Lupine00 Posted January 5, 2018 Posted January 5, 2018 21 hours ago, Reesewow said: Have you considered making some personal-use tweaks? If you have strong personal preferences it would probably be worth it to simply make small changes to the mods you use yourself. I personally end up selling most dollmaker gear from DAMN boxes because I prefer my current armor and find potions/lucky charms to be some of the most sought-after loot, especially since Lucky Charms are at a premium because I play with high key loss % and arousal weighting. I have. I'm headed that way.
Lupine00 Posted January 5, 2018 Posted January 5, 2018 5 hours ago, All for Drawn said: First off don't tell me the common solution: switch to MO. For the lastest release of DCL 6.2 I keep on getting the message from NMM "A problem occurred during installation", this usually happens around the 50% unpacking point. At first I thought it was just a bad download or something but when I re downloaded the same thing occurred again. I have two prior versions present that were installed and when I go to install 6.2 it prompts me to upgrade instead. I say no to both prompts and attempt to install it and receive the above error. Any thoughts? When I used NMM, I found that quitting NMM and re-running after a fresh start usually fixed the problem. On one occasion I had to reboot too, but I was never unable to achieve a fix. Some people say that no matter what they do, it never completes. You could try a very restricted use of MO... Install a clean MO. Anywhere. It can target your main Skyrim install. It's safe. It won't modify it, because MO doesn't modify Skyrim. Then install your downloaded DCL archive through MO. This is like installing through NMM, but you don't have to worry about overwrites. This runs the DCL FOMOD and does all the installation work. Choose whatever options you prefer - basically LAL addon or not - you may as well say yes to it, as you can always disable the esp if you don't use it. Once install complete, right click DCL in the left-pane and select "Open in explorer". Make folder called "Data" and copy the contents of the MO DCL install you just opened into it. Drop down a level and 7zip the contents of that Data folder, so it has paths that start with "Data\". Install that archive into NMM. You now have an archive that will install into NMM, any time, without running FOMOD, but you can still control overwrites via NMM mechanics. The FOMOD options you picked back in MO are baked in though. This is quite a bit safer than doing a manual install, and you can do deletes and reinstalls in NMM without any further troubles. You never need to touch MO again, except maybe to delete it. You never need to overcome the MO learning curve (which is steep), or deal with how MO does file writes (which is arcane), you just use it to run FOMOD and then be done with it. I would never go back to NMM after getting used to MO, but it's hard work at first. It really isn't for everyone.
All for Drawn Posted January 5, 2018 Posted January 5, 2018 1 hour ago, Lupine00 said: When I used NMM, I found that quitting NMM and re-running after a fresh start usually fixed the problem. On one occasion I had to reboot too, but I was never unable to achieve a fix. Some people say that no matter what they do, it never completes. You could try a very restricted use of MO... Install a clean MO. Anywhere. It can target your main Skyrim install. It's safe. It won't modify it, because MO doesn't modify Skyrim. Then install your downloaded DCL archive through MO. This is like installing through NMM, but you don't have to worry about overwrites. This runs the DCL FOMOD and does all the installation work. Choose whatever options you prefer - basically LAL addon or not - you may as well say yes to it, as you can always disable the esp if you don't use it. Once install complete, right click DCL in the left-pane and select "Open in explorer". Make folder called "Data" and copy the contents of the MO DCL install you just opened into it. Drop down a level and 7zip the contents of that Data folder, so it has paths that start with "Data\". Install that archive into NMM. You now have an archive that will install into NMM, any time, without running FOMOD, but you can still control overwrites via NMM mechanics. The FOMOD options you picked back in MO are baked in though. This is quite a bit safer than doing a manual install, and you can do deletes and reinstalls in NMM without any further troubles. You never need to touch MO again, except maybe to delete it. You never need to overcome the MO learning curve (which is steep), or deal with how MO does file writes (which is arcane), you just use it to run FOMOD and then be done with it. I would never go back to NMM after getting used to MO, but it's hard work at first. It really isn't for everyone. Thanks for the answer, found a slightly easier solution by unzipping then re-compressing into a .rar format, which I had tried with 7-zip but didn't work the first time.
Lowezar Posted January 5, 2018 Posted January 5, 2018 7 hours ago, centurian said: The main problem is that when any devices are on - the body is invisible, except for the face. All I can see is the head and the devices themselves. This is when in 3rd party viewmode and during sex scenes. Any obvious reason for this problem ? I tried re-installing all the other mods - and the only mods I have installed are the mandatory list on the first page. As LazyBoot mentioned, you probably forgot to run bodyslide. Data/CalienteTools/BodySlide/BodySlide[x64].exe, check Build Morphs (doesn't hurt doing so whether you use mods changing your body mid-game or not) and click Batch Build. There will be some options, basically switch everything to HDT if you're using it. ...and go make some tea, it will take some time. I still remember the frustrating couple hours when I was figuring how to "use bodyslide" that everyone said.
