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Sanguine Debauchery enhanced: SD+ (January 2022)


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I’m having an issue with kneeling/crawling animations. They don’t actually do anything.  When I press the key mapped for kneeling/crawling, nothing happens.  When I press the key for standing, it says I’m already standing.  Is this a known thing, or am I doing something wrong?

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1 hour ago, nigwriter said:

I’m having an issue with kneeling/crawling animations. They don’t actually do anything.  When I press the key mapped for kneeling/crawling, nothing happens.  When I press the key for standing, it says I’m already standing.  Is this a known thing, or am I doing something wrong?

Are you wearing any device?

 

kneeling and crawling animations are disabled when wearing armbinders or yokes.

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3 minutes ago, DeepBlueFrog said:

Are you wearing any device?

 

kneeling and crawling animations are disabled when wearing armbinders or yokes.

There's an issue that it doesn't work before the first enslavement. You can see the messages about switching poses but no animations actually change. Maybe it has something to do with some variable in a script (or a global one) which isn't initialized properly before the enslavement happens.

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4 hours ago, PD_ said:

There's an issue that it doesn't work before the first enslavement. You can see the messages about switching poses but no animations actually change. Maybe it has something to do with some variable in a script (or a global one) which isn't initialized properly before the enslavement happens.

That must be it.  I want' wearing any devices, but I hadn't been enslaved yet.  Thank you :smile:

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47 minutes ago, asdfasdf883 said:

Earlier on page 8 of your beta thread I made a post about it with a screenshot, papyrus log, and load order of the same issue through the same method.

 

https://www.loverslab.com/topic/81295-skyrimll-mods-open-beta-thread/?page=8

I remember that log now that I look at it again... and I replied at the time that it doesn't seem like the right log as it doesn't include anything from SD about attempting to equip armbinders.

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On 2/11/2018 at 5:06 PM, DeepBlueFrog said:

I will need an error log with this issue. I have to know which armbinder is causing this error to appear.

 

It is normal that the armbinder is removed after a while. In this version of SD+, armbinders are punishment devices and equipped based on your actions. They are not meant to be on all the time.

I have the same problem with the armbinders error:

 

[02/13/2018 - 03:57:50AM] [SD] setMasterGearByRace -- Setting race to [Race <NordRace (00013746)>]
[02/13/2018 - 03:57:50AM] [SD]     - Actor override not found for Armbinders
[02/13/2018 - 03:57:50AM] [SD]     - Racial override not found for Armbinders
[02/13/2018 - 03:57:50AM] [SD] equipDeviceByString - NO override detected -
[02/13/2018 - 03:57:50AM] [SD] equipDeviceByString: Armbinders
[02/13/2018 - 03:57:50AM] [SD]         keyword: [Keyword <zad_DeviousArmbinder (0900CA3A)>]
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - tags: DDi
[02/13/2018 - 03:57:50AM] [Zad]: GetDeviceByTags([Keyword <zad_DeviousArmbinder (0900CA3A)>], DDi)
[02/13/2018 - 03:57:50AM] [Zad]: No devices found with tags, falling back to random device
[02/13/2018 - 03:57:50AM] [SD]         Device rendered: None
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - no device found
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - generic:
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - Device inventory: None
[02/13/2018 - 03:57:50AM] [SD]         Device rendered: None
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - no device found
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - device equip FAILED for Armbinders

 

It seems that SD+ tries to equip a device using the keyword zad_DeviousArmbinder with FormId 0900Ca3A, but I think the correct FormId for that item should be 0400CA3A.

I have no idea if this can be the source of the issue though, just thought it might help ;)

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23 minutes ago, psword said:

I have the same problem with the armbinders error:

 

[02/13/2018 - 03:57:50AM] [SD] setMasterGearByRace -- Setting race to [Race <NordRace (00013746)>]
[02/13/2018 - 03:57:50AM] [SD]     - Actor override not found for Armbinders
[02/13/2018 - 03:57:50AM] [SD]     - Racial override not found for Armbinders
[02/13/2018 - 03:57:50AM] [SD] equipDeviceByString - NO override detected -
[02/13/2018 - 03:57:50AM] [SD] equipDeviceByString: Armbinders
[02/13/2018 - 03:57:50AM] [SD]         keyword: [Keyword <zad_DeviousArmbinder (0900CA3A)>]
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - tags: DDi
[02/13/2018 - 03:57:50AM] [Zad]: GetDeviceByTags([Keyword <zad_DeviousArmbinder (0900CA3A)>], DDi)
[02/13/2018 - 03:57:50AM] [Zad]: No devices found with tags, falling back to random device
[02/13/2018 - 03:57:50AM] [SD]         Device rendered: None
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - no device found
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - generic:
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - Device inventory: None
[02/13/2018 - 03:57:50AM] [SD]         Device rendered: None
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - no device found
[02/13/2018 - 03:57:50AM] [SD]         equipDeviceByString - device equip FAILED for Armbinders

 

It seems that SD+ tries to equip a device using the keyword zad_DeviousArmbinder with FormId 0900Ca3A, but I think the correct FormId for that item should be 0400CA3A.

I have no idea if this can be the source of the issue though, just thought it might help ;)

Then something is wrong with your files for SD+... are you using Mod Organizer by any chance?

 

This is telling me SD+ is trying to equip armbinders using the Armbinders keyword.

