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


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Posted
4 hours ago, ItsYaBoi1738 said:

I'm using the Original Version (Legendary Edition).

I am at a loss then. My only suggestion at this point is to disable it, play for a bit then try enabling it again while far away. All of these errors generally should show up in the initial initialization and startup each game session and not in the middle. Yours has been one of the only logs where I see it in the middle of play.

Posted
On 8/28/2018 at 2:51 AM, Veladarius said:

Not sure what DDH is but it is checking items quite often and between the increased overhead in DD and with DCUR doing things at the same time and FtM it likely overloaded things when it went to check the items in the shop and had errors due to the v3 device properties (some no longer exist in v4). Try disabling one or two things (FtM and DDH possibly) and see if that helps.

DDH is Devious Device Helpers.  The CheckAddedItems () runs every 20 seconds as part of the update process and checks an internal array.  If it reports "DDH CheckAddedItems left 0 on the list." then the list is empty and the function returned almost immediately and presumably took little time.  If the 20 second period is contributing to workload spikes then I could change it to an odd number.

 

For those who are interested:  CheckAddedItems is part of the "play time" process.  When the Follower ties up the PC the items used are stored in an internal array to speed removal.  It is possible for the player (or someone else) to remove an item that the follower locked on the PC.  If items are removed by means other than the end of play time then two things happen.  First they are removed from the array so that the follower does not try to remove them again.  Second, if none are left then "play time" is automatically over.

Posted
1 hour ago, Veladarius said:

I am at a loss then. My only suggestion at this point is to disable it, play for a bit then try enabling it again while far away. All of these errors generally should show up in the initial initialization and startup each game session and not in the middle. Yours has been one of the only logs where I see it in the middle of play.

Just my luck to have a very rare issue, I played a long time and ago and love the mod, i may do a fresh install and see what happens. Oh well, thank you nonetheless for trying to help Vel. 

Posted

I'm getting this scene where the master says 'You know, I have noticed how you have been looking at my slaves, I take it you are interested in what they have on?' I clicked 'Yes, I am' and I'm taken to the V.I.P House where I just stand near a chair and a bench with nothing to do. I waited 4hours in game time, not with the wait time. Nothing happened. I tried using the wait time and I kept putting in intervals of 2 hours yet still nothing happened??

Posted
2 hours ago, Symb0lic said:

I'm getting this scene where the master says 'You know, I have noticed how you have been looking at my slaves, I take it you are interested in what they have on?' I clicked 'Yes, I am' and I'm taken to the V.I.P House where I just stand near a chair and a bench with nothing to do. I waited 4hours in game time, not with the wait time. Nothing happened. I tried using the wait time and I kept putting in intervals of 2 hours yet still nothing happened??

I take it that it was in the bath area of the basement? If so did you recently do the Customer Assist quest there?

Posted
9 hours ago, TurboNerd said:

For those who are interested:  CheckAddedItems is part of the "play time" process.  When the Follower ties up the PC the items used are stored in an internal array to speed removal.  It is possible for the player (or someone else) to remove an item that the follower locked on the PC.  If items are removed by means other than the end of play time then two things happen.  First they are removed from the array so that the follower does not try to remove them again.  Second, if none are left then "play time" is automatically over.

I assumed the player in question wasn't in "play time" at the time. Shouldn't the script be disabled when not needed or at least check some playTime flag before starting an inventory scan?

Posted

Another cause of 100% repeatable crashes is a skeleton incompatibility.

How would you get one of those, you may ask?

 

It would almost certainly be caused by some mod overwriting your XP32MSE skeleton.

If you use MO, this is caused by a badly ordered left-pane, that doesn't have XPMSE low enough in the list.

If you use NMM, it's caused by letting something do "overwrite" that you shouldn't have.

 

Not saying this is the cause of the crashes, but it's at least worth ruling out.

 

Another possible, is installing an old armor mod with a genuine old TBP body in it, then trying to run havok.

Such mods sometimes erroneously contain old skeletons too.

 

A related problem is installing ancient animations for TBP etc (somehow, I don't suppose this would happen by accident).

 

Oh, and yet another problem is running invalid FNIS data. In some cases bad/stale or missing FNIS causes a crash and is easily fixed by running FNIS again.

