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Sanguine Debauchery (SD+) (January 2025)


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Posted

My sd+ is currently stuck on update status: 1 in the MCU. I exited the MCU menu and waited for it to update quests, but nothing happens. I am playing on a brand new save. I'm unsure of how I can fix this. 

 

Any help or tips would be appreciated.

Posted
5 hours ago, saltshade said:

Since I didn't get an answer in Inte's thread I'm asking here instead. Is SD patches still not compatible with the latest version of SD+?

+1 for this. 

Posted
On 4/18/2019 at 6:17 AM, Roggvir said:

One thing that could definitely be fixed in the SE version...

When the mod plays any animations, be it the kneeling, or some kind of punishment in furniture, etc., it does not disable the NiO high heels offset, so the actor is hovering in the air.

 

That is something I could possibly use your help on, as I'm not too experienced with animation alteration.

Posted
1 hour ago, nanashi50 said:

How do we use the SE version? It requires DD Expansion, which isn't converted yet to SE.

But it is (NOTE: when downloading, notice there are 3 "Download" buttons, but it looks like only 2 files are listed - that is a glitch with the website, there are 3 files and you should use all 3 download buttons).

That being said, you will probably want to download newer DD 4.2 from Pfiffy's post.

 

EDIT: One more thing...

Go to the SSE Conversion Tracking page, and search for the text "Note for Devious Devices SE" - underneath that text you will find few more important links.

I recommend to seriously consider using the SSE Engine Fixes.

Ignore the DLL and HOTFIX, as you should already have both from that Pfiffy's post i linked above, but if using CBBE, you should definitely get those latest CBBE BodySlide files (not all items/outfits have full/proper BodySlide support yet, but it is the latest officially available update for the BS files).

 

Posted
4 hours ago, Adviser69 said:

That is something I could possibly use your help on, as I'm not too experienced with animation alteration.

Crap, i was hoping you would already know what to do, i only know it can be done, but i dont know exactly how as i never needed to do that myself before.

So, i know nothing about this, but of course i can find out (however, if whoever is reading this already knows how, it would be quicker to tell us).

Posted
29 minutes ago, Roggvir said:

But it is (NOTE: when downloading, notice there are 3 "Download" buttons, but it looks like only 2 files are listed - that is a glitch with the website, there are 3 files and you should use all 3 download buttons).

That being said, you will probably want to download newer DD 4.2 from Pfiffy's post.

 

Thanks, didn't notice the invisible link.

 

As for that DD 4.2 post, any idea what version of SKSE the dll within the DDi file is for?

 

21 minutes ago, Roggvir said:

Crap, i was hoping you would already know what to do, i only know it can be done, but i dont know exactly how as i never needed to do that myself before.

So, i know nothing about this, but of course i can find out (however, if whoever is reading this already knows how, it would be quicker to tell us).

Does the SL setting for disabling HH during animations not work during DD animations?

Posted
23 minutes ago, Roggvir said:

Crap, i was hoping you would already know what to do, i only know it can be done, but i dont know exactly how as i never needed to do that myself before.

So, i know nothing about this, but of course i can find out (however, if whoever is reading this already knows how, it would be quicker to tell us).

I guess I could message Pfiffy or one of the others about it, though I'd hate to bug him with such a minor detail when he already has such a full plate.

Posted
3 minutes ago, Adviser69 said:

I guess I could message Pfiffy or one of the others about it, though I'd hate to bug him with such a minor detail when he already has such a full plate.

Yeah, dont worry about it, i'll just have a look - it should be described on some sort of NiOverride wiki, or i could look at how SexLab does it - whatever... finding out should be easy.

Posted
1 minute ago, nanashi50 said:

Does the SL setting for disabling HH during animations not work during DD animations?

Unfortunately no. The SL setting is specifically for Sexlab and the various animations it oversees and slots for sexual acts. The kneeling, chained to furniture and other animations are poses and active animations, and fall outside SL control. Though I could look into SL's method and see if I can do a modified variant for non-sexual animations. It might take me a while of research though.