The current code in SD+ has been updated for DDi 4.0. It is using the WristRestraint keyword with the 'armbinder' generic tag instead.

 

So in short, this log tells me you are still, somehow, using files that are not from the latest version.

 

Edit: Something just occured to me.

 

Did you change the settings for armbinders using SD Addon by any chance?

 

There is a possinility that addon needs to be updated for DDi 4.0.

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11 hours ago, DeepBlueFrog said:

Then something is wrong with your files for SD+... are you using Mod Organizer by any chance?

 

This is telling me SD+ is trying to equip armbinders using the Armbinders keyword.

The current code in SD+ has been updated for DDi 4.0. It is using the WristRestraint keyword with the 'armbinder' generic tag instead.

 

So in short, this log tells me you are still, somehow, using files that are not from the latest version.

 

Edit: Something just occured to me.

 

Did you change the settings for armbinders using SD Addon by any chance?

 

There is a possinility that addon needs to be updated for DDi 4.0.

Thank you for your reply :smile:

 

I'm going to attach my full Papyrus Log, if you are willing to give it a look.

 

I tested a new game, after deleting from MO everything using DD older than 4.0 and re-installing only the 3 DD mods first, then SD+ and its Slavetats bridge.

Spawned in Riverwood, went to the close by mine and got enslaved through DA by the first two bandits inside (the first one at [02/13/2018 - 03:22:27PM], since everything was okay, I reloaded and tried again with the second one at [02/13/2018 - 03:33:17PM]).

 

Both bandits equipped the WristRestraint as you mentioned before, but after being freed by the second bandit (didn't try the 1st)...

 

[02/13/2018 - 03:41:44PM] [SD] Trust pool before update: -6
[02/13/2018 - 03:41:44PM] [SD] Trust pool after update: -7(Min:-60 / Max:10)
[02/13/2018 - 03:41:45PM] [SD]     - Actor override not found for Armbinder
[02/13/2018 - 03:41:45PM] [SD]     - Racial override not found for Armbinder
[02/13/2018 - 03:41:45PM] [SD] equipDeviceByString - NO override detected -
[02/13/2018 - 03:41:45PM] [SD] equipDeviceByString: Armbinder
[02/13/2018 - 03:41:45PM] [SD]         keyword: [Keyword <zad_DeviousArmbinder (0900CA3A)>]
[02/13/2018 - 03:41:45PM] [SD]         equipDeviceByString - tags: DDi
[02/13/2018 - 03:41:45PM] [Zad]: GetDeviceByTags([Keyword <zad_DeviousArmbinder (0900CA3A)>], DDi)
[02/13/2018 - 03:41:45PM] [Zad]: No devices found with tags, falling back to random device
[02/13/2018 - 03:41:45PM] [SD]         Device rendered: None
[02/13/2018 - 03:41:45PM] [SD]         equipDeviceByString - no device found
[02/13/2018 - 03:41:45PM] [SD]         equipDeviceByString - generic:
[02/13/2018 - 03:41:45PM] [SD]         equipDeviceByString - Device inventory: None
[02/13/2018 - 03:41:45PM] [SD]         Device rendered: None
[02/13/2018 - 03:41:45PM] [SD]         equipDeviceByString - no device found
[02/13/2018 - 03:41:45PM] [SD]         equipDeviceByString - device equip FAILED for Armbinder

 

Btw, I didn't install SD addon, only DDa, DDi, DDe and SD+ are related to Devices. I thought the issue was caused by some other mod I use, like DCUR, so I didn't install anything else to make this test. ;)

 

 

Papyrus.0.log

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On 2/12/2018 at 1:04 PM, Chicanery said:

So I made this tattoo overlay.  It's the first 'mod' I've ever made for anything ever.  It's not fancy or anything, but I'd still like to share it, if anyone is interested.  Problem is, I don't really know how.  :confused:

 

 

It says "Sanguine Rose" in daedric script. 

 

 

Spoiler

newrosetat.jpg

 

Okay, I think I've got this figured out.   Two tats now.

 

https://www.loverslab.com/files/file/5257-chicanery-slavetats-for-sd/

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I am happy to announce that the cage scene will be back, possibly as early as in a beta version of the mod this weekend.

 

I kept the automatic walk to a minimum. Your master will tell you to go to the cage and it will be up to you to comply or face the consequences.

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1 hour ago, DeepBlueFrog said:

I am happy to announce that the cage scene will be back, possibly as early as in a beta version of the mod this weekend.

 

I kept the automatic walk to a minimum. Your master will tell you to go to the cage and it will be up to you to comply or face the consequences.

good news =D

cages and crawling and kneeling before enslavement => WIN!

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On 12/2/2018 at 8:08 PM, Mysticgirl said:

Silly question but what are the conditions for Sanguine visiting us ?

I have the option "Chance of Dreamworld visit" of 100% but I still don't see Sanguine.

Hi there :smile:

Nice work !!

 

I have the same problem with the 3.61 version. Cannot visit the dreamworld.

At version 3.60 it worked.

Thank you :smile:

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Resources are things that orginal mod uses,, so  that means it should load before the mod that uses it first or else when the mod calls for the resources they have not loaded in game on the first scan , this goes for any mod that has more that one esp that it needs. Short answer resources should load before the orginal main mods if it is needed for the mod to function correctly.

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