Lowezar Posted February 15, 2018 Posted February 15, 2018 2 hours ago, Lupine00 said: If you have the filters on, and you're bound, it can only pick from a very narrow set of animations, all the stuff you might have installed through SLAL is pretty much useless at that point. Try turning both filters off (SL and Zap). If it's still broken after that, it's not the filter. Clearly, there are options to re-register and rebuild the animation info for both sexlab and zap (and SLAL). Obviously, you tried all those. When you click count animations in SLAL, does it come back with a plausible number? The problem is Cursed Loot filters animations it wants to start by itself (or so it seems), so it doesn't make use of any packs I have through SLAL at all unless you're completely free of any devious stuff. Which was why I had to disable Cursed Loot rape completely and use something else for this purpose. Not sure why Kimy made it this way. But yeah, sounds like the animations Cursed Loot wants to use just aren't enabled in SexLab at all for 2dk2c, let alone zaz and DD filters...
Lupine00 Posted February 15, 2018 Posted February 15, 2018 1 hour ago, Lowezar said: Not sure why Kimy made it this way. I believe she explained this one time in the forum. Good luck finding it though. She had issues with the filter, but also had issues with playing completely inappropriate animations, so it got even more hard-coded than in the filter. Why your animations are missing or disabled... Sounds like a sexlab vs zap initialisation issue. That's something that's really fragile when you make a new game, and I have a ritual for doing it that seems to work ok. You might try coc to qasmoke, cleansave sexlab and zap, check they're master order sorted, restore them, and re-initialise methodically when you put them back in. DCL has master order issues with respect to the default sort on SL/Zap/Aroused, so if you didn't attend to that, you probably should. Seems like the DD people, Kimy included, can't agree on the master order for their CKs, and it generally doesn't match what LOOT thinks the LO should be.
Kimy Posted February 15, 2018 Author Posted February 15, 2018 5 hours ago, Lowezar said: The problem is Cursed Loot filters animations it wants to start by itself (or so it seems), so it doesn't make use of any packs I have through SLAL at all unless you're completely free of any devious stuff. Which was why I had to disable Cursed Loot rape completely and use something else for this purpose. Not sure why Kimy made it this way. Bound animations (ONLY THESE!) are triggered through DDI from it's own repository, because bound animations should never be registered in SexLab. Except you want to see them being picked randomly by every mod able to trigger sex animations, and even in situations when nobody is bound. Yoke animations look fairly silly if the character isn't wearing a yoke... Non-bound animations are picked through SexLab, and from the full registry, including everything you added via SLAL. 1
Kimy Posted February 15, 2018 Author Posted February 15, 2018 4 hours ago, Lupine00 said: DCL has master order issues with respect to the default sort on SL/Zap/Aroused, so if you didn't attend to that, you probably should. Seems like the DD people, Kimy included, can't agree on the master order for their CKs, and it generally doesn't match what LOOT thinks the LO should be. I am using a separate Skyrim installation for developing that has only the absolutely needed mods installed, not the ones I usually play with. I don't use a mod manager for that. I still don't see what the problem could be, as DCL should sort below its dependencies when using LOOT, no?
xarvenius Posted February 15, 2018 Posted February 15, 2018 i was falling over a small problem as i was removing devices from different npc´s that have aggread to get the items removed, i cant get the plugs out of them because they wear a chastity belt even if they have nothing besides of the plugs. has anyone othe rnoticed this problem or is it on my side?
LazyBoot Posted February 15, 2018 Posted February 15, 2018 31 minutes ago, xarvenius said: i was falling over a small problem as i was removing devices from different npc´s that have aggread to get the items removed, i cant get the plugs out of them because they wear a chastity belt even if they have nothing besides of the plugs. has anyone othe rnoticed this problem or is it on my side? It's a known issue in DD with plugs on npcs, either remove the anal-plug while they are wearing an open-backed belt. Or install this un-official fix https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?page=63&tab=comments#comment-2127765
Lowezar Posted February 16, 2018 Posted February 16, 2018 7 hours ago, Kimy said: Bound animations (ONLY THESE!) are triggered through DDI from it's own repository, because bound animations should never be registered in SexLab. Except you want to see them being picked randomly by every mod able to trigger sex animations, and even in situations when nobody is bound. Yoke animations look fairly silly if the character isn't wearing a yoke... Non-bound animations are picked through SexLab, and from the full registry, including everything you added via SLAL. Oh. That makes sense. And yeah, it fits my observation. ...The only problem I have with it is that I can't install third party bound animations this way. Personally I would stomach some immersion-breaking things for more variety, but I'm probably not in the majority. It was my impression though, that DDI can filter any triggered animation and change it to bound/chastity/etc when applicable. If that is so, it could also filter bound-tagged animations out when character isn't bound. But I may be wrong about it.