Posted
1 hour ago, nanashi50 said:

As for that DD 4.2 post, any idea what version of SKSE the dll within the DDi file is for?

The current SKSE64 v2.0.15 (for game version 1.5.73.0).

EDIT: i misunderstood. He was actually asking about the DLL inside the DDi-4.2SE.7z file - my answer to that is: some older one, but otherwise no clue.

 

1 hour ago, nanashi50 said:

Does the SL setting for disabling HH during animations not work during DD animations?

From what i can tell it does, but i was talking about animations performed outside of SexLab - like kneeling in front of the master (correct me if i am wrong, but i am pretty sure it is not using SL).

Posted
15 minutes ago, Roggvir said:

The current SKSE64 v2.0.15 (for game version 1.5.73.0).

That can't be the case, otherwise why would he attach a separate DLL file for SKSE 2.0.15?

 

I'm referring to the DLL inside the DDi-4.2SE.7z file.

Posted

Thanks for insisting about the Spriggan hands and feet. There was indeed a big issue preventing them to be removed.

I am running into an issue with how the quest ends now, but I will release an update when I can get that last issue fixed.

 

This will probably be my last update to the spriggan quest in SD as I am planning to rebuild it as part of Parasites.

Once the new quest is up, the SD+ spriggan quest will be just a trigger for the Parasites one.

Posted
31 minutes ago, nanashi50 said:

I'm referring to the DLL inside the DDi-4.2SE.7z file.

Aha, sorry, i thought you know what.

Anyway, i do not know what version of the DLL is inside the DDi-4.2SE.7z file, but it surely is some older one judging by how the file is dated, and it definitely doesnt work with current SKSE64 2.0.15.

Posted
On 4/18/2019 at 4:08 AM, Roggvir said:

Regarding the SSE converison of this mod...

I was checking it in xEdit and i gathered a list of things you may want to look at.

Nothing currently gamebreaking, but i think all these points deserve your attention:
 

  Hide contents

 

  1. BlackreachZCell08 "Farm Overseer's House" [CELL:000EEC53]
    Not carrying over the encounter zone set by USSEP  (BlackreachZone [ECZN:0003EBED]) - is that intentional?
    I noticed in many other cases the mod does carry over the changes made by USSEP, so maybe it should do so in this case too.
     
  2. Many placed light references seem to be missing original Light Data
    When you compare the SE plugin with its Oldrim counterpart, the XLIG data structure of almost all (if not all) lights the plugin touches, is reset to zero and do not contain the original value anymore.
    I DO NOT KNOW whether this is relevant, but IF there would be any issues or discrepancies with lights or shadows, this could have something to do with it.
     
  3. GreywaterGrotto01 "Greywater Grotto" [CELL:0001526B]
    Region's Sky/Weather is set to WeatherMountains [REGN:0004D7FD], not carrying over the fix from USSEP (WeatherPineForest [REGN:0002A72D]).
    Since the mod seems to care about carrying over the USSEP fixes, maybe it should do so in this case too.
     
  4. AzurasStarInterior01 "Azura's Star Interior" [CELL:000152BD]
    Does not carry over the encounter zone set by USSEP (AzurasStarZone [ECZN:0003EBEC])
    Since the mod seems to care about carrying over the USSEP fixes, maybe it should do so in this case too.
     
  5. Gloomreach01 "Gloomreach Cavern" [CELL:0001526D]
    Region's Sky/Weather is set to WeatherMountains [REGN:0004D7FD], not carrying over the fix from USSEP (WeatherReach [REGN:000C5856]).
    Since the mod seems to care about carrying over the USSEP fixes, maybe it should do so in this case too.
     
