Watamote Posted April 12, 2017 Posted April 12, 2017 Also, looking at the screenshots, I now see that I'm supposed to get an MCM menu, and that never appeared for me. Must be related to the problems we are having.
SeriousPermissions Posted April 14, 2017 Posted April 14, 2017 Also, looking at the screenshots, I now see that I'm supposed to get an MCM menu, and that never appeared for me. Must be related to the problems we are having. Your text is Useless. The modder is not fix the bug. He has a working version and its done.
anubis Posted April 14, 2017 Posted April 14, 2017 Just installed the mod this morning. Hmm..that's weird, i got it working fine with no fuss. Guess i'm not that dumb to read and follow simple instructions from DC. Love the mod by the way. Great poses, furnitures are well made and textured, that rocking horse is just awesome.
Watamote Posted April 15, 2017 Posted April 15, 2017 This isn't about anyone being dumb or the mod being bad. If the mcm menu won't appear and objects won't activate or equip, I don't know what a regular user is supposed to do about it. It may be a conflict, but none are listed on the page.
SauronXXX Posted April 15, 2017 Posted April 15, 2017 Looks like a great mod. Perfect for what I want to do in the game. But having the same issue as above posters. I thought the mod might not be playing nice with others. Paradise Halls - HSH recognizes that the mod DM2 is installed. However, I have no MCM menu for DM2. Tried moving DM2 in my load order, but ended up losing my HSH in the MCM when I placed it too high. Even still, did not get the MCM menu. Ran the ~ SetStage SKI_ConfigManagerInstance 1, but it still never recognized the DM2 MCM entry. Also, not equipping for me as well. I had the same issue with the 'house tokens' in HSH, but if you dropped them from your inventory and then reequipped them, they would work. Not have luck with the crafted DM2 items. I'm assuming it must be related.
MortiferusX Posted April 16, 2017 Posted April 16, 2017 One little thing: I say to the NPC "Stay" and she can't move or be pushed with her Furniture. But after leaving the cell and come back, i can push the furniture by runing against them. can this be fixed?
STMink Posted April 21, 2017 Posted April 21, 2017 Hello I'd like to say thanks for your work first of all. It looks awesome on the pics. sadly for me though I'm not able to see it on my game. I tried I think everything that might be wrong but I can't seem to get things working for me. I must mention that I made absolutely sure that all the dependencies were installed and up to date. I did run FNIS like 50 times after I installed the mod and everything required for it. in game all I get is my character's hands tied behind her when ever I try to use a piece of furniture. any idea what I could be doing wrong? I use SKSE - latest version ZaZ Anim pac - Vs 6.1 Installed UIExtensions - latest Sexlab's latest version of course FNIS - latest and I use Racemen on the download page it says I can use it OR Nioverride 3.4 not both so the only thing I haven't tried is downloading Nioverrride. again once I had downloaded everything I ran FNIS a bunch of times to make sure before I opened the game. in game I acquired both the choker of control and the other one but the animations are still the same. I get the furniture but when I use it all it gives me is my character's hands tied behind her back and she's staring at the floor and I can't move her until I jump. any help would be greatly apreciated
STMink Posted April 23, 2017 Posted April 23, 2017 Hello I'd like to say thanks for your work first of all. It looks awesome on the pics. sadly for me though I'm not able to see it on my game. I tried I think everything that might be wrong but I can't seem to get things working for me. I must mention that I made absolutely sure that all the dependencies were installed and up to date. I did run FNIS like 50 times after I installed the mod and everything required for it. in game all I get is my character's hands tied behind her when ever I try to use a piece of furniture. any idea what I could be doing wrong? I use SKSE - latest version ZaZ Anim pac - Vs 6.1 Installed UIExtensions - latest Sexlab's latest version of course FNIS - latest and I use Racemen on the download page it says I can use it OR Nioverride 3.4 not both so the only thing I haven't tried is downloading Nioverrride. again once I had downloaded everything I ran FNIS a bunch of times to make sure before I opened the game. in game I acquired both the choker of control and the other one but the animations are still the same. I get the furniture but when I use it all it