Lupine00 Posted January 5, 2018 Posted January 5, 2018 2 hours ago, All for Drawn said: Thanks for the answer, found a slightly easier solution by unzipping then re-compressing into a .rar format, which I had tried with 7-zip but didn't work the first time. Some mods that have a FOMOD are not in the right structure to run, and I didn't look at DCL to see if it was or not. In general, if you have a FOMOD installable mod, you can use the MO hack I described to make an install with the a usable tree structure. I have a bunch of texture mods that are organised according to something sensible and convenient for editing and distrubition, and the FOMOD copies them into the correct places for Skyrim, which are completely different. I have looked around for a program that would just run a FOMOD, and nothing else, basically specify source and destination paths and it runs the FOMOD. I couldn't find one. However, I think there might be a .Net library around for parsing FOMOD, which is in the MO Umbrella, which would enable making such a program. I can't see why rar would work when 7zip doesn't. Perhaps simply based the paths wrong in the 7zip? I make 7zips all the time for installation, and NMM makes them itself too. I don't believe there is a non-exploit-vulnerable version of winrar available, and I wouldn't have that particular program on my machine, but of course there are other ways to make rars, though I haven't made one in years.
Ytheria Posted January 5, 2018 Posted January 5, 2018 21 hours ago, LazyBoot said: There are two options in that menu, one that will disable the mod entirely, and one that only turns off chest-related events. The text (circled below) appears to indicate that unselecting the second option will disable "most events". It looks like the first option sets dcumenu.shutdownmod (subject to the mod validating) and the second option sets dcumenu.modenabled. You may be right that the latter only affects whether container related events can trigger, but if so, it's not well documented.
Ytheria Posted January 5, 2018 Posted January 5, 2018 On 12/27/2017 at 12:19 AM, LazyBoot said: This is happening because Kimy left test mode on, so I'm not so sure it's intended. Here is clocktickScript.pex with kimytest set to false, in case that's useful to anyone. dcur_clocktickScript.pex
Ytheria Posted January 5, 2018 Posted January 5, 2018 There seems to be an issue with the mittens. As previously, if you have the required key and try to unlock them, there's a high chance that you'll drop the key instead (and a small chance that you won't be able to find it again). But now, if you are "successful" in unlocking it, you might still get a message saying that the device is intended to be difficult to lock, you haven't succeeded on this occasion, try again in a few hours. I'm not sure whether this is a problem with DCL or DDe4 or a conflict between them, but I doubt it's the intended behaviour (because you get a message saying you've succeeded in unlocking the mittens, followed by a message saying you haven't).
Lupine00 Posted January 5, 2018 Posted January 5, 2018 So is it just me getting all the VMAD path errors checking DCL 6.2 for errors in TES5? Or is it normal?
darkfender666 Posted January 5, 2018 Posted January 5, 2018 13 hours ago, All for Drawn said: Tried shortening file names, as well as moving the file to a shorter place (my main drive) and still gave me the same error. Anybody have a solution? to tell the truth had the same error. After a couple tries it worked.... no idea why
fred200 Posted January 5, 2018 Posted January 5, 2018 At great risk of offending - let me express a preference here. It is easier for me as a user if every mod has a Theme. Cursed Loot had a Theme - traps and trapped chests. "Dollmaker" and all it's related Quests would be a great stand-alone mod - and I would hope you do that someday. It is NOT part of the Cursed Loot theme. "Fun and Games with Leon and Leah" and related Quests would be a great stand-alone mod for the same reason. Same for "Bound Queen". Among other reasons, smaller mods like these should be more maintainable - but that is your call. Break one - you don't break the others. Reason I bring this up at all is I found a reference to Sasha as a follower. Took forever to find her as part of Dollmaker as part of Cursed Loot. And I really don't like Cursed Loot - never had it as part of my load order. Trapped chests are just not my thing. If I did follow it - I would have known. Kimy thanks for all the great work you do - and please just take this as a random observation. It is not intended as criticism. (Note - I REALLY like Sasha. Without all the other baggage, she would stay in my load order.)
Reesewow Posted January 5, 2018 Posted January 5, 2018 6 hours ago, Ytheria said: I'm not sure whether this is a problem with DCL or DDe4 or a conflict between them, but I doubt it's the intended behaviour (because you get a message saying you've succeeded in unlocking the mittens, followed by a message saying you haven't). I believe it is simply an oversight, the mittens have an extra layer of "hard to unlock" mechanic in the key fumbling before the regular unlock event triggers. Since the actual unlocking event has changed to include failures based on difficulty, you get the possible failure after "success". I'm fairly certain the authors are aware of the issue and it is something to be fixed on the DDX/DDI side.