Ildon Posted February 16, 2018 Posted February 16, 2018 18 hours ago, Lupine00 said: Clearly, there are options to re-register and rebuild the animation info for both sexlab and zap (and SLAL). Obviously, you tried all those. When you click count animations in SLAL, does it come back with a plausible number? It says there are 116 human animations and 141 creature animations, with 0 needing to be added. Is that the information you were looking for?
Ildon Posted February 16, 2018 Posted February 16, 2018 On 2/14/2018 at 8:06 PM, Corsayr said: Try turning on papyrus error logging in MCM for DCUR. Then in game make note of the time this happens. Then look at your error logs at that time frame. Copy what was going on in papyrus in that time frame, post here, and we can take a look at what it is saying. Something like this should be leaving an error trail. I loaded a game, stripped, and stood around in an inn until a rape event was triggered. Looking at the log afterward, it does appear that there was an error although I am kind of drp when it comes to this stuff and have no idea how to make sense of it. I've snipped out what I believe to be the relevant section:[02/15/2018 - 09:48:52PM] [DCUR] Periodical update starts [02/15/2018 - 09:48:53PM] [DCUR] Sex attacks are out of cooldown. Checking conditions! [02/15/2018 - 09:48:53PM] [DCUR] Rape scene triggered. Checking for detection! [02/15/2018 - 09:48:55PM] [DCUR] Found some mobs! Trying to initialize rape scene. [02/15/2018 - 09:48:55PM] [Helpless]: Suspending scenes, called from: [dcur_library <dcur_mainlib (2C024495)>], () [02/15/2018 - 09:48:55PM] [DCUR] - List has: 4 actors [02/15/2018 - 09:48:55PM] [DCUR] - Trying to select: 1 actors for rape scene. [02/15/2018 - 09:48:55PM] [DCUR] - Found: Ranmir [02/15/2018 - 09:48:55PM] [DCUR] - Processing: Ranmir. Is NPC. [02/15/2018 - 09:48:55PM] [DCUR] - Added: Ranmir [02/15/2018 - 09:48:55PM] [DCUR] - Found: Dagur [02/15/2018 - 09:48:55PM] [DCUR] - Found: Nelacar [02/15/2018 - 09:48:55PM] [DCUR] - Found: Nelacar [02/15/2018 - 09:48:55PM] [DCUR] - Rape event triggered. [02/15/2018 - 09:48:56PM] [DCUR] - Pacified: Ranmir [02/15/2018 - 09:48:56PM] [DCUR] - Rape scene started. [02/15/2018 - 09:49:07PM] SexLife: OnUpdate start work function [02/15/2018 - 09:49:07PM] SEXLAB - NOTICE: ValidateActor(Ranmir) -- TRUE -- HIT [02/15/2018 - 09:49:07PM] SEXLAB - NOTICE: ValidateActor(Alisa) -- TRUE -- HIT [02/15/2018 - 09:49:08PM] SexLife: A1: Ranmir A2: Alisa [02/15/2018 - 09:49:08PM] SexLife: Actor1 arousal below threshold [02/15/2018 - 09:49:08PM] Refreshing Helmets [_mz_HT_ActorScript <Active effect 1 on (00000014)>] [02/15/2018 - 09:49:08PM] Refreshing on Actor Alisa [02/15/2018 - 09:49:10PM] ERROR: Method SelectValidDDAnimations not found on zadlibs. Aborting call and returning None stack: [dcur_mainlib (2C024495)].dcur_library.SexWithPlayer() - "dcur_library.psc" Line 4930 [dcur_mainlib (2C024495)].dcur_library.rapeher() - "dcur_library.psc" Line 5099 [dcur_mainlib (2C024495)].dcur_library.Gangbang() - "dcur_library.psc" Line 5995 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.FireSexAttack() - "dcur_clocktickScript.psc" Line 599 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.SexAttacks() - "dcur_clocktickScript.psc" Line 475 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.clocktickshort() - "dcur_clocktickScript.psc" Line 1346 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.OnUpdate() - "dcur_clocktickScript.psc" Line 1370 [02/15/2018 - 09:49:10PM] [DCUR] Rape event aborted: No fitting animations found. [02/15/2018 - 09:49:11PM] [DCUR] - Enraged: Ranmir [02/15/2018 - 09:49:11PM] [Helpless]: Resuming scenes, called from: [dcur_library <dcur_mainlib (2C024495)>], () I presume that bit about no fitting animations is the culprit but I am not sure what it means. As reported in another reply, SLAL says that there are 116 human animations and 141 creature animations ready, with 0 needing to be added. I haven't changed anything since all of this worked before, other than updating this mod and the prerequisites. Did one of the required mods change something which rendered my previous settings incompatible?
