Reaper121 Posted October 9, 2019 Posted October 9, 2019 I'm getting infinite loading screens even with safety loading mods and still after running Loot. help?
GoodLuke33 Posted October 9, 2019 Posted October 9, 2019 2 hours ago, Zaflis said: Combat captured npcs are delivered to Riverwood inn, there is a slaver. damn really, so what does the slave trader in whiterun do then, is he listed under DD or DCL?
thedarkone1234 Posted October 9, 2019 Posted October 9, 2019 8 hours ago, GoodLuke33 said: damn really, so what does the slave trader in whiterun do then, is he listed under DD or DCL? I couldn't find any slave trader on Whiterun. Do you possibly play a save that was started with a non-up-to-date DCL version? He used to be on Whiterun on old versions, this is why I ask.
WaxenFigure Posted October 9, 2019 Posted October 9, 2019 On 10/7/2019 at 12:39 AM, skyrimguru said: In the .psc file there are two times the sentence i have been looking for. i have both translated but in the game he is still in english. Did you COMPILE the script after you changed it? But, you should be aware that there are multiple tools for translating mods, here's one tesvTranslator at Skyrim Nexus - mods and community
WaxenFigure Posted October 9, 2019 Posted October 9, 2019 On 10/7/2019 at 12:45 AM, thedarkone1234 said: That's a lot of scrolling backward you did there to find that post XD That is kinda a solution if the man is a guard. I kinda don't like losing unique NPCs There's an arrow on the right hand side of title of quoted messages which is a link back to the message. It's hard to see sometimes but it's really quite handy.
thedarkone1234 Posted October 9, 2019 Posted October 9, 2019 4 hours ago, WaxenFigure said: There's an arrow on the right hand side of title of quoted messages which is a link back to the message. It's hard to see sometimes but it's really quite handy. I know that arrow. I meant the person who quoted me at first must have scrolled back a lot to find the post to quote in the first place responding to a June 2nd post
Acemyth Posted October 10, 2019 Posted October 10, 2019 Do you guys know how to deal with refresh problem after i transport to cities or other areas,each time after i use transportion,i found that follower's animation was refreshed ,they still kept an armbinder on their arms but they didn't do any animation on bound but do the original animation.
qawsedrftg765 Posted October 10, 2019 Posted October 10, 2019 There are only 3 mods that I consider core for skyrim these days 1. A ENB 2. Legacy of the dragonborn 3. Deviously cursed loot (and the dependencies) LotD is about to no longer support Oldrim and the Beta for DCL and DDX/DDI is a bit old. Is there any chance of an official chance for an update to SE? There are ways to convert LE to SE unofficially but I have seen that with complex mods (And I think it is fair to say DCL is The most complex mod in my load order) it can be a bit buggy. if not oh well. I can live with missing out of some of the newer features... maybe. Thanks for all the hard work.
thomastm Posted October 10, 2019 Posted October 10, 2019 Is DCL compatible with IEQUIP? When cursed loot or npc equip DD on my PC it show i,m wearing in the invertory but there no effect, I can drop the DD & pickup self equip no problem.
twsnider1138 Posted October 10, 2019 Posted October 10, 2019 Ok sorry for the delay but here is my Papyrus log for the vampire attack that sent me off to Dagonar prison. Now I've had this problem before where Dagonar was supposed to be using Vanilla Prisons but somehow combat surrender triggered the prison quest. The last time was an encounter with the Silver Hands werewolf hunters while doing the Companions quests. This time was a vampire attack in whiterun. I'd get smacked down, combat surrender would trigger, and I'd get the "because of your violent crimes you've been sentenced to the hellish dagonar Prison." And this wasn't a one time deal either, every time I wet back to a previous save and did the fight, it triggered. Hopefully somebody can explain what's happening and how to fix it? Papyrus.0 - Copy (2).log
Nohrin Posted October 10, 2019 Posted October 10, 2019 I have had this mod work flawlessly for me in the past, but now there seems to be an issue with equipping the devices. Whenever an event is triggered, my character is given devices, and they appear equipped in my inventory, but they are actually not (or they are invisible). I can remove them by just toggling them on/off in my inventory without any prompt to try to escape. They are just invisible armor pieces. The weird thing is (and the reason I know its not an issue with my Devious Device mods) is that whenever I drop the pieces that were given to me by Cursed Loot, and then pick them up and try to equip them, the message box about locking or manipulating the locks will appear and they will equip/lock (and show on my body) properly if I lock them on. Here are some of the things I have tried so far: 1. Re-ran Bodyslide 2. Disabled SD+ 3. Disabled Quick Loot (learnt that this was incompatible, but I had no issues with triggering events with it on) 4. Moved Cursed Loot lower in my load order 5. Did a clean save and reinstalled Cursed Loot after cleaning the save file with Fallrim Tools. 6. Re-ran FNIS multiple times throughout 7. Confirmed DDa, DDi, DDe were all working correctly. 8. Confirmed I have all the pre-requisites. 9. Ran Loot Only thing I haven't tried is creating a new save with no other mods other than the required mods and Cursed Loot and slowly re-adding groups of mods to figure out what is preventing the devices being equipped. That would be fairly time consuming so it will be my last resort. I have to stress all other parts of the mod seem to be working correctly. When I sleep in the wilderness, I sometimes get raped. When I loot chests, the events trigger. Solicitation works fine. Rape might not be working (haven't ever been approached yet, but that could be due to my low % of 20 per day and I was just unlucky/lucky). If anyone has any advice, or even a solution, it would be appreciated saving me from going through my mods one by one to find the conflict.