gives me is my character's hands tied behind her back and she's staring at the floor and I can't move her until I jump. any help would be greatly apreciated well it would seem not allot of people check this blog anymore. Or not often anyway. well I managed to fix things on my own and for anyone who might ever have this problem and care to fix it, I'd like to say how I fixed it so that you might try to do the same. Sadly I actually had to do it the hard way since I couldn't get any help. I opened up my game and went to a place where not allot was going and made a separate save to test things. I then uninstalled EVERY single one of my mods including FINIS. I also installed software that I strongly recommend to help you see if mods conflict with each other or need dependencies that aren't there. the software I used is called LOOT for Skyrim and Test 5 edit. Once all that was ready I did a little thinking and came to the realization that most moders that deal with animation mods here and on the nexus mention the same dependencies quite often, and most of the good mods out there always have one or more (some times all) of the following required mods in order to make they're mods work correctly. This mods are: SKSE FINIS ZaZ Animation pack SexLab SexLab Aroused Devious Devices Devious Devises Assets Devious Devises Integrations Sky UI RaceMenue XP32 maximum skeleton your choice of body type mod (CBBE, UNP, UUNP ext.) SOS Schlongs of Skyrim (not always required but male NPCs and PCs need to have it so animation looks right) Papyrus Utility (if you already have some of this I recommend you re-download them so you get the latest version of all of them) For bestiality there are a couple of other mods that I don't care too much about so I don't know they're names but they are found within the same pages as the mods above. This mods are always required for animations so what I did was in that order I downloaded all those mods first. once they installed I ran FINIS and the two software apps I mentioned before. Once things checked out I opened up the game to the save I had made and it loaded perfectly but I got the message of all the mods that were missing wish was fine for now. At this point I don't recommend resaving or you'll lose all the mods such as followers and gear you had already acquired and have to get them again once you install them. as soon as I saw things were working so far I went ahead and installed all the mods that I wanted that had this dependencies as requirements including this awesome mod (I'll take the display model) and all the mods I really really wanted that required FINIS. Once installed again I ran the two software and re-Ran FINIS. I loaded my save and tested some of this mods out and they worked 100% each and every one of them. No missing animations nothing. (again do not resave yet) Once that was done I then proceeded to download all the other mods I wanted that didn't need special animations such as Armor and weapon mods and followers ext. I ran FINIS one last time and loaded up my save. this time I got no messages of missing mods as I had installed all the ones I previously had and then some. I tested the animation mods again and no errors. at this point I did re-save and carried on with my game now with everything working. I have a total of 97 mods so far and they all work perfectly with each other. I don't think my Skyrim game has ever been better with all those mods. I'm really happy and I hope this helps who ever one day if you need it. I'm not a moder I'm just a user so I'm sure there are probably other ways to fixing it without doing all that work (it wasn't that much work really) but this is how I fixed it. thanks and good luck
ElectricVenison Posted May 3, 2017 Posted May 3, 2017 Thanks for your great mod!! Well...I have a problem now. I made several copies of Mirabelle (who is dead in Mage Quest) and I used them as furnitures but days later when I enter the cell where I placed them, they all disappear ! I don't know if it is because Mirabelle is dead and the system clear the copies or is it because I use savetools to clean orphan scriptes etc. ? Thanks again~
shiagwen Posted May 4, 2017 Posted May 4, 2017 WHat about the new ZAZ Animation Pack Version with a lot of new poses ?
elementalballs Posted May 6, 2017 Posted May 6, 2017 Thank you for this awesome mod! However, when I put Lydia in chain in my house, after leaving my house it keeps showing an error message " Dm2 Lydia is not SexLab valid" on the top left corner, and on my console it repeatedly shows "NOTICE : ValidateActor(Lydia) --FALSE -- They are not loaded". Is there a way to avoid this? Thanks again!
