking a small break from CD development to work on For the Masses 3, I figured out a number of things while making it that I will be making use of in CD.

Anything in particular you're adding to it?

Posted

 

I have been taking a small break from CD development to work on For the Masses 3, I figured out a number of things while making it that I will be making use of in CD.

Anything in particular you're adding to it?

 

 

FtM 3 will handle any and all types of devices since it is switching to a tags system. DD Equip will be adding tags to its items so they can be pulled as well. The equip system is set so it won't try and equip everyone at once as it did before, it will now use a queue and take them one at a time.

 

One of the things I have been toying with in FtM3 is StorageUtil for making lists (it handles the queues in FtM 3). I have also been experimenting with array's for some things but that has been less than successful so far. I was hoping to be able to use the StorageUtil and array's with the MCM menu's for some lists but it seems that the MCM menu's are super picky on the lists.

Posted

Cheers for the cool mod, lookin' good!
Has worked fine apart from the reset idle hickups and I also got stuck tied to the floor without any progress in the scene after being handed back from the embassy.

I've ran into one stop sign now though, I've received the letter from master after helping the slave girl just east of windhelm and when I talk to her about the letter the character is put into a loop drinking something & laughing now and then while no dialogue comes up, tried reloading, reseting and moving around but that doesn't seem to help out. Was hoping someone could help out with this, I just patched Zaz to 6.11 just in case but that didn't do it.

Not sure which cdxexpquest to alter to try to set the stage that way either (it doesn't show with ShowQuestTargets) and maybe I can just skip that exact scene somehow as I saw a couple tips about that while doing some searches.

Last note: Do you have a bugtracker of some kind to report bugs and glitches to or would you like those posted in this thread or something else?

Posted

Cheers for the cool mod, lookin' good!

Has worked fine apart from the reset idle hickups and I also got stuck tied to the floor without any progress in the scene after being handed back from the embassy.

 

I've ran into one stop sign now though, I've received the letter from master after helping the slave girl just east of windhelm and when I talk to her about the letter the character is put into a loop drinking something & laughing now and then while no dialogue comes up, tried reloading, reseting and moving around but that doesn't seem to help out. Was hoping someone could help out with this, I just patched Zaz to 6.11 just in case but that didn't do it.

 

Not sure which cdxexpquest to alter to try to set the stage that way either (it doesn't show with ShowQuestTargets) and maybe I can just skip that exact scene somehow as I saw a couple tips about that while doing some searches.

 

Last note: Do you have a bugtracker of some kind to report bugs and glitches to or would you like those posted in this thread or something else?

 

Posting bugs here is fine.

 

The quest is CDxExpQuest04 and as to why she is using those animations I have no idea, I don't have her associated with any scenes or behaviors that would use those animations. Updating ZAZ should not cause the issue either. I would advance it stage by stage, use sqs cdxexpquest04 to get the stage listing. You may want to use SQV CDxExpQuest04 to see if the aliases are filled (entries that start with REF -actor), if these are empty then the quest did not initialize correctly.

Posted

I have been taking a small break from CD development to work on For the Masses 3, I figured out a number of things while making it that I will be making use of in CD.

 

good to hear. i just wanted to thank you for the time and effort you put into your mods and providing support when u know that u dont get anything in return. modders are the true heroes of the community and the majority of the rest of the community are just leechers. for skyrim sadly i too am a leecher but knowing this i have the utmost respect for the authors and i dont even think about asking for an update or when the update happens. take yourself all the time you need, take breaks, do whatever you want. remember that you dont owe us anything we owe you. same is true for all modders and i know that people are sometimes annoying, as im modding other games myself, so thank you and have a nice day :)

Posted

 

I have been taking a small break from CD development to work on For the Masses 3, I figured out a number of things while making it that I will be making use of in CD.

 

good to hear. i just wanted to thank you for the time and effort you put into your mods and providing support when u know that u dont get anything in return. modders are the true heroes of the community and the majority of the rest of the community are just leechers. for skyrim sadly i too am a leecher but knowing this i have the utmost respect for the authors and i dont even think about asking for an update or when the update happens. take yourself all the time you need, take breaks, do whatever you want. remember that you dont owe us anything we owe you. same is true for all modders and i know that people are sometimes annoying, as im modding other games myself, so thank you and have a nice day :)

 

 

As right as you are. I wish there was this amount of ass kissing in sexlab :P

Posted

 

 

I have been taking a small break from CD development to work on For the Masses 3, I figured out a number of things while making it that I will be making use of in CD.

 

good to hear. i just wanted to thank you for the time and effort you put into your mods and providing support when u know that u dont get anything in return. modders are the true heroes of the community and the majority of the rest of the community are just leechers. for skyrim sadly i too am a leecher but knowing this i have the utmost respect for the authors and i dont even think about asking for an update or when the update happens. take yourself all the time you need, take breaks, do whatever you want. remember that you dont owe us anything we owe you. same is true for all modders and i know that people are sometimes annoying, as im modding other games myself, so thank you and have a nice day :)

 

 

As right as you are. I wish there was this amount of ass kissing in sexlab :P

 

 

Butt-thingies don't exist in Skyrim I was told, something to do with the skeleton.

"Real vag" is a mod that's nice and takes up damn near the whole bottom end, and if the mod weren't reputedly dead, I'd ask if it includes the bottom bits. Or even the perineum (Whatever the no-man's land between the two holes is called).

If I came in here asking about butts, I'd be a pariah, butt since you mentioned them...So much sexlab operations occur in the rear, it would be nice to know exactly where it is.

I've been aiming for the shadow just below the real-vag.

   Queen Sarah (the mod and the queen) had lots of accoutrements to keep people away from her naughty bits, and I was tasked to find them. I searched the world over and found everything but one single item.

I conjured the damn thing up on the ground before me, picked it up, and nothing happened!

So I dropped some of her items (Also, not supposed to happen).

And "sexlab hormones" won't let Peaches become a bimbo or a succubus anymore.

   Sorry, was I blurting?

It's just, half the game (The way I play it) is dead or something, not that I would, um,

bring it up in polite conversation.

But since we're talking about butts

 

Posted

Oh lips and butts almost [post=http://www.loverslab.com/topic/37393-wip-domina-turn-your-female-follower-into-a-domme/?p=1183442]met[/post]

no wait it was that other dom-follower/cuckolding mod that never got finished.

 

we are living on the edge so count your blessings :angel:

 

edit. oh fudge it, i dont know how to fix that. just the date is important

 

Setting up the AI and dialogue for something like that can be tough, especially if it is not set in a specific location as it limits your options somewhat.

Posted

Any idea to "deal" with Ailus?

 

The mod offers the possibility of a dominant character as well as of a submissive one, but there is really no one to dominate. And Ailus deserves a punishment, and her name comes up in conversations several times later. They were talking about nobody being able to break her, or how she should be punished. At one point Elenwen even says she has someone in mind for the job. I played as a dominant character, and I thought she would allow me to try. But once that mission is done, Ailus is pretty much forgotten. Last I saw her, she was locked up and gagged in a cell.

 

I think she could be sent to the Master for some "training" later, in which the Player could help punish her if dominant, or be forced into helping her escape if submissive. It could potentially lead to a powerstruggle or clash of strength/willpower between Ailus and the Master. Depends on how tough you imagine Ailus to be compared to the Master. Maybe even a battle where you help defend the shop from Ailus' mercenaries. I think dominant characters would definitely love a chance of breaking someone tough. And since I doubt we could ever teach the Master a lesson, Ailus is the second toughest in the story so far. And she had way too many screentime to just be ignored.

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