Mr Technician Posted October 10, 2019 Posted October 10, 2019 @Nohrin Just three as below: 1. Bodyslide v4.8.0 ? Recently was updated on nexus. Might be worth a try if using older version, batch-build /w "Build morphs" ofc, but that will not solve strange behaviour of equipping but only may solve non-visible item problem 2. Mfg Console with older version of Papyrus Util are integrated into SexLab 1.62, did LOOT changed load order SexLab <-> DCL ? 3. Search in papyrus.0.log if you got some errors with "MfgConsole" or "StorageUtil" or "OnEquipped" or "OnUnequipped" - give it time to behave strangely for papyrus to log things up. Don't go in game for 5 seconds and quit. Take some actions to let the strange behaviour happen. After that it shall log more things. Debug Logging in DCL must be on, in DDi also.
Nohrin Posted October 10, 2019 Posted October 10, 2019 34 minutes ago, piotsze said: 2. Mfg Console with older version of Papyrus Util are integrated into SexLab 1.62, did LOOT changed load order SexLab <-> DCL ? Hey thanks for the suggestions. Sexlab is an esm and Loot only organizes the load order. Cursed Loot is an ESP which is somewhere in the first half of my modlist. In regards to the left side, Papyrus Util and Mfg Console are both higher priority than Sexlab. Mod organizer says nothing is overwriting both MFG and Papyrus Util 34 minutes ago, piotsze said: 3. Search in papyrus.0.log if you got some errors with "MfgConsole" or "StorageUtil" or "OnEquipped" or "OnUnequipped" - give it time to behave strangely for papyrus to log things up. Don't go in game for 5 seconds and quit. Take some actions to let the strange behaviour happen. After that it shall log more things. Will I have to enable papyrus logging in my skyrim.ini file? I will give this a try. I really doubt its a bodyslide issue, as the equipment equips fine after I drop the gear on the ground and then pick it up and manually equip.
Mr Technician Posted October 10, 2019 Posted October 10, 2019 33 minutes ago, Nohrin said: Hey thanks for the suggestions. Sexlab is an esm and Loot only organizes the load order. Cursed Loot is an ESP which is somewhere in the first half of my modlist. In regards to the left side, Papyrus Util and Mfg Console are both higher priority than Sexlab. Mod organizer says nothing is overwriting both MFG and Papyrus Util Will I have to enable papyrus logging in my skyrim.ini file? I will give this a try. I really doubt its a bodyslide issue, as the equipment equips fine after I drop the gear on the group and then pick them up. I don't know your LO - but you are right. Standard Devious Devices equipment shall not go on your character body while just picking it from the ground or by taking it as a dropped gear from dead bodies of foes. This is handled by DCL cursed events only. (traps/quests) Normal items - looted - shall equip only when you click it at your inventory - with a boxed message. If they are equiped from the ground directly at your character - that may seem like a malfunction of functions. Reason unknown to me - possible that you had like realy old save file and updated from DCL 4.3 to 8.3 - something absurdal, right... So if you post log - but please not like 10 MB size (!) ^^ maybe others will try also and diagnose whats happening in your game. Above mentioned functions are invoked when item is equipped or unequipped. If those errors are present in your papyrus log - that may be something realy bad. And competent programist guys/galls from here - shall take a look at that. Thats my opinion. ^^ Skyrim.ini : [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1