Lupine00 Posted February 16, 2018 Posted February 16, 2018 15 hours ago, Kimy said: because bound animations should never be registered in SexLab That makes sense, as SexLab has a particular set of animations that are supposed to be used a certain way, but... SLAL has bound animations in it, and there is a keyword for them, more than one probably, I think there are specific keywords for yoke and armbinder, in some packs at least. My memory is hazy on the matter. I have ten times more animations in SLAL than I have in SexLab... So really, animation by keyword from SLAL is a valid way to get a variety of bound animations, isn't it? Otherwise, really, what is the point of installing 200 new animations, or 5000 new FNIS behaviors into SLAL? 2
Lupine00 Posted February 16, 2018 Posted February 16, 2018 5 hours ago, Ildon said: I presume that bit about no fitting animations is the culprit but I am not sure what it means. As reported in another reply, SLAL says that there are 116 human animations and 141 creature animations ready, with 0 needing to be added. I haven't changed anything since all of this worked before, other than updating this mod and the prerequisites. Did one of the required mods change something which rendered my previous settings incompatible? Did you try re-registering everything to Zap? Here's what I do... Disable XP32 style cloak. Enable additional Sexlab Animation Pack animations (this has bound animations for sexlab in it) and is a small pack to itself. Scroll in and out of first/third person a few times. Save game. Reload the save. Wait for everything to settle. Enable Sexlab. Let SL startup complete properly. Go in SL and enable creatures. Let SL churn through its setup again. Wait some more. Enable all animations in SLAL. Register all animations in SLAL. In Zap, register SL animations with Zap. Disable Zap animation filter if enabled. Disable DD animation filter, but leave the other two boxes as is. Run apropos animation tag fix-up. Save game. Reload game again. Now maybe I have the wrong order, but this works for me. It does result in some wrong animations playing, but at least I get some variation. If I leave the DD filter on, I see a very limited range of animations, and SL still seems to play bound animations when it shouldn't, and yokes are pretty much never respected in sex scenes, even with the filters on - so if they don't filter successfully, there's no point letting them hide all your animations as well. As for the zap filter, nobody seems to think it works right, and the DD version is claimed to be better, so I haven't even tried it by itself. I'm pretty sure it would fail yokes though ...