  6. Effect Shaders data differ between Oldrim and SSE version of the plugin
    Maybe it got removed when resaving plugin in CK, and MAYBE that is because that data is not important, but i doubt it.
    It concerns the following records: _SD_sweat_unpb [EFSH:0C08A1E6], _SD_sweat_cbbe [EFSH:0C08A1E7], _SDFX_FalmerGlowWeb2 [EFSH:0C10B5FF]
     
  7. HairColorList [FLST:000E7BED]
    Missing the color added by Dawguard DLC (HairColor16AlbinoWhite "Albino" [CLFM:0200378E]).
    It is understandable that it would be missing in the Oldrim version, because adding it would make the mod dependant on Dawnguard DLC, and maybe you dont want that in case some ppl do not have the DLC, but it makes no sense NOT to add it for Skyrim SE which comes with ALL DLCs anyway.
    If you dont want to add it in CK as it would require loading Dawnguard when editing, resulting in longer loading times for CK, then add it using xEdit after all the CK work is done.
     
  8. HorseEvents [IDLE:000296DC]
    For Skyrim SE, this has incorrectly set "Previous Sibling", which could cause issues with animations (depends on how the branch and other anims in the tree are setup) as this will change the order of the animations in that branch!
    For SSE, the "Previous Sibling" should be set to DragonEvents [IDLE:04017715], but you set it to IdleForceDefaultState [IDLE:00086840].
    I didn't look at how the branch is set up, so i cannot say it is a problem for this particular case, but it is better to be safe than sorry - besides, even if it wont be a problem for vanilla game, it could cause issues when other mods try to change something in this branch expecting the items in correct order while it isn't so.
    I recommend fixing it in xEdit at the end of the conversion process when all work in CK is done.
     
  9. Idles missing a condition added by ZAP
    The missing condition is: Subject.WornApparelHasKeywordCount( zbfEffectKeepOffsetAnim [KYWD:0A0184EA] ) = 0.000000 AND
    It is missing from activateDoor [IDLE:0005AD38] and JumpRoot [IDLE:00088302].
    Since the mod has ZAP as a requirement anyway, this should definitely be fixed (unless it is intentional?).
     
  10. NPC's "QNAM - Texture Lighting" differs between Oldrim and SSE version of the plugin.
    No clue as to which is the correct value, but i think it should be the same in both plugin versions.
    _SD_sprigganhost "Flowering Spriggan" [NPC_:0C024E50]
    _SD_SprigganSwarm "Spriggan Swarm" [NPC_:0C166676]
    _SD_spriggan_sprout "Spriggan sprout" [NPC_:0C1712F8]
    _SD_KyneSprigganMatron "Spriggan Matron" [NPC_:0C171E69]
     
  11. WIAddItem03 "Steal, Thugs hunt player" [QUST:00035B5A]
    Missing bunch of aliases added by USSEP.
    I know you are replacing the quest script with your own altered version which maybe do not care about those aliases, but you should think twice about removing stuff, because other mods or scripts may need it.
    Also, i dont think the way how you replace the quest script is a good idea, as it too can introduce potential incompatiblity (and it can be avoided) - if other scripts try to cast the quest to the original script to access its proeprties or aliases (which you removed, tsk tsk tsk :)), they will fail because you even removed the script!
    It would be much better to replace the content of the script, instead of removing it and adding a completely different script (differently named).
    Try to keep as much of the original properties or functions on that script as they were - if you need to change things for this mod, add new properties or functions and alter he original ones, or even redirect them to your new ones as needed.
    The goal is to retain as much of the original script functionality as possible.
    Of course, depending on how much drastically you need to change things, it may not be possible to keep things comatible, but you should always try - no matter how insignificant a quest/script can seem to be.
     
  12. WIAddItem03Scene [SCEN:00035B60]
    Similar to the above, you are removing scene scripts/fragments and replacing them with a new script with different name - IMO you should try to replace the original without renaming it and retain original functionality as much as you can or alter it to work differently for your internal purpose while still working the same for anything that may need the original functionlity.
     