Nohrin Posted October 10, 2019 Posted October 10, 2019 1 hour ago, piotsze said: I don't know your LO - but you are right. Standard Devious Devices equipment shall not go on your character body while just picking it from the ground or by taking it as a dropped gear from dead bodies of foes. This is handled by DCL cursed events only. (traps/quests) Normal items - looted - shall equip only when you click it at your inventory - with a boxed message. If they are equiped from the ground directly at your character - that may seem like a malfunction of functions. Reason unknown to me - possible that you had like realy old save file and updated from DCL 4.3 to 8.3 - something absurdal, right... So if you post log - but please not like 10 MB size (!) ^^ maybe others will try also and diagnose whats happening in your game. Above mentioned functions are invoked when item is equipped or unequipped. If those errors are present in your papyrus log - that may be something realy bad. And competent programist guys/galls from here - shall take a look at that. Thats my opinion. ^^ Skyrim.ini : [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 Sorry, you misunderstood (or I poorly described it). When I drop the items given to me by a Cursed Loot trap event, and then pick them up, I am able to equip them from my inventory with the Devious Device locking features and they are fully visible and normal. Whenever they are auto equipped from a trap, they are not locked on or visible. When I get home, I will test with Papyrus logging on. Edit: Here is my papyrus log. What I did during this short session was all inside Embershard Mine. I ran through the entire Mine looting every container. I activated about 5-8 traps. 2 or 3 of which spawned a bandit to abuse my character. 2 of the traps attempted to equip devices on my character. As explained, the devices were equiped, but were not visible or functional/locked. Finally after looting most of the containers, I went into the MCM and tried the "tie me up!" function which had the same result as the traps which put devices on me. Papyrus.0.log
Mr Technician Posted October 10, 2019 Posted October 10, 2019 That looks like "something else". I don't even remember having that kind of problem. Edit: Definitely turning papyrus logging on may show something.
Nohrin Posted October 10, 2019 Posted October 10, 2019 1 hour ago, piotsze said: That looks like "something else". I don't even remember having that kind of problem. Edit: Definitely turning papyrus logging on may show something. I edited my previous post with my papyrus logs. I'm not too knowledgeable when it comes to papyrus, but reading near the end has a bunch of mentions of "OnEquipped" with lines mentioning FNIS and Devious Devices. Just a guess, but is this the issue? Spoiler [10/10/2019 - 05:18:37PM] Error: (FF001F37): cannot find variable named FNIS_abc_h2h_LocomotionPose. stack: [ (FF001F37)].Actor.SetAnimationVariableInt() - "<native>" Line ? [zadQuest (1800F624)].zadboundcombatscript.ClearAA() - "zadBoundCombatScript.psc" Line 355 [zadQuest (1800F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 272 [zadQuest (1800F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3365 [Item 6 in container (FF001F37)].zadBeltScript.OnEquipped() - "zadEquipScript.psc" Line 224 [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] Error: (FF001F37): cannot find variable named FNIS_abc_h2h_LocomotionPose.