Lupine00 Posted February 16, 2018 Posted February 16, 2018 16 hours ago, Kimy said: I am using a separate Skyrim installation for developing that has only the absolutely needed mods installed, not the ones I usually play with. I don't use a mod manager for that. I still don't see what the problem could be, as DCL should sort below its dependencies when using LOOT, no? (I say this merely as preface for the uninitiated). Master ordering and LOOT ordering are not the same thing. They are related, but LOOT can produce many variations in ordering that respect the master dependencies... But, as I'm sure you're aware, each mod has an expected master ordering baked into it, and LOOT does not look at that at all. LOOT simply sorts the mods based on dependency data. As long as every mod is loaded after its dependencies LOOT won't re-sort it. But that doesn't mean its dependencies are in the same order they were when the mod was created and tested. LOOT sorts your mods minimally, so you don't violate a hard master dependency, but it doesn't say anything about the order of the masters beyond that. If DCL depends on Sexlab, Zap, Arousal, DDi, DDx, and DDassets, LOOT will make sure that DCL is after all of those mods, but it won't ensure that Zap and Arousal have any particular order (with respect only to each other), because - in theory - it doesn't matter - each one is respecting its hard master dependencies, so all is well? BUT... every mod, including DCL, has an exact order of those dependencies baked in, and that means that if there are any funny little conflicts between the masters, it was built with a particular resolution of those conflicts. A resolution that works, and was tested, and is the expected one. AND... A particular load order might not have that exact ordering, even if it respects gross master dependency ordering correctly. In practice, you tend to find that because different mods were made with different orderings of mods that *could* be re-ordered, they have conflicting baked-in master orders that can never agree with each other unless you re-sort the masters on them with TES5Edit. So, you open TES5Edit and sort the masters on the mods ONE by ONE, if you care, and fix the problem. (Do not sort multiple mods at once). But in the CK, the load order is by date, so you have to go through and date every mod to match your LO, or you will load them into the CK in the wrong order... Something a certain mod author whose name *does not* begin with a K has never understood, and keeps wondering why he can't fix his mod. Now, I believe Kimy knows about master ordering, and the CK, but is saying: "the ordering makes no meaningful difference in this case, if the LO is correct, then the SL, Aroused, Zap, DDxia, DCL stack is fine". Basically, if there are no conflicts between the mods (that can vary order) in the stack, it doesn't matter. Hmm, maybe, maybe... But as Skyrim is so damn fragile, it just makes sense to get this stuff exact from the start. Even if the base stack lacks conflicts, what about when people inject half a dozen mods in between them, that are sticking their fingers into aroused and Zap, and adding DD items? The player can add mods that introduce subtle conflicts between mods the mod author has no way to know about in advance, and that LOOT doesn't care about. I'm guessing that LOOT's ordering of mods is based on gross-master dependencies, and record by record analysis, with occasional user feedback. But if the author of LOOT isn't using those mods himself, chances are that a subtle problem that doesn't show up in basic conflict record-analysis (as you can do with TES5Edit yourself) won't be identified or fixed. ...this includes problems resulting from soft-deps, or that are dynamic, and hidden in script code. So, master order sorting it not as redundant as it first seems. It still makes sense to: Make sure that your plugin file dates exactly agree with your plugin load order (from LOOT), so the CK will load the same order Skyrim loads. Make sure your MO overwrites aren't wrecking that (if you use MO). Check the master-order on your mods from time to time to make sure it's still in agreement across all your mods, especially ones of your own that you are saving out of the CK. (Reinstalling a mod, cleaning it, or sorting its masters, change its date, breaking your CK load order). If you save a mod for distribution, check the result and make sure the master order is pristine. Running Wrye Smash is the quickest way to check and compare master order, though TES5Edit will also do it, Wrye shows you the whole load order at once, and is explicit in showing you what is not ordered the same as the baked-in master order. Shipping a mod with a master-order that matches the rest of the stack it relies on shows the player you care enough not to make them re-sort your mod every single time they reinstall it. The genuinely hard-core player will hand-merge all his conflicts and make his own merge patch, but I don't think even that can trivially resolve issues with soft-deps or conflicting modifications that occur in script rather than static data. But if the player has the exact order you had, there's more chance their mods will behave exactly as yours did and they won't have bugs that you don't. Bashed patches are another matter, but in practice, they only impact on the DLC files, inventories, and levelled lists, so don't do as much as some people credit them with - but there really isn't an easier way to get combined levelled lists that include all mods, rather than just one. I'm personally rather dubious that the DLC was designed to require a bashed patch, and just as you shouldn't clean it, you probably shouldn't bash patch it either, but the USLEEP people are probably the ones to bring the truth about that, and the consensus seems to be you should clean them if you intend to mod. I certainly found loading the DCL sources in the CK to be very touchy about the state of the DLC files.