 

 

Another thought ... load the alleged problem ESPs into TESVEdit and see if it complains about anything.

Posted
10 hours ago, Zaflis said:

I assumed the player in question wasn't in "play time" at the time. Shouldn't the script be disabled when not needed or at least check some playTime flag before starting an inventory scan?

It is not really an inventory scan.  It's runs through the array and checks whether each item is still equipped.  If the array is empty it does nothing.  Disabling the call to the procedure would amount to replacing a zero-iteration loop with an "if" statement.  The update needs to happen continuously.  Depending on the mod state it also checks whether it's time for "play time" to start, whether the player is in a place where "play time" can start and whether it's time for "play time" to end.

Posted
14 hours ago, TurboNerd said:

It is not really an inventory scan.  It's runs through the array and checks whether each item is still equipped.  If the array is empty it does nothing.  Disabling the call to the procedure would amount to replacing a zero-iteration loop with an "if" statement.  The update needs to happen continuously.  Depending on the mod state it also checks whether it's time for "play time" to start, whether the player is in a place where "play time" can start and whether it's time for "play time" to end.

DD sends mod events when devices are equipped or unequipped on the player so it is better to set it up to listen for those to initiate a scan instead of doing it every 20 seconds as it takes away papyrus resources with needless scans. Truthfully, these types of mods are ones I don't recommend using with or without CD.

Posted
7 hours ago, Veladarius said:

DD sends mod events when devices are equipped or unequipped on the player so it is better to set it up to listen for those to initiate a scan instead of doing it every 20 seconds as it takes away papyrus resources with needless scans. Truthfully, these types of mods are ones I don't recommend using with or without CD.

It is now on my list for version 2.  Thanks for the tip.

Posted

So i just finished escorting the special package across the whole map.  I take her down the the Manor basement.  The master has her freakout.  I am ordered back to the barracks.  The screen darkens, come back and everyone freezes in place. Not of the actors involved in that scene are moving (Other NPC's are)  Nothing I do seems to work for moving me forward.  I even try waiting but they still stand still and look at me funny.  Is there any way to advance past this with the console?

Posted
1 hour ago, Arcticelf said:

So i just finished escorting the special package across the whole map.  I take her down the the Manor basement.  The master has her freakout.  I am ordered back to the barracks.  The screen darkens, come back and everyone freezes in place. Not of the actors involved in that scene are moving (Other NPC's are)  Nothing I do seems to work for moving me forward.  I even try waiting but they still stand still and look at me funny.  Is there any way to advance past this with the console?

wait for an hour in game

Posted
6 hours ago, Arcticelf said:

Using the wait command? (t) or just let it sit for that amount of time in game?  Using the wait command did not work for me.

Wait command. Has always worked for me so long as your controls are disabled.

Posted

Having an issue where the yoke from the slavery start isn't being removed automatically. Additionally, if the player ends up in a yoke afterwar and pays the master for removal it's not removed. CD is at version 4.15 so my best guess is that it's a script conflict, possibly because I don't have DDI / DDX older than 4.0 handy anymore.

Posted
6 hours ago, Veladarius said:

Wait command. Has always worked for me so long as your controls are disabled.

Still nothing. I can wait for days, one hour at a time and nothing happens.

 

I had the Yoke issue as well. I had to use the safeword function in ddCL in order to remove it.

Posted

HELP WANTED (SO BAD)

I just started modding skyrim in few days, and it is going very well.

 

BUT this one i just can not figure. I've been trying for 3 days.

 

So the ISSUE is:

When i equip some of the DD stuff on my character, her body vanishes away and become INVISIBLE.

 

I have all the required mods, i am working in CBBE system, and i installed everything in CBBE.

 

I am trying to understand BodySlide, but it is quite difficult for me. So:

 

- I CHOSE CBBE HDT AS BODY.

- I MAKE A CUSTOM PRESET

- I CHOSE EVERY GROUP BECAUSE I DONT KNOW WHAT TF AM I DOING.

- I SAVE IT, AND I CHECK EVERY OPTION (SAME REASON AS ABOVE)

- I BATCH BUILD EVERYTHING (BUILD MORPHS CHECKED)

- AS OUTPUT SET I CHOSE CBBE BODY HDT

- I PRESS BUILD

- I SAVE IT AGAIN, JUST TO MAKE SURE
- I RUN FNIS

 

And yet, still invisible torso if i equip any DD stuff.