Mr Technician Posted October 10, 2019 Posted October 10, 2019 16 hours ago, Nohrin said: I edited my previous post with my papyrus logs. I'm not too knowledgeable when it comes to papyrus, but reading near the end has a bunch of mentions of "OnEquipped" with lines mentioning FNIS and Devious Devices. Just a guess, but is this the issue? Reveal hidden contents [10/10/2019 - 05:18:37PM] Error: (FF001F37): cannot find variable named FNIS_abc_h2h_LocomotionPose. stack: [ (FF001F37)].Actor.SetAnimationVariableInt() - "<native>" Line ? [zadQuest (1800F624)].zadboundcombatscript.ClearAA() - "zadBoundCombatScript.psc" Line 355 [zadQuest (1800F624)].zadboundcombatscript.EvaluateAA() - "zadBoundCombatScript.psc" Line 272 [zadQuest (1800F624)].zadlibs.StartBoundEffects() - "zadLibs.psc" Line 3365 [Item 6 in container (FF001F37)].zadBeltScript.OnEquipped() - "zadEquipScript.psc" Line 224 [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (670BA433)>] not loaded. [10/10/2019 - 05:18:37PM] Error: (FF001F37): cannot find variable named FNIS_abc_h2h_LocomotionPose. Fore - creator or FNIS - has spoken about very similar errors in May - at nexusmods. I think you should read his supportive comment here. That can mean to re-run FNISForusers.exe from my understandings. Or just to find out if you have no leftovers from previous FNIS files. If you use Mod Organizer 2 that should be easy task. To the errors i see them like that: "zadEquipScript.psc" Line 224 function Event OnEquipped(Actor akActor) Errors at: libs.StartBoundEffects(akActor) as below... "zadLibs.psc" Line 3365 - this is function StartBoundEffects from DDi - which cannot apply "zadBoundCombatScript.psc" Line 355 function ClearAA ;This function forcibly reverts animations to the vanilla state akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", 0) "zadBoundCombatScript.psc" Line 272 function EvaluateAA It should revert back to unbound animation, instead is not doing that To my understanding you use Bound Combat Animations which is Devious Device MCM settings. Question is: do your character is currently in any heavy bondage like Armbinder or Yoke? Because if not - that maybe problem from Fore description - of ghosted script in save game file. Or it may be problem with Bound Combat. Can you try to disable/enable options to use Bound Combat: Spoiler To see what happens and if errors will be generated again in papyrus. EDIT: I didn't wanted to mention it but if you will experiment with Bound Combat option - in your case - and after awhile you will CTD - that may be the end of it. Also please keep in mind that using Fallrim Tools you may remove too much data when cleaning save game file. I always use only one option which is Ctrl+1 , Remove unattached instances. Never use option Ctrl+5 which is Remove non-existent form instances. Some mods use "dummy" data and can't work without them. 1
thedarkone1234 Posted October 11, 2019 Posted October 11, 2019 On 10/10/2019 at 4:48 AM, Acemyth said: Do you guys know how to deal with refresh problem after i transport to cities or other areas,each time after i use transportion,i found that follower's animation was refreshed ,they still kept an armbinder on their arms but they didn't do any animation on bound but do the original animation. Generally, NPC's missing their animation or even the bondage gear itself after loading an area appears to be common. I personally mostly find that saving and reloading fixes anyone who is broken, and breaks anyone who is fixed ?
Nohrin Posted October 11, 2019 Posted October 11, 2019 Spoiler 17 hours ago, piotsze said: Fore - creator or FNIS - has spoken about very similar errors in May - at nexusmods. I think you should read his supportive comment here. That can mean to re-run FNISForusers.exe from my understandings. Or just to find out if you have no leftovers from previous FNIS files. If you use Mod Organizer 2 that should be easy task. To the errors i see them like that: "zadEquipScript.psc" Line 224 function Event OnEquipped(Actor akActor) Errors at: libs.StartBoundEffects(akActor) as below... "zadLibs.psc" Line 3365 - this is function StartBoundEffects from DDi - which cannot apply "zadBoundCombatScript.psc" Line 355 function ClearAA ;This function forcibly reverts animations to the vanilla state akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", 0) "zadBoundCombatScript.psc" Line 272 function EvaluateAA It should revert back to unbound animation, instead is not doing that To my understanding you use Bound Combat Animations which is Devious Device MCM settings. Question is: do your character is currently in any heavy bondage like Armbinder or Yoke? Because if not - that maybe problem from Fore description - of ghosted script in save game file. Or it may be problem with Bound Combat. Can you try to disable/enable options to use Bound Combat: Reveal hidden contents To see what happens and if errors will be generated again in papyrus. EDIT: I didn't wanted to mention it but if you will experiment with Bound Combat option - in your case - and after awhile you will CTD - that may be the end of it. Also please keep in mind that using Fallrim Tools you may remove too much data when cleaning save game file. I always use only one option which is Ctrl+1 , Remove unattached instances. Never use option Ctrl+5 which is Remove non-existent form instances. Some mods use "dummy" data and can't work without them. Here is my Papyrus log with Bound Combat disabled. I also deleted my FNIS output folder, and re-ran FNIS and created a new output folder with the contents. For this session, I started my save file, opened a few containers, triggered a trap that equipped a tentacle parasite on my character. Again, same issue with it not appearing on my characters body and being able to unequip it with no issue. I then finally went into DCL mcm and used the "Tie me up!" option under debugging. It equipped a few devious devices, but none of them equipped properly (same issue as above). I will re-run FNIS and copy/paste what it says (there are 3 warnings). FNIS messages: Spoiler FNIS Behavior V7.5 XXL 2019-10-11 11:46:28 AM Skyrim 32bit: 1.9.32.0 - C:\Users\Default\Documents\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Patch: * DServant's "Archery Gameplay Overhaul" (CTD:0.1%) Patch: * tktk1's "TK Dodge / Ultimate Combat" (CTD:0.3%) Reading Anubs Human V1.0 ... ChAnims:508 CTD:6.1% pOpt:3.8% NOTE: Anubs Human has at least one identical -AV defined in both 's' and '+' line Reading Billyy_Human V1.0 ... ChAnims:305 CTD:1.9% pOpt:0.5% Reading Billyy_HumanFurniture V1.0 ... ChAnims:142 CTD:0.9% pOpt:0.2% Reading dcc-soulgem-oven-000 V300 ... ChAnims:2 CTD:0.0% pOpt:0.0% Reading DD V4.0.0 ... ChAnims:635(493) CTD:11.2% pOpt:1.0% Reading DD2 V4.0.0 ... ChAnims:330(330) CTD:9.3% pOpt:0.0% Reading DD3 V4.1.0 ... ChAnims:102(102) CTD:2.5% pOpt:0.0% Reading DDSL V4.0.0 ... ChAnims:410 CTD:2.8% pOpt:0.9% Reading Defeat V5 ... ChAnims:39 CTD:0.5% pOpt:0.2% Reading Deviously Cursed Loot V6.3 ... ChAnims:23 CTD:0.2% pOpt:0.1% Reading FNISBase V7.5 ... ChAnims:0 CTD:0.0% pOpt:0.0% Reading FunnyBizBeastly V1.0 ... ChAnims:90 CTD:0.6% pOpt:0.1% Reading FunnyBizBound V12.0 ... ChAnims:180 CTD:1.1% pOpt:0.3% Reading FunnyBizFemDom V1.0 ... ChAnims:85 CTD:0.5% pOpt:0.1% Reading FunnyBizFun V12.0 ... ChAnims:334 CTD:2.0% pOpt:0.5% Reading FunnyBizGroup V8.0 ... ChAnims:471 CTD:3.0% pOpt:0.8% Reading FunnyBizLover V7.0 ... ChAnims:156 CTD:1.0% pOpt:0.2% Reading FunnyBizRape >>Warning: Inconsistent mod FunnyBizRape. Number of animations differs between FNIS List (170) and corresponding behavior file (310)<< V1.0 ... ChAnims:170 CTD:1.1% pOpt:0.3% Reading MME V6.07 ... ChAnims:52 CTD:0.2% pOpt:0.0% Reading NibblesAnims >>Warning: Inconsistent mod NibblesAnims. Number of animations differs between FNIS List (654) and corresponding behavior file (516)<< V1.0 ... ChAnims:654 CTD:4.4% pOpt:1.4% NOTE: NibblesAnims has at least one identical -AV defined in both 's' and '+' line Reading sanguinesDebauchery >>Warning: Inconsistent mod sanguinesDebauchery. Number of animations differs between FNIS List (86) and corresponding behavior file (94)<< V?.? ... ChAnims:103(17) CTD:1.2% pOpt:0.0% NOTE: sanguinesDebauchery uses outdated behavior file (may invalidate CTD Load calculation) Reading SexLab V1.62 ... ChAnims:1025 CTD:6.5% pOpt:1.7% Reading SexLabAroused V?.? ... ChAnims:5 CTD:0.1% pOpt:0.0% Reading SexLabCreature V1.61 ... ChAnims:178 CTD:1.2% pOpt:0.3% Reading XPMSE V7.2 ... ChAnims:164(164) CTD:2.2% pOpt:0.0% Reading ZaZAnimationPack V7.00 ... ChAnims:829 CTD:3.6% pOpt:0.0% All Anim Lists scanned. Generating Behavior Files... 2 GENDER modifications for Animations\male 23 GENDER modifications for Animations\female Alternate Animation mods: 5 sets: 44 total groups: 177 added file slots: 1327 alternate files: 1106 Creature Pack not installed 6992 animations for 26 mods successfully included (character). ChAnims: 6992(1106) CTD:62.2% pOpt:12.4% max: 11247 LC: 16264 (max. 26162) 3 Warning(s). Papyrus.0.log