Tumai Posted May 24, 2017 Posted May 24, 2017 Encountered a weird bug. The moment I returned the wedding ring to Ysolda as part of the "A Night to Remember" quest, Sam suddenly appeared out of nowhere and made a beeline for my PC (akin to a courier) and then simply started following me around everywhere. Since I had played this quest many times in the past, I knew this wasn't supposed to happen and so clicked on him and was surprised to find that he was under the control of Display Model - full DM menu available - since I had most definitively never used DM to tell him to "follow me" ever - past or present. Used DM menu "get out of here" on him, after which he became a permanent stationary feature in Whiterun as I zoned in and out of shops, re-loaded etc. When I eventually got around to going to Morvanskar, he did not appear there (presumably still a statue in Whiterun). I managed to resolve the issue easily enough by using the console command "moveto player" to place him at the right party spot for the Sanguine Rose conversation and finish the quest, so no biggie there, but still thought it was a rather weird bug with a weird trigger (and have never seen this bug replicated with any other actor).
Xenoramos Posted May 29, 2017 Posted May 29, 2017 Hi! I've got a new question: is it possible to make NPC use some stationary furniture and don't leave it after closing dialogue window with? For example if I want NPC just sit on vanilla chair or use some ZAZ-furniture staying in location. I've tried ([DM2] I want you to do something...) option after taking control with Amulet of Control, but NPC keep leaving furniture right after I close dialogue.
hermione Posted June 5, 2017 Posted June 5, 2017 Hello every one ! Thanks for this wonderfull mod ! Just got a slight problem when using the doll stand... The ankle cuff is in right position but as i go up, the whole thing gets more and more... How could i say ? The wrist and neck cuffs are... misaligned ? As is the stand was too tall for the body... Or the body too small... I've taken a scrennshot so that it's more explicit : Is it a problem with the scale ? Or have i done something wrong ? (Sorry, english is not my native language...)
darkconsole Posted June 6, 2017 Author Posted June 6, 2017 looks like you shortened some of the spine nodes. for the most part i sized them for cbbe without many unusual scales.
hermione Posted June 6, 2017 Posted June 6, 2017 Thanks for your answer. As far as i know... I've done nothing of that... What is spine node exactly ? Edit : i've looked for myself : i didn't do it...Could another mod do that ? Like manatank, milkmod economy... ? I've tested other pose and the mannequin is also misalign. But not the poney... My body is default CBBE HDT and preset is curvy... I'll try with CBBE default. Edit : tried with CBBE default. Same problem is here. Edit : I've re-installed CBBE from scratch... Still the same problem... Could the HDT system be responsible ? Or the Skeleton ? I'm a bit lost... (Sorry, english is not my native language...)
hermione Posted June 6, 2017 Posted June 6, 2017 Well, i found the solution ! I used the skeleton from Nexus : http://www.nexusmods.com/skyrim/mods/26800/? But, with this one, it looks misalign... But if I use the one from Loverslab : no problem http://www.loverslab.com/files/download/676-xp32-maximum-skeleton-extended-xpmse/
darkconsole Posted June 6, 2017 Author Posted June 6, 2017 Well, i found the solution ! I used the skeleton from Nexus : http://www.nexusmods.com/skyrim/mods/26800/? But, with this one, it looks misalign... But if I use the one from Loverslab : no problem http://www.loverslab.com/files/download/676-xp32-maximum-skeleton-extended-xpmse/ aye you should only ever be using xpmse for anything anymore.