 

please help :(

 

 

Posted
24 minutes ago, Mr.Nobody000 said:

HELP WANTED (SO BAD)

I just started modding skyrim in few days, and it is going very well.

 

BUT this one i just can not figure. I've been trying for 3 days.

 

So the ISSUE is:

When i equip some of the DD stuff on my character, her body vanishes away and become INVISIBLE.

 

I have all the required mods, i am working in CBBE system, and i installed everything in CBBE.

 

I am trying to understand BodySlide, but it is quite difficult for me. So:

 

- I CHOSE CBBE HDT AS BODY.

- I MAKE A CUSTOM PRESET

- I CHOSE EVERY GROUP BECAUSE I DONT KNOW WHAT TF AM I DOING.

- I SAVE IT, AND I CHECK EVERY OPTION (SAME REASON AS ABOVE)

- I BATCH BUILD EVERYTHING (BUILD MORPHS CHECKED)

- AS OUTPUT SET I CHOSE CBBE BODY HDT

- I PRESS BUILD

- I SAVE IT AGAIN, JUST TO MAKE SURE
- I RUN FNIS

 

And yet, still invisible torso if i equip any DD stuff.

 

please help :(

 

 

Bodyslide can be really overwhelming at first.

Try following this guide.

It's a bit shitty because it was made in paint, but this is how I do it.

 

 


BodyslideQuickGuide.jpg.4100cb8409322f141e8045c398b6b39b.jpg
 

 

Posted
2 hours ago, Comrade Laura 'Lokomootje' said:

Bodyslide can be really overwhelming at first.

Try following this guide.

It's a bit shitty because it was made in paint, but this is how I do it.

  Reveal hidden contents

 


BodyslideQuickGuide.jpg.4100cb8409322f141e8045c398b6b39b.jpg
 

 

I managed to do it properly, but i have the same issue. I figured out, that all type of collar is bugged for me. Without the collar, it works properly.
It would not be an issue, but many custom quests based on unremovable collars. I have managed to remove it with console commands, but that is a little bit time consuming.

Any idea why do the collars vanish my body? :D

Posted

Well I finally got it to advance.  I had to turn on player controls, fast travel away and fast travel back, then disable player controls again in order for it to kick in.

Posted
5 hours ago, Mr.Nobody000 said:

I managed to do it properly, but i have the same issue. I figured out, that all type of collar is bugged for me. Without the collar, it works properly.
It would not be an issue, but many custom quests based on unremovable collars. I have managed to remove it with console commands, but that is a little bit time consuming.

Any idea why do the collars vanish my body? :D

Are you in Oldrim or are you in SE?  In special edition I had to redo the groups for DD items.  They were set up for the older CBBE bodies and body slide.

 

 

 

Also, Can anyone chime in and tell me who to perform the "Gardening the manor grounds" is supposed to work?

Posted

Hi Vel,

 

I hope you are doing well. It has been some time that I have played your wonderful mod and logged into this page. I noticed that the mod was updated as of August 19th- but the version number (4.15). I assume that means that this is not the content update I have been looking forward to? What are the updates compared to the previous version of 4.15?

Posted
9 hours ago, Arcticelf said:

Are you in Oldrim or are you in SE?  In special edition I had to redo the groups for DD items.  They were set up for the older CBBE bodies and body slide.

 

 

 

Also, Can anyone chime in and tell me who to perform the "Gardening the manor grounds" is supposed to work?

Thank you so much for the response!

I am using LE, so the basic game with the DLC-s.

 

Every single device/cloth is working as intended, only the collars are bugged, but it is annoying af.

Posted
4 hours ago, pnutz78 said:

Hi Vel,

 

I hope you are doing well. It has been some time that I have played your wonderful mod and logged into this page. I noticed that the mod was updated as of August 19th- but the version number (4.15). I assume that means that this is not the content update I have been looking forward to? What are the updates compared to the previous version of 4.15?

There is a patch file of a few scripts to make it more compatible with DD v4.x though not all scripts have been updated just a few major ones.

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