DonQuiWho Posted February 16, 2018 Posted February 16, 2018 @Kimy That effing parasite's squelching will ring in my ears for days..... It's taken days to get rid of it, with my PC on her back for almost a quarter of the time at the latter stages ... More to the point though, does the beast (back borne face hugger thingie worn as a harness, I think) originate from within DCL or is it 'imported' from SD+? Reason for asking is that, if it's in DCL, do you think it's maybe possible that the recipes for The Disgusting Salve and its Noxious Components, which seems to be almost as bad as the need for it, are maybe a bit too complex? Some of the rarer components, eg Glowing Mushrooms, are almost impossible to buy, and worse, they don't seem to respawn either, so even if you fight your way back to where they were last seen, you can't 'pick them' if you took them all first time through eg those in Bleak Falls Barrow . I don't think that its just me who's hugging myself in rapturous frustration, as I've seen similar mentions in comments up thread too. Obviously, if the wretched thing is from SD+, I shall visit the Deep Blue Frog's pond to respawn these thoughts there
Reesewow Posted February 16, 2018 Posted February 16, 2018 10 minutes ago, donkeywho said: More to the point though, does the beast (back borne face hugger thingie worn as a harness, I think) originate from within DCL or is it 'imported' from SD+? Reason for asking is that, if it's in DCL, do you think it's maybe possible that the recipes for The Disgusting Salve and its Noxious Components, which seems to be almost as bad as the need for it, are maybe a bit too complex? The tentacle parasite is a DCL item - it even has it's own chance slider I believe. Personally I don't find the parasite that bad, because after the first time you already know the recipe and can prepare for a second encounter. I just planted a while crop of purple mountain flowers. You could try some of the more dangerous areas for Glowing Mushroom, such as Tolvald's Cave. I *think* you may be able to plant glowing mushrooms as well. Gotta make use of the Hearthfires expansion somewhere! (Also if someone really can't be bothered to deal with it, the Smelly Salve is basically just a key and can be consoled in to insta-release)
LazyBoot Posted February 16, 2018 Posted February 16, 2018 16 hours ago, Ildon said: I loaded a game, stripped, and stood around in an inn until a rape event was triggered. Looking at the log afterward, it does appear that there was an error although I am kind of drp when it comes to this stuff and have no idea how to make sense of it. I've snipped out what I believe to be the relevant section:[02/15/2018 - 09:49:10PM] ERROR: Method SelectValidDDAnimations not found on zadlibs. Aborting call and returning None stack: [dcur_mainlib (2C024495)].dcur_library.SexWithPlayer() - "dcur_library.psc" Line 4930 [dcur_mainlib (2C024495)].dcur_library.rapeher() - "dcur_library.psc" Line 5099 [dcur_mainlib (2C024495)].dcur_library.Gangbang() - "dcur_library.psc" Line 5995 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.FireSexAttack() - "dcur_clocktickScript.psc" Line 599 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.SexAttacks() - "dcur_clocktickScript.psc" Line 475 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.clocktickshort() - "dcur_clocktickScript.psc" Line 1346 [dcur_clocktick (2C04F16F)].dcur_clocktickscript.OnUpdate() - "dcur_clocktickScript.psc" Line 1370 I presume that bit about no fitting animations is the culprit but I am not sure what it means. As reported in another reply, SLAL says that there are 116 human animations and 141 creature animations ready, with 0 needing to be added. I haven't changed anything since all of this worked before, other than updating this mod and the prerequisites. Did one of the required mods change something which rendered my previous settings incompatible? Looks like you're either not using the required versions of Devious Devices, or you're running a mod that's overwriting one of the main scripts with an older version, effectively making it as if you're running an older incompatible version. I'd suggest reinstalling DD4.
Kimy Posted February 16, 2018 Author Posted February 16, 2018 Yeah, looks like they didn't install DD4. SelectValidDDAnimations() was added in DD4.