  13. WEQuestNode [SMBN:000896A8]
    Different "Previous Sibling" (in SSE it was originally set to DLC2WEPriorityQuests [SMQN:040331C1], while you have it set to sanguinesDebauchery [SMBN:0C015BC4]).
    Similar to how the animation tree branches work, i suspect this field also can influence the order of the story manager nodes.
    That being said, i have absolutely no clue if this matter or not, but maybe you want to have a look at it.
     
  14. Tamriel "Skyrim" [WRLD:0000003C]
    Missing Max Height Data (you should carry over the data from USSEP, which is the same as in Dragonborn DLC).
    Missing Full Name (seems irrelevant, but just to be safe, maybe you should fix it and put back "Skyrim").
     
  15. ChillfurrowFarmEdge [CELL:00009637] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-4)
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  16. [NAVM:000B32A1] (in GRUP Cell Temporary Children of ChillfurrowFarmEdge [CELL:00009637] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-4))
    I highly recommend carrying over the fixed navmesh from USSEP.
     
  17. [CELL:00009617] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-3)
    Consider carrying over the fixed Location value set by USSEP to: WhiterunLocation "Whiterun" [LCTN:00018A56]
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  18. [NAVM:000EA082] (in GRUP Cell Temporary Children of [CELL:00009617] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-3))
    I highly recommend carrying over the fixed navmesh from USSEP.
     
  19. [CELL:00009636] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-4)
    Consider carrying over the fixed Location value set by USSEP to: WhiterunLocation "Whiterun" [LCTN:00018A56]
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  20. [NAVM:000E8601] (in GRUP Cell Temporary Children of [CELL:00009636] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-4))
    I highly recommend carrying over the fixed navmesh from USSEP.
     
  21. Whiterun [CELL:00009655] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-5)
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]
     
  22. LostValleyRedoubt08 [CELL:00009B24] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,-11)
    Wrong XCWT - Water data set to RiverWaterFlowNE [WATR:000E717C], it should be RiverWaterFlow [WATR:01001232]

 

 

I took the items you found and created an ESL-flagged ESP patch.

 

I left out some stuff though, like things that weren't clearly issues (effect shader and QNAM differences), things that weren't clear on the impact (e.g. VNAM merges), or things that might cause CTDs if not tested thoroughly (NAVM merges).

 

 

sanguinesDebauchery SE (April 2019) - patch.7z

Posted

If you have issues with the spriggan items at the end of the Spriggan curse, here are a few things you can try:

 

- grab the latest files for SD+ in Github (https://github.com/SkyrimLL/SDPlus/tree/master/SanguineDebauchery/Data ). I just published several fixes for the end of the quest and removal of items

- make sure the quest is shut down before talking to Danica or using the spring near Kynesgrove ( in the console: queststop _sd_sprigganslave). These will not work if the quest is still active or 'stuck'.

Posted

With the new April edition, in a new game, enslaved to a follower via "I need a strong hand..." dialog.

The follower was renamed to "Slave", but otherwise functioned as a master.

 

Very strange.

Posted
15 minutes ago, Lupine00 said:

With the new April edition, in a new game, enslaved to a follower via "I need a strong hand..." dialog.

The follower was renamed to "Slave", but otherwise functioned as a master.

 

Very strange.

That is not linked to the new version. It could have happened before.

 

Based on your relationship to your follower, he/she can be treated as a master by Dialogues even if they are currently a slave in SD.

Posted
2 hours ago, DeepBlueFrog said:

Based on your relationship to your follower, he/she can be treated as a master by Dialogues even if they are currently a slave in SD.

Are you saying that somehow, on surrendering via "I need a strong hand", both of us became slaves?

 

The follower definitely wasn't a slave previous to that, in any SD+ sense.

The player might have been in some lingering faction, as I'd used the CCAS "escaped slave" start, which amounts to starting with a collar - AFAICS.

 

Not just dialog either, I was getting trust messages, functioning collar, and so on, relating to the player as slave.