Roggvir Posted October 11, 2019 Posted October 11, 2019 @Kimy, i believe there is a minor bug in function isWearingVisibleDevices() on script dcur_library: Spoiler bool function isWearingVisibleDevices(actor a) dcumenu.dcur_isvisiblyrestrained.SetValue(1) ; these devices cant ever be hidden If a.WornHasKeyword(libs.zad_DeviousHeavyBondage) || a.WornHasKeyword(libs.zad_DeviousCollar) || a.WornHasKeyword(libs.zad_DeviousBoots) || a.WornHasKeyword(libs.zad_DeviousSuit) || a.WornHasKeyword(libs.zad_DeviousGloves) || a.WornHasKeyword(libs.zad_DeviousHood) || a.WornHasKeyword(libs.zad_DeviousGag) || a.WornHasKeyword(libs.zad_DeviousBlindfold) return true endif ; if the player is not wearing chest armor, its assumed that NPCs can see her wearing other devices as well if libs.playerref.GetWornForm(0x00000004) == None && (a.WornHasKeyword(libs.zad_DeviousCorset) || a.WornHasKeyword(libs.zad_DeviousHarness) || a.WornHasKeyword(libs.zad_DeviousArmCuffs) || a.WornHasKeyword(libs.zad_DeviousLegCuffs) || a.WornHasKeyword(libs.zad_DeviousBelt) || a.WornHasKeyword(libs.zad_DeviousBra)) return true endif dcumenu.dcur_isvisiblyrestrained.SetValue(0) return false Endfunction I believe this line: Quote if libs.playerref.GetWornForm(0x00000004) == None && (...) ...should be checking the GetWornForm() on the actor passed into the function in argument a, not on the player. Or if the check is meant to be done only on player, then it should be something like if (a == libs.playerref && libs.playerref.GetWornForm()) && ... EDIT: it just occured to me, that there is probably very little reason for checking whether an NPC/follower is visibly bound, right? So if this function is only ever used on player, then the "bug" doesn't really matter, but... it looks confusing, so maybe it could be "fixed" for that reason.
GoodLuke33 Posted October 11, 2019 Posted October 11, 2019 On 10/9/2019 at 12:57 PM, thedarkone1234 said: I couldn't find any slave trader on Whiterun. Do you possibly play a save that was started with a non-up-to-date DCL version? He used to be on Whiterun on old versions, this is why I ask. yes im on version 6.4, i got stuck with skyrim SE so no support for newer version, till the beta is updated, unless it is already, i didnt find it, the only one i found is Deviously Cursed Loot 6.4 SE BETA 2, and i cant even make someone my prisoner to sell them.
VladDragneel228 Posted October 11, 2019 Posted October 11, 2019 Hello, please tell me. Installed a mod, but for some reason skips animations ?? What wrong did I do? I already tried everything, everything is okay on demand.
Zaflis Posted October 11, 2019 Posted October 11, 2019 8 hours ago, Nohrin said: Reveal hidden contents Here is my Papyrus log with Bound Combat disabled. I also deleted my FNIS output folder, and re-ran FNIS and created a new output folder with the contents. For this session, I started my save file, opened a few containers, triggered a trap that equipped a tentacle parasite on my character. Again, same issue with it not appearing on my characters body and being able to unequip it with no issue. I then finally went into DCL mcm and used the "Tie me up!" option under debugging. It equipped a few devious devices, but none of them equipped properly (same issue as above). I will re-run FNIS and copy/paste what it says (there are 3 warnings). FNIS messages: Reveal hidden contents FNIS Behavior V7.5 XXL 2019-10-11 11:46:28 AM Skyrim 32bit: 1.9.32.0 - C:\Users\Default\Documents\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "GENDER Specific Animations" Patch: "SKELETON Arm Fix" Patch: * DServant's "Archery Gameplay