Gameplayer Posted January 5, 2018 Posted January 5, 2018 Uh? Dialogue Topic, is available from everyone right from game start. This is of course a dialogue topic in DCL, and the result is your put in chains.
Blaze69 Posted January 5, 2018 Posted January 5, 2018 3 minutes ago, Gameplayer said: Uh? Dialogue Topic, is available from everyone right from game start. This is of course a dialogue topic in DCL, and the result is your put in chains. Apparently is a bug in the dialogue conditions that makes it available for everyone at all times instead of being specific to a certain NPC during a quest. It has been reported several times already. I guess Kimy will fix it in the next update, but in the meantime you can use the edited plugin from this post.
Gameplayer Posted January 5, 2018 Posted January 5, 2018 3 minutes ago, Blaze69 said: Apparently is a bug in the dialogue conditions that makes it available for everyone at all times instead of being specific to a certain NPC during a quest. It has been reported several times already. I guess Kimy will fix it in the next update, but in the meantime you can use the edited plugin from this post. IC, well typing Uh in the search box didn't yield results, I suppose I could have tried, "Uh Dialague" or something like that.
firebinder Posted January 5, 2018 Posted January 5, 2018 I came across an interesting incompatibility issue with the mod "SkyRealism - Capacity and Carry Weight". It has an option that causes the PC to drop anything picked up if it exceeds their carryweight. Well my already heavily loaded character was defeated by a pair of bandits, who decided to lock a bunch of restraints on her - which immediately exceeded her carryweight. SkyRealism caused the restraints to be dropped, but Cursed Loot kept reequipping the items and responding with the "unlock, try to escape, etc" box. No matter what you responded SkyRealism would drop the item again, and the whole process would repeat. It was kind of amusing to watch the two mods fight it out, but it did bring a halt to the game. I finally had to use the task manager to close Skyrim and reload to a prior save. The solution of course is to turn off that dropping feature of SkyRealism's in it's MCM.
bigbaddaboom0 Posted January 5, 2018 Posted January 5, 2018 I've run into an animation problem I didn't have before the latest version. I'm wondering if anyone else may have encountered this. Using DCUR's combat surrender, I often get the "Left in Wilderness" option, with the armbinder and the options for hands, feet or body struggle. Each of those used to play a struggle animation. Now, my player remains static, although I do hear the sounds of the struggle. The rest of the situation plays out as it did before, where I'm able to eventually free myself, but the lack of the struggle animation is super annoying. I'm not quite sure where the animation is coming from, if its built into DCUR, or coming from something like ZAZ. Reinstalling DCUR, as well as trying both Zaz 7.0 and 8.0 didn't solve the problem. If anyone else has run into this and discovered a fix, please post.
WaterRabbit Posted January 6, 2018 Posted January 6, 2018 6 hours ago, fred200 said: At great risk of offending - let me express a preference here. It is easier for me as a user if every mod has a Theme. Cursed Loot had a Theme - traps and trapped chests. "Dollmaker" and all it's related Quests would be a great stand-alone mod - and I would hope you do that someday. It is NOT part of the Cursed Loot theme. "Fun and Games with Leon and Leah" and related Quests would be a great stand-alone mod for the same reason. Same for "Bound Queen". Among other reasons, smaller mods like these should be more maintainable - but that is your call. Break one - you don't break the others. Reason I bring this up at all is I found a reference to Sasha as a follower. Took forever to find her as part of Dollmaker as part of Cursed Loot. And I really don't like Cursed Loot - never had it as part of my load order. Trapped chests are just not my thing. If I did follow it - I would have known. Kimy thanks for all the great work you do - and please just take this as a random observation. It is not intended as criticism. (Note - I REALLY like Sasha. Without all the other baggage, she would stay in my load order.) I tend to agree with you. It seems it would be much easier to maintain if the mod were more modular, so to speak. It would also allow the mod to be more easily downloaded. I have tried the updated mod, but had to revert as there are too many other mods in my mod list that haven't been updated to work with the new changes in the Devious system.