Kitchensnk Posted June 7, 2017 Posted June 7, 2017 Any hopes of incorporating some of Tara's Furniture?
llw41sq Posted June 10, 2017 Posted June 10, 2017 Recently tried out this new version. Great mod. However I encounter a strange bug: I think I was in the process of switching the pose in pose mode, and hit a hotkey that used in another mode and exit the control After that, the NPC stucks in the hold mode and cannot exit the pose it is set. It seems that the NPC is repeated put into the stay mode, as the 'stay' the dialogue control never show up. Always get the 'Come with me option' Any quick walk around?
sangheilitat Posted June 16, 2017 Posted June 16, 2017 Hi, I'm having trouble with this mod and I'd like some help. First off, I love this mod. This is actually the second time I've installed it. I used to use NMM and Display Model 2 worked completely fine, even with over 200 mods installed. I used it for months. This time off, I'm using Mod Organizer from a completely new and clean Skyrim, and for some reason I can't seem to get it to work. The issue I'm having is that none of the poses work properly. I know, I know, "stop failing at FNIS." But it's weird because I've known how to use FNIS for years, and because every other mod I use that depends on FNIS works just fine. FNIS is telling me Display Model 2 should be working just fine, and I can't seem to find the issue here. The mod works fine, the MCM menu works fine, text is all good, it found all the dependencies, etc. The amulets of control and repose work, all the dialogue works, the problem happens when I actually try to put myself or an NPC into a pose, either through the amulets of control or repose. Instead of entering the pose, they just stand there at the default idle animation with no furniture visible. They even strip correctly. And when I use the placeable furniture, I can see it and it has collision and everything. It gives me the right options when I interact with it. But when I go to "use" it or have an NPC "use" it, it disappears and the character just stands there at the default idle animation where the furniture was set. When I use it on myself and use space to jump to escape, the furniture model re-appears like normal. I've tried everything I can think of. I've made sure this mod had no conflicts, which it didn't to begin with. I've ran FNIS multiple times, as an administrator, as not an administrator, everything. FNIS is at version 6.3, by the way. It only has one conflict, which is with the Unofficial Skyrim Legendary Patch, and that overwrites the file "meshes/actors/character/behaviour/0master.hkx" Could that be the problem? I've even disabled every single mod besides Display Model 2 and it's dependencies, and ran the game like that and it still results in the character just standing at the idle pose when I try to pose them. This tells me it's a problem with FNIS, I think, and not a hidden conflict with some other mod. But again, every single other mod I have that uses FNIS (about half a dozen) works absolutely fine. For Mod Organizer, what I do is I run FNIS, and then take the files that Mod Organizer places in the "overwrite" folder, and drag-and-drop them into a folder set under FNIS that I named "FNIS Overwrites." This is what the Mod Organizer wiki specifically recommends to use FNIS with Mod Organizer. And again this works for every other FNIS mod, so I don't see why it wouldn't work for Display Model 2. I really, really love this mod and loved using it back when I still ran it with NMM, and I'm very confused as to why it isn't working now. Any kind of help or suggestions would be great, and thank you for your time.
sangheilitat Posted June 17, 2017 Posted June 17, 2017 Hi, I'm having trouble with this mod and I'd like some help. First off, I love this mod. This is actually the second time I've installed it. I used to use NMM and Display Model 2 worked completely fine, even with over 200 mods installed. I used it for months. This time off, I'm using Mod Organizer from a completely new and clean Skyrim, and for some reason I can't seem to get it to work. The issue I'm having is that none of the poses work properly. I know, I know, "stop failing at FNIS." But it's weird because I've known how to use FNIS for years, and because every other mod I use that depends on FNIS works just fine. FNIS is telling me Display Model 2 should be working just fine, and I can't seem to find the issue here. The mod works fine, the MCM menu works fine, text is all good, it found all the dependencies, etc. The amulets of control and repose work, all the dialogue works, the problem happens when I actually try to put myself or an NPC into a pose, either through the amulets of control or repose. Instead of entering the pose, they just stand there at the default idle animation with no furniture visible. They even strip correctly. And when