Overhaul" (CTD:0.1%) Patch: * tktk1's "TK Dodge / Ultimate Combat" (CTD:0.3%) Reading Anubs Human V1.0 ... ChAnims:508 CTD:6.1% pOpt:3.8% NOTE: Anubs Human has at least one identical -AV defined in both 's' and '+' line Reading Billyy_Human V1.0 ... ChAnims:305 CTD:1.9% pOpt:0.5% Reading Billyy_HumanFurniture V1.0 ... ChAnims:142 CTD:0.9% pOpt:0.2% Reading dcc-soulgem-oven-000 V300 ... ChAnims:2 CTD:0.0% pOpt:0.0% Reading DD V4.0.0 ... ChAnims:635(493) CTD:11.2% pOpt:1.0% Reading DD2 V4.0.0 ... ChAnims:330(330) CTD:9.3% pOpt:0.0% Reading DD3 V4.1.0 ... ChAnims:102(102) CTD:2.5% pOpt:0.0% Reading DDSL V4.0.0 ... ChAnims:410 CTD:2.8% pOpt:0.9% Reading Defeat V5 ... ChAnims:39 CTD:0.5% pOpt:0.2% Reading Deviously Cursed Loot V6.3 ... ChAnims:23 CTD:0.2% pOpt:0.1% Reading FNISBase V7.5 ... ChAnims:0 CTD:0.0% pOpt:0.0% Reading FunnyBizBeastly V1.0 ... ChAnims:90 CTD:0.6% pOpt:0.1% Reading FunnyBizBound V12.0 ... ChAnims:180 CTD:1.1% pOpt:0.3% Reading FunnyBizFemDom V1.0 ... ChAnims:85 CTD:0.5% pOpt:0.1% Reading FunnyBizFun V12.0 ... ChAnims:334 CTD:2.0% pOpt:0.5% Reading FunnyBizGroup V8.0 ... ChAnims:471 CTD:3.0% pOpt:0.8% Reading FunnyBizLover V7.0 ... ChAnims:156 CTD:1.0% pOpt:0.2% Reading FunnyBizRape >>Warning: Inconsistent mod FunnyBizRape. Number of animations differs between FNIS List (170) and corresponding behavior file (310)<< V1.0 ... ChAnims:170 CTD:1.1% pOpt:0.3% Reading MME V6.07 ... ChAnims:52 CTD:0.2% pOpt:0.0% Reading NibblesAnims >>Warning: Inconsistent mod NibblesAnims. Number of animations differs between FNIS List (654) and corresponding behavior file (516)<< V1.0 ... ChAnims:654 CTD:4.4% pOpt:1.4% NOTE: NibblesAnims has at least one identical -AV defined in both 's' and '+' line Reading sanguinesDebauchery >>Warning: Inconsistent mod sanguinesDebauchery. Number of animations differs between FNIS List (86) and corresponding behavior file (94)<< V?.? ... ChAnims:103(17) CTD:1.2% pOpt:0.0% NOTE: sanguinesDebauchery uses outdated behavior file (may invalidate CTD Load calculation) Reading SexLab V1.62 ... ChAnims:1025 CTD:6.5% pOpt:1.7% Reading SexLabAroused V?.? ... ChAnims:5 CTD:0.1% pOpt:0.0% Reading SexLabCreature V1.61 ... ChAnims:178 CTD:1.2% pOpt:0.3% Reading XPMSE V7.2 ... ChAnims:164(164) CTD:2.2% pOpt:0.0% Reading ZaZAnimationPack V7.00 ... ChAnims:829 CTD:3.6% pOpt:0.0% All Anim Lists scanned. Generating Behavior Files... 2 GENDER modifications for Animations\male 23 GENDER modifications for Animations\female Alternate Animation mods: 5 sets: 44 total groups: 177 added file slots: 1327 alternate files: 1106 Creature Pack not installed 6992 animations for 26 mods successfully included (character). ChAnims: 6992(1106) CTD:62.2% pOpt:12.4% max: 11247 LC: 16264 (max. 26162) 3 Warning(s). You shouldn't start Skyrim if there are any FNIS warnings. Looks like you are missing FNIS Creatures. But if that alone doesn't make it 0 warnings, try reinstalling SD+, FunnyBiz and Nibbles.
finn_fann Posted October 12, 2019 Posted October 12, 2019 My apologies for not searching the support thread for any mention of this before, but I did search google and found no link or reference to this issue associated with DCL 8.3 specifically. I have been running DCL 6.4 for a while without issues. Which is awesome BTW! I found someone had made a port for SLUTS and decided to try it as I was going to try to port it myself if I didn't find one. It listed the link to DCL 8.3 as a dependency , so I downloaded and installed. I found that certain heeled items, like the slave rubber boots, and the exhibisionist boots specifically, cause an error to pop up stating that NI Override is required and the item(s) are not applied. With 6.4, this error does not occur and the item is applied successfully. As far as I can tell, I am running the latest version of racemenu which is supposed to include Nioverride. I verified my version has it installed. Any ideas on why this might be happening? I will append with payprus logs as soon as I am able. The odd part is other high heeled footwear work fine, these are the only two I have found so far with issues. TIA for any assistance/guidance you might be able to provide... Papyrus.0.log
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