DonQuiWho Posted February 16, 2018 Posted February 16, 2018 @Kimy or anyone else who knows it all OK, probably my own fault, as I stumble and mumble my way thro Skyrim in Kimy's dreaded clutches, but before I got the wretched tentacle monster off, I first 'ate' the Stinky Salve, and got a message implying that was maybe not a good thing to do So is that why I can no longer 'Wait' in the player house in which I did that dreadful deed? Trying to 'wait' there comes up with the 'you cannot wait in a place where you are being asked to leave' message - maybe the ultimate in 'bad breath' put downs? Anyone any idea if that's a bug or an intended consequence? There are some unfortunate forms of the latter - eg not being able to sell to shopkeepers while wearing a parasite - which seem to emanate from some of Nazzzgul666's suggestions from the distant past https://www.loverslab.com/topic/33986-deviously-cursed-loot-v63-2018-01-19/?do=findComment&comment=1486514 However, I can 'wait' in any other player houses in game, just not the one in which I misused the Salve. And, if it's intended, does anyone know if the effect is permanent or, if temporary, how long it might last in game? TIA for any help offered
Lupine00 Posted February 17, 2018 Posted February 17, 2018 2 hours ago, donkeywho said: So is that why I can no longer 'Wait' in the player house in which I did that dreadful deed? Trying to 'wait' there comes up with the 'you cannot wait in a place where you are being asked to leave' message - maybe the ultimate in 'bad breath' put downs? In theory, this is a vanilla skyrim function. Many NPCs have a warn to leave behavior they run before they lock their doors at night. When that is running, you can't wait there. It has nothing to do with whether they like you or not. Well, sort of... If you're allowed to sleep there and can use their things, they won't throw you out. If the house belongs to you and not an NPC... Did you obtain it through vanilla means, or through LAL? Some LAL obtained dwellings are bugged because they have NPCs living in them who also think they own them. In any event, this may have nothing to do with DCL... But perhaps, as you suspect, it may have something to do with what is done to effect NPC reactions to you when wearing a parasite, or having "smelly" salve in your inventory. (Even though you don't, now). DCL does have a "no wait, no sleep" feature for Leon slavery, but you will see a message about being unable to sleep while taking damage if you have that. In any case, you wouldn't get that from tentacle parasite or eating the salve unless your skyrim were extremely broken. The main drawback of eating the salve is supposed to be that you need to make another salve. Though I don't believe that it was ever really a design feature that you could eat it. However, the salve itself is supposed to be obnoxious. It's possible that making another salveand using it correctly may reset things. Or perhaps it won't. You might also try disabling and re-enabling the NPCs who own the house.
Ildon Posted February 17, 2018 Posted February 17, 2018 After trying all that was suggested, I finally removed this mod and all its dependencies before doing fresh installs of each. This seems to have worked so I am guessing that something somewhere overwrote something. Probably a good sign that I really need to scale back a bit on my mod count at some point soon. Thanks for all of the help! It's nice to have that final concern finally solved.
valcon767 Posted February 17, 2018 Posted February 17, 2018 10 hours ago, donkeywho said: @Kimy That effing parasite's squelching will ring in my ears for days..... It's taken days to get rid of it, with my PC on her back for almost a quarter of the time at the latter stages ... More to the point though, does the beast (back borne face hugger thingie worn as a harness, I think) originate from within DCL or is it 'imported' from SD+? Reason for asking is that, if it's in DCL, do you think it's maybe possible that the recipes for The Disgusting Salve and its Noxious Components, which seems to be almost as bad as the need for it, are maybe a bit too complex? Some of the rarer components, eg Glowing Mushrooms, are almost impossible to buy, and worse, they don't seem to respawn either, so even if you fight your way back to where they were last seen, you can't 'pick them' if you took them all first time through eg those in Bleak Falls Barrow . I don't think that its just me who's hugging myself in rapturous frustration, as I've seen similar mentions in comments up thread too. Obviously, if the wretched thing is from SD+, I shall visit the Deep Blue Frog's pond to respawn these thoughts there ok i have some information that may be useful for you (not sure) 1 - glowing mushrooms do regrow over time provided the cave/dungeon you picked them in will respawn (they may in other spots too not sure there), but it may require the cave/dungeon to fully respawn (usually 30 days if it was totally cleared). you can grow them in Hearthfires planters. some alchemy shops seem to be better than others to buy them at (i find Markarth and Morthal my best bets usually). glowing mushroom grow in lots of caves and dungeons (pretty much any cave or dungeon that can have falmer or chaurus in them, and more) 2 bandit lairs i can confirm they regrow in are in Falkreath - Forgotten Cave (possible radiant location in Thane of Falkreath quest), and the bottom half of the Knifepoint Ridge Mine (accessed during the Boethiah daedric quest and some other mods also open the area all the time) 2 - you may want to check if you have any mods that affect how things grow and are picked for alchemy ingreidents (FMEA is one that can affect this but it should not stop them regrowing). 4 hours ago, donkeywho said: So it that why I can no longer 'Wait' in the player house in which I did that dreadful deed? Trying to 'wait' there comes up with the 'you cannot wait in a place where you are being asked to leave' message - maybe the ultimate in 'bad breath' put downs? Anyone any idea if that's a bug or an intended consequence? There are some unfortunate forms of the latter - eg not being able to sell to shopkeepers while wearing a parasite - which seem to emanate from some of Nazzzgul666's suggestions from the distant past However, I can 'wait' in any other player houses in game, just not the one in which I misused the Salve. And, if it's intended, does anyone know if the effect is permanent or, if temporary, how long it might last in game? TIA for any help offered not sure if it is a bug or not (i think it is but could not swear to that). but one way to check if it is temporary or not fairly easily is to reset the cell, you could do this with console, i do not remember the commands off-hand, or just make sure to go somewhere else for over 30 days (when i do the 30 day reset i go elsewhere then start my count of days, wait 30 full days then go back the next morning - doing it this way i am sure it has reset). hope the information is helpful
Cymri Posted February 17, 2018 Posted February 17, 2018 On 1/19/2018 at 9:21 PM, Kethrian said: Let it run, it takes you to Mega. Hada switch to Chrome. FF dn like link. TYTY tho.