 

Or, did you possibly mean that instead of "Based on your relationship to your follower, he/she can be treated as a master by Dialogues even if they are currently a slave in SD."

you meant "Based on your relationship to your follower, he/she can be treated as a slave by Dialogues even if they are currently a masterin SD." ??

 

Either way, I've never seen a master renamed to Slave before this. Now, they are usually "Owner", much to Inte's chagrin.

Posted
5 hours ago, Lupine00 said:

Are you saying that somehow, on surrendering via "I need a strong hand", both of us became slaves?

 

The follower definitely wasn't a slave previous to that, in any SD+ sense.

The player might have been in some lingering faction, as I'd used the CCAS "escaped slave" start, which amounts to starting with a collar - AFAICS.

 

Not just dialog either, I was getting trust messages, functioning collar, and so on, relating to the player as slave.

 

Or, did you possibly mean that instead of "Based on your relationship to your follower, he/she can be treated as a master by Dialogues even if they are currently a slave in SD."

you meant "Based on your relationship to your follower, he/she can be treated as a slave by Dialogues even if they are currently a masterin SD." ??

 

Either way, I've never seen a master renamed to Slave before this. Now, they are usually "Owner", much to Inte's chagrin.

I see.. it is probably a glitch from the enslavement quest.

 

I will add that to the list .

Posted

Having a tough time trying to figure out why my PC and all NPCs are T-Posing the only thing i can find is when I have SD+enabled FNIS throws out this error

 

>>Warning: \character\behaviors\FNIS_sanguinesDebauchery_Behavior.hkx not Skyrim compatible

This is  the "oldrim" version right?

 

I have the most current download

I Have the resources.

I only Tpose with SD+ installed/enabled

I run FNIS

 

Thanks for any help. Don't let my post count fool you been lurking here forever!

Posted
5 hours ago, DeepBlueFrog said:

I see.. it is probably a glitch from the enslavement quest.

 

I will add that to the list .

yes pls!

 

The same issue was already with the 362 SD+ version:

If the PC chooses the "I need a strong hand" dialog option with an active follower:

> SD enslavement starts

> message: "follower gets enslaved"

> follower will be a slave to himself (even worse: can be send to mistwatch) and gets the slave outfit/shackles

this makes the dialog option "I need a strong hand" with an active follower useless (if choosen for example to escape DDs or just for the fun of it)

=> alternative: would be interesting if another follower in the party gets enslaved instead of the potential new SDmaster follower^^

 

about newest SD version:

just saw that followers treat the PC like a slave if a collar is equipped but no SDenslavment is running

means if PC chooses the dialog option "resist" she gets the SDenslavment punishment

 

is that intended?

If so, I  like it already, because that creates interesting SD events without triggering a full SDenslavement

Posted
26 minutes ago, savvyowl said:

Having a tough time trying to figure out why my PC and all NPCs are T-Posing the only thing i can find is when I have SD+enabled FNIS throws out this error

 

>>Warning: \character\behaviors\FNIS_sanguinesDebauchery_Behavior.hkx not Skyrim compatible

This is  the "oldrim" version right?

 

I have the most current download

I Have the resources.

I only Tpose with SD+ installed/enabled

I run FNIS

 

Thanks for any help. Don't let my post count fool you been lurking here forever!

both SD versions for LE and SE are in the downloads, make sure you grabbed the right one:

for LE:

SDPlus20190407.7z   31.86 MB

SDResources20190407.7z   76.26 MB

Posted
16 minutes ago, donttouchmethere said:

both SD versions for LE and SE are in the downloads, make sure you grabbed the right one:

for LE:

SDPlus20190407.7z   31.86 MB

SDResources20190407.7z   76.26 MB

That did the trick, not sure how I missed that! Thank you.

Posted
21 minutes ago, savvyowl said:

That did the trick, not sure how I missed that! Thank you.

you didn't lurk hard enough lol =D

 

that gave you away: "This is  the "oldrim" version right? "

 

good to hear it works!

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