Lupine00 Posted January 6, 2018 Posted January 6, 2018 Kimy has stated on several occasions that she will not break up DCL if at all avoidable, because it would be harder to maintain, not easier. It would certainly introduce new threading issues because calls that were once assured same-safe could result in a context switch. For my part, if there was a code change, I'd like to see DCL become an esm instead of an esp, so it's easier to hook into its combat defeat, amongst other things.
jh2014 Posted January 6, 2018 Posted January 6, 2018 12 hours ago, fred200 said: At great risk of offending - let me express a preference here. It is easier for me as a user if every mod has a Theme. Cursed Loot had a Theme - traps and trapped chests. "Dollmaker" and all it's related Quests would be a great stand-alone mod - and I would hope you do that someday. It is NOT part of the Cursed Loot theme. "Fun and Games with Leon and Leah" and related Quests would be a great stand-alone mod for the same reason. Same for "Bound Queen". Among other reasons, smaller mods like these should be more maintainable - but that is your call. Break one - you don't break the others. Reason I bring this up at all is I found a reference to Sasha as a follower. Took forever to find her as part of Dollmaker as part of Cursed Loot. And I really don't like Cursed Loot - never had it as part of my load order. Trapped chests are just not my thing. If I did follow it - I would have known. Kimy thanks for all the great work you do - and please just take this as a random observation. It is not intended as criticism. (Note - I REALLY like Sasha. Without all the other baggage, she would stay in my load order.) Thinking the same. CL started interesting with an interesting risk of opening chests. When it started to add more and more features, I decided to stop playing with CL mod because it was doing things other mods were already doing (mods that I already have installed). After a very very long break from CL (and after getting bored from Slaverun), I return with the intention to finally play with CL and all its feature activated.
Reesewow Posted January 6, 2018 Posted January 6, 2018 11 minutes ago, jh2014 said: Thinking the same. CL started interesting with an interesting risk of opening chests. When it started to add more and more features, I decided to stop playing with CL mod because it was doing things other mods were already doing (mods that I already have installed). After a very very long break from CL (and after getting bored from Slaverun), I return with the intention to finally play with CL and all its feature activated. While the mod does have a semi-truck full of features, I've found the MCM menu being so extensive means that almost all of the features can be turned on and off separately to allow for other mods to do similar things without problems. I use Fill Her Up 2 for inflation, Defeat for combat surrender and Eager NPCs for dialogue sex so all of those options are disabled or restricted in DCUL. The biggest timesink is knowing how to set up the MCM menu and what features you like/don't like, but luckily the settings Export/Import buttons work really well, often even between versions. The mod totally could use a new name at this point of course since it is so much more than just Cursed Loot, but IMO the name is practically a brand as far as Skyrim adult mods go.
kurotatsu Posted January 6, 2018 Posted January 6, 2018 I disagree on necessity to break up DCL into several mods. After all, it might be easier to maintain it as a whole. Also, seeing DCL having huge MCM menu to customize almost every aspect of it, I don't understand why anyone would want DCL out of their load order.
Lupine00 Posted January 6, 2018 Posted January 6, 2018 17 minutes ago, notwavman said: I disagree on necessity to break up DCL into several mods. After all, it might be easier to maintain it as a whole. Also, seeing DCL having huge MCM menu to customize almost every aspect of it, I don't understand why anyone would want DCL out of their load order. Some people really have a lot of hate for DCL. I don't understand it myself. If there's some part you don't like, turn that off. Almost every detail can be disabled, but I guess due to the MCM being a bit chaotic, maybe they couldn't figure how to turn off Smoking Hot, or misogyny. It's a big mod, but it is unlikely to destabilize your game the way adding 2000 new animations might... DCL has always been stable for me, when dozens of other mods flaked and spewed stack dumps. Maybe they tried to install it and ended up with repeated failures from NMM on the install, followed by not running FNIS, then wondering why armbinder anims made their character T-pose lock, or not running Bodyslide and wondering why parts of their character were missing, or all of the above, and after that they rage-quit. Better front-page documentation might help some, but you can't make people read it - as the befuddled complaints about broken download link show. 4
Lupine00 Posted January 7, 2018 Posted January 7, 2018 I asked some people who had expressed rage at DCL why they disliked it, and the limited response I got suggested, to paraphrase: large and confusing MCM, overall resource load, and heavy script loading in particular. You can see the actual comments in the Slaverun forum. Well... I don't know where they got the idea it is an expensive mod to run, or has heavy script load... I guess it's a case of alternate facts.
C5Kev Posted January 7, 2018 Posted January 7, 2018 OK, I installed 6.2 et al and am getting the following: ErrorText: LookupDeviceType Received Invalid Keyword [Keyword <zad_deviousHeavyBondage (1705226C0>] . So how does one fix this and it seems that the characters aren't having sex when they should either - such as with the guy that takes me to Ustoff's (whatever) party and "Whatever Her Name Is (vanilla Saadia)" after getting her belt off. ??? I also don't understand - not really a DCL issue - but folks in armbinders never keep their arm in them. I always seem to have women walking around with no hands with a "thing' hanging off their back. Kinda immersion-breaking. Any ideas on how to stop that from happening?
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