centurian Posted February 17, 2018 Posted February 17, 2018 Hi, I've been having problems since installing 6.3. Firstly, I couldn't get Skyrim to load at all when DCL was enabled, so I un-installed & re-reinstalled all the mods. But then the NPC dialog responses didn't appear. The conversations can still take place, but I can't see what they were saying in response - normally shown in text in the lower centre of the screen. I un-installed all of the mods again and loaded an old save (with no mods) - and I am still not seeing the dialogue response text. But now I am wondering whether the dialogue text is displayed at all for the standard Skyrim interaction - given the audio dialogue is played. Before I take the nuclear option and completely un-install and re-install Skyrim from scratch, can someone confirm whether I should be seeing the dialogue response text on non-mod conversations. If I should, then my Skyrim install itself is broken Secondly, any idea what mod displays the dialogue text for the mod interactions when there is no audio file. Thanks
Reesewow Posted February 17, 2018 Posted February 17, 2018 3 minutes ago, centurian said: Hi, I've been having problems since installing 6.3. Firstly, I couldn't get Skyrim to load at all when DCL was enabled, so I un-installed & re-reinstalled all the mods. But then the NPC dialog responses didn't appear. The conversations can still take place, but I can't see what they were saying in response - normally shown in text in the lower centre of the screen. I un-installed all of the mods again and loaded an old save (with no mods) - and I am still not seeing the dialogue response text. But now I am wondering whether the dialogue text is displayed at all for the standard Skyrim interaction - given the audio dialogue is played. Before I take the nuclear option and completely un-install and re-install Skyrim from scratch, can someone confirm whether I should be seeing the dialogue response text on non-mod conversations. If I should, then my Skyrim install itself is broken Secondly, any idea what mod displays the dialogue text for the mod interactions when there is no audio file. Thanks Double check Fuz Roh Doh is installed properly? That mod is the silent voice dialogue mod required by most non-voiced mods. And check your in-game settings and make sure subtitles are all turned on. 1
autumnBD Posted February 17, 2018 Posted February 17, 2018 Hi, I'm having trouble getting it to work quite right. I get "Libs is none in zadNPCQuestScript, Incomplete Uninstall/Upgrade attempt?" and "A fatal error has occurred with your installation of Devious Devices. Incomplete uninstall attempt perhaps? Aborting update chain." Reinstalling things doesn't seem to work. I am using Nexus Mod Manager and my active mods are XP32 Maximum Skeleton Extended HDT Physics Extensions Devious Devices: Assets Devious Devices: Expansion Devious Devices: Integration Deviously Cursed Loot SexLabAroused_V28b SexLabFramework_v162_FULL ZazAnimationPackV7.0(5/16/17) RaceMenu - v 3-4-5 SkyUI BodySlide and Outfit Studio Fuz Ro D-oh - Silent Voice - Fuz Ro Doh 61 Fores New Idles in Skyrim - FNIS - FNIS Behavior V7_0 (and yes I ran FNIS for users)
Lupine00 Posted February 17, 2018 Posted February 17, 2018 1 hour ago, Bondagejunkie232312 said: Hi, I'm having trouble getting it to work quite right. I get "Libs is none in zadNPCQuestScript, Incomplete Uninstall/Upgrade attempt?" and "A fatal error has occurred with your installation of Devious Devices. Incomplete uninstall attempt perhaps? Aborting update chain." A load order might help too. But, try this: Get your game working with sexlab and aroused. No Zap, no DD, no DCL. Add Zap. Game still working? Then add the three DD mods, and ensure it's still working. Then add DCL. If that was your entire mod list, you're missing USLEEP, though it's almost certainly not the cause of your problem.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now