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Posted

Let's have some tea and a friend get to work. You have all the fun



 



 

When you have, in your hunter will remove those stupid shields from the walls and nobody wants lashes?
 


 


yes home sweet home will have to recompile that script 

 

when new arguments are added they have to be r

 

 

 

When you have, in your hunter will remove those stupid shields from the walls and nobody wants lashes?
 

Posted

This mod is wonderful. But here is the thing, When i am trying to use this mod(version 205) combined with CliftonJD's "Paradise Halls Enhanced (pahe) repacked with the customary addons 7.1.9" the MCM menu of DM2 didn't show up. And when i am trying to charm an NPC to be under my control, they will answer me "of course" but won't follow me and no other dialog choices show up as usual. So, Is there any solutions to use both of these mods?

I solve the problem myself....I added an aroused mod than it works fine. Maybe you should add it to the requirements. Thanks for your mod again.

Posted

 

But the function does work after recompiling the script. So, is there a way my mod can be compatible with both 2.05 and 2.06?

 

Also I'm still not getting the interaction dialogue with an NPC bound in the chair. Anything I can check, besides the faction? (the NPC is in the interaction faction when put in the chair)

 

 

I'm not entirely sure - it is possible that its OK to pass more arguments than expected, but not less. worth a shot. trying the new recompile on the old dm.

 

also for the menu was that character already in the chair when you updated? if so you'll have to let them out and put them back in so the script triggers the faction update.

 как говорил старик Картман этот мод  авесоме (awesome)

 

i for one think its a good idea if we can get along with russia.

Posted

The character wasn't in the chair when I updated, I put them in later. And I checked from the console that they were added to the interaction faction. It's just the dialogue that is missing (the release dialogue is there through)

Posted

i have a problem, in 206, and 205 version (but i think it is the same in 204, but i havent tried yet) when i command an npc to "Come with me" they wont follow me they just ignore me and walk away.. It happens with all of the npcs.. what now?

 

EDIT: I managed to solve this problem, i think my save game was a piece of shit, i loaded another saved game and it worked... or maybe if you have this problem you can try to save your game then load.

Posted

The character wasn't in the chair when I updated, I put them in later. And I checked from the console that they were added to the interaction faction. It's just the dialogue that is missing (the release dialogue is there through)

 

did you have /any/ characters in the chair pose anywhere in skyrim when you updated?

Posted

 

did you have /any/ characters in the chair pose anywhere in skyrim when you updated?

 

 

No, I didn't even have the chair...

I'll check later if I can see anything in the mod in CK. The faction is assigned but no dialogue appears, it must be easy to diagnose this issue. Maybe the install went wrong.

Posted

Nice update, im actually surprised that after so many years of skyrim modding we still dont have normal chairtied pose/animations i guessing it is easy to make compared to other animations. Anyway great mod :) 

Posted

 

 

did you have /any/ characters in the chair pose anywhere in skyrim when you updated?

 

 

No, I didn't even have the chair...

I'll check later if I can see anything in the mod in CK. The faction is assigned but no dialogue appears, it must be easy to diagnose this issue. Maybe the install went wrong.

 

 

Figured it out: the interaction dialogue has the condition that the player has the control amulet, and I didn't have one. Is that a condition that could be removed?

 

The interaction animations are funny :) Any chance of adding a function to let 2 NPCs perform them? (one in the chair, the other sitting on them)

Posted

 

 

 

Figured it out: the interaction dialogue has the condition that the player has the control amulet, and I didn't have one. Is that a condition that could be removed?

 

 

post-501843-0-02424900-1487530486_thumb.jpg

 

the entire point of the amulet is to not clutter your dialog shit up when you are tired of the 5280 dialog lines this mod adds.

Posted

That makes sense, but the interaction dialogue only appears when an actor is already bound in the DM2 furniture. The dialogue to release the actor also appears without having the amulet

Posted

@ darkconsole

 

Nice update thanks.  Helps keep the house decoration looking fresh... :shy:

 

FWIW, I installed the mod and then overwrote it with the single 'chairbound-a1-flavour' hkx 'replacement' file posted above, and everything seems to work fine.  I've been looking out for the expected update to the main mod which I thought you implied would be made - i like to use only the very latest versions where possible - but it still has the flavour1 and flavour2 hkxs as the same filesize.  Is that as it should be, because I'm now not certain if what I did was 'right' or not?  :-/

 

TIA etc

 

 

 

 

Posted

i've pinpointed a conflict caused by devious devices, even when 'bound attack animations' are disabled. when an actor is wearing an armbinder or yoke an you tell them to stay, they will walk away. removing the armbinder from them will cause them to stop. putting it back on will cause them to walk away again.

 

from devious devices:

Function Apply_NPC_ABC(actor akActor)
	libs.Log("Apply_NPC_ABC( " + akActor.GetLeveledActorBase().GetName() + ", UnarmedDamage: " + akActor.GetActorValue("UnarmedDamage") + " )")
	; ActorUtil.AddPackageOverride(akActor, NPCBoundCombatPackageSandbox, 100)
	StorageUtil.FormListAdd(libs.zadNPCQuest, "BoundCombatActors", akActor, true)

	; ActorUtil.AddPackageOverride(akActor, NPCBoundCombatPackage, 100)
        ; fuuuuu
	
	akActor.AddSpell(ArmbinderDebuff)
EndFunction
Posted

Odd I updated from 205 to 206, I got the new furniture anims, but the girl was doing the T pose with the furniture showing. Realized I forgot to to FNIS after updating, so I quit, do FNIS, restart, now she won't do any of the interactions or the new  furniture anims or even the male mannequin poses, they just stand there doing nothing, but not in the T pose. the 'classic" poses still work?

Posted

Please. make. a few animations  of lay on back pose, like that on furotub, or on bed, the body to be on horizontal position,stretched ,actually all combinations just like u got with chains series when the body is vertical,u get me?, possibly spawned together with stone for height a bit

Posted

Hello. 

I have the initial dialouge option come up with the amulet in my inventory. NPCs will say "Of course", and proceed to ignore me.

Opening the console shows no logs to base anything on. Something up?

 

Posted

Just a little issue in your mod (it happened with my game)
when animating they come back to the pose...
example:
the mannequin bondage, when raping the female character and in the middle pf the animation they come back to the mannequin (and he appears)
 

  • 2 weeks later...
Posted

Just a little issue in your mod (it happened with my game)

when animating they come back to the pose...

example:

the mannequin bondage, when raping the female character and in the middle pf the animation they come back to the mannequin (and he appears)

 

 

Having someone bound with DM will conflict with SL animations - you'll need to free them from the bound pose first.

Posted

I also suggested it here and will ask FunnyBizness if he'd make an animation with that, but i wouldn't mind to have two possible mods in case of doubt. ;)

One "furniture" and/or animation i really want to see ingame:http://4.bp.blogspot...Dungeon_02a.jpg

more: http://hitmanx3z.tumblr.com/page/4

And maybe this one with hands chained (and legs?) at the wall/ceiling:

https://1.bp.blogspo...ssion_0002x.jpg

Beside that, love your work, it's awesome. 
Posted

 

Just a little issue in your mod (it happened with my game)

when animating they come back to the pose...

example:

the mannequin bondage, when raping the female character and in the middle pf the animation they come back to the mannequin (and he appears)

 

 

Having someone bound with DM will conflict with SL animations - you'll need to free them from the bound pose first.

 

Thanks! it worked e.e

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