I use the placeable furniture, I can see it and it has collision and everything. It gives me the right options when I interact with it. But when I go to "use" it or have an NPC "use" it, it disappears and the character just stands there at the default idle animation where the furniture was set. When I use it on myself and use space to jump to escape, the furniture model re-appears like normal. I've tried everything I can think of. I've made sure this mod had no conflicts, which it didn't to begin with. I've ran FNIS multiple times, as an administrator, as not an administrator, everything. FNIS is at version 6.3, by the way. It only has one conflict, which is with the Unofficial Skyrim Legendary Patch, and that overwrites the file "meshes/actors/character/behaviour/0master.hkx" Could that be the problem? I've even disabled every single mod besides Display Model 2 and it's dependencies, and ran the game like that and it still results in the character just standing at the idle pose when I try to pose them. This tells me it's a problem with FNIS, I think, and not a hidden conflict with some other mod. But again, every single other mod I have that uses FNIS (about half a dozen) works absolutely fine. For Mod Organizer, what I do is I run FNIS, and then take the files that Mod Organizer places in the "overwrite" folder, and drag-and-drop them into a folder set under FNIS that I named "FNIS Overwrites." This is what the Mod Organizer wiki specifically recommends to use FNIS with Mod Organizer. And again this works for every other FNIS mod, so I don't see why it wouldn't work for Display Model 2. I really, really love this mod and loved using it back when I still ran it with NMM, and I'm very confused as to why it isn't working now. Any kind of help or suggestions would be great, and thank you for your time. Welp, I found the problem on my own. For some reason that file I mentioned earlier, "meshes/actors/character/behaviour/0master.hkx" was the culprit. It was being used by FNIS, and yet overwritten by the Unofficial Skyrim Legendary Patch. Why does that specific file get overwritten by USLP? I don't know. Why does a single behavior file render an entire set of animations unrecognizable? I don't know. Why does LOOT automatically sort the FNIS files to be overwritten by the USLP? I don't know. All I know is that when I set the load order of the FNIS output files under the USLP, suddenly the Display Model 2 animations started appearing in game. Hopefully if someone else runs into this problem, my experience can help them. I would suggest to the mod author that maybe they add a description and fix of this specific conflict into the mod's description if someone else encounters the same problem? I'm fairly sure the USLP is a fairly common used mod nowadays.
darkconsole Posted June 17, 2017 Author Posted June 17, 2017 Welp, I found the problem on my own. For some reason that file I mentioned earlier, "meshes/actors/character/behaviour/0master.hkx" was the culprit. It was being used by FNIS, and yet overwritten by the Unofficial Skyrim Legendary Patch. Why does that specific file get overwritten by USLP? I don't know. Why does a single behavior file render an entire set of animations unrecognizable? I don't know. Why does LOOT automatically sort the FNIS files to be overwritten by the USLP? I don't know. All I know is that when I set the load order of the FNIS output files under the USLP, suddenly the Display Model 2 animations started appearing in game. Hopefully if someone else runs into this problem, my experience can help them. I would suggest to the mod author that maybe they add a description and fix of this specific conflict into the mod's description if someone else encounters the same problem? I'm fairly sure the USLP is a fairly common used mod nowadays. thanks for following up with what you found. i never would have figured that out beacuse i use mod organizer and just allow fnis to just dump into the overwrite folder so it /always/ wins no matter what.
apocalypse. Posted June 20, 2017 Posted June 20, 2017 Tutorial for self bondage would be very nice <3
sanelmax Posted June 22, 2017 Posted June 22, 2017 First off, fantastic mod. This is by far the most stable way to truss up an NPC "set and forget" style I've used in my Skyrim modding career. Thanks! Definite bump on the Tara's Furniture support. That would make my day. I'm not sure how things are hooked up behind the scenes (I'm okay with the creation kit, but I've worked in other game engines before and been around the block with modding), but I'd be willing to work on making a patch if it's not incredibly difficult. If that sounds cool to anyone, pointing me to some resources on how to go about it would be greatly appreciated. Thanks again for this awesome mod, and keep up the exemplary work!
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