llvv11 Posted June 4, 2019 Posted June 4, 2019 4 hours ago, donttouchmethere said: all of them! If we still speak about the same: VRAM (ENBoost), RAM (SKSE) and String Count (Crash Fixes) If you use already an ENB, then ENBoost isn't needed. If you use SKSE, make sure you have a fitting SKSE.ini (doesn't get generated automatically) But that hasn't anything to do with DM2 anymore. Where would I get a fitting SKSE.ini? 4 hours ago, donttouchmethere said: You just made that definition up =D And if it comes to FOMOD installers that automatically detect what you have installed it isn't even logical anymore. 4 hours ago, donttouchmethere said: Basically your optional mod becomes a requirement on your load order if the main mod connects to it. what do you mean by this? Are you able to test those furnitures in hearthfire dungeon?
donttouchmethere Posted June 4, 2019 Posted June 4, 2019 5 hours ago, llvv11 said: Basically adding skse memory patch, crash fixes, ENBoost can help with that: a short overview you can check the link for a SKSE.ini 48 minutes ago, llvv11 said: what do you mean by this? means you install optional mods like a requirement for the main mod for example HSH creates no esp patches for the mods it has patches for during install if it wants to overwrite something from the optional mod its good to have the optional mod installed first because HSH now has installed extra scripts or patches for the optional mod via the FOMOD installer (the window that pops up where you can choose optionals during installation), the optional mod becomes a requirement for the HSH version you installed. Means if you remove the optional mod, then HSH will still try to patch the non existing mod. You would have to reinstall HSH and choose the right options via FOMOD installer. 53 minutes ago, llvv11 said: Are you able to test those furnitures in hearthfire dungeon? okey okey ^^ I will check them ingame
llvv11 Posted June 5, 2019 Posted June 5, 2019 12 hours ago, donttouchmethere said: you can check the link for a SKSE.ini ok thanks 12 hours ago, donttouchmethere said: means you install optional mods like a requirement for the main mod for example HSH creates no esp patches for the mods it has patches for during install if it wants to overwrite something from the optional mod its good to have the optional mod installed first because HSH now has installed extra scripts or patches for the optional mod via the FOMOD installer (the window that pops up where you can choose optionals during installation), the optional mod becomes a requirement for the HSH version you installed. Means if you remove the optional mod, then HSH will still try to patch the non existing mod. You would have to reinstall HSH and choose the right options via FOMOD installer. are you saying always install optional mods like requirements for main mod? If so what happens if both mods say the other mod as optional? I guess it doesn't work all the time :) 12 hours ago, donttouchmethere said: okey okey ^^ I will check them ingame thanks
llvv11 Posted June 5, 2019 Posted June 5, 2019 18 hours ago, donttouchmethere said: all of them! If we still speak about the same: VRAM (ENBoost), RAM (SKSE) and String Count (Crash Fixes) If you use already an ENB, then ENBoost isn't needed. If you use SKSE, make sure you have a fitting SKSE.ini (doesn't get generated automatically) But that hasn't anything to do with DM2 anymore. The instructions from the link you provided say to modify two ini files: "activate the memory allocator patch of crash fixes in CrashFixPlugin.ini UseOSAllocators=1 to use the CF memory allocator be sure that the enblocal.ini setup is right: ExpandSystemMemoryX64=false (CTD after LAL or after loading a save if set to true) " Is there a way for enblocal.ini to override only select attributes? Ie. can I make a zip file containing an enblocal.ini that only sets the "ExpandSystemMemoryX64=false" and then create a zip of it and mount it in mod organizer and put it at the end and have it override just that one property from the main enblocal.ini? Is there a way to do something similar for CrashFixPlugin.ini? What does the memory patch do that crash fixes requires? Does it allow Skyrim to use more then 4 GB of RAM?
donttouchmethere Posted June 5, 2019 Posted June 5, 2019 On 6/5/2019 at 1:05 PM, llvv11 said: okey okey ^^ I will check them ingame I tried the the whipping for 30sec after PAHE dialoge "punishment" no CTD, but a sad slave (maybe a bit angry too): to keep her there I used this time: pahe dialog > "pose for me" Spoiler and I tested the ETR dungeon zaz spit-roast you get the odd floating effect if you activate the "stairs & flames" with the lever to the left seems it adds invisible stairs^^ to get PAHE slave into the furniture I use PAHE dialog "ok slave">"your going to do something for me" > cursor on spit-roast activation and click > "going to do something for me"-dialog should end automatically (don't end it with the "tab" key) Spoiler if the slaves aren't aligned right I use jaxonz positioner for the fine tuning
donttouchmethere Posted June 5, 2019 Posted June 5, 2019 1 hour ago, llvv11 said: Is there a way for enblocal.ini to override only select attributes? Ie. can I make a zip file containing an enblocal.ini that only sets the "ExpandSystemMemoryX64=false" and then create a zip of it and mount it in mod organizer and put it at the end and have it override just that one property from the main enblocal.ini? not sure why you want to do that? and this isn't how it works, any mod file gets overwritten by the last mod file in your load order lets say mod A has script 1,2,3,4 and mod B has script 1,2 => B below A => A provides script 3,4 and B overwrites script 1,2 from A with it's own files also I don't use MO and can't help you with that idea I recommend a manual install o.o although it is possible with NMM to overwrite existing ini with modified ones, because NMM installs into the skyrim folder I'm not sure how that works with MO just if you install multiple *.ini versions of the same only the last one will win EDIT: After a little research for MO: you can have multiple ini files with different settings for different profiles for details I guess you just need to do a little research
donttouchmethere Posted June 5, 2019 Posted June 5, 2019 2 hours ago, llvv11 said: What does the memory patch do that crash fixes requires? Does it allow Skyrim to use more then 4 GB of RAM? SKyrim already supports 4GB RAM what the memory allocation is all about here: Spoiler now that you say it, my blog get's thin on information at the end
donttouchmethere Posted June 5, 2019 Posted June 5, 2019 3 hours ago, llvv11 said: are you saying always install optional mods like requirements for main mod? If so what happens if both mods say the other mod as optional? I guess it doesn't work all the time same rules apply last one wins (in my example HSH would patch (not even sure if it does, didn't touch it for a while now) itself for DM2 and doesn't change DM2, means other mods still can use DM2 as optional)
llvv11 Posted June 5, 2019 Posted June 5, 2019 1 hour ago, donttouchmethere said: SKyrim already supports 4GB RAM what the memory allocation is all about here: Reveal hidden contents now that you say it, my blog get's thin on information at the end I said more then 4GB. I know it already supports 4, that's why I asked if it's supposed to allow more then 4.
llvv11 Posted June 5, 2019 Posted June 5, 2019 2 hours ago, donttouchmethere said: to get PAHE slave into the furniture I use PAHE dialog "listen slave">"your going to do something for me" > cursor on spit-roast and click, "going to do something for me"-dialog should end automatically how do you position cursor on the furniture if you are in the middle of a dialog? Do you position so you can see both and move the camera a bit while in conversation and try to align the cursor mid conversation? You click "your going to do something for me" twice?
donttouchmethere Posted June 5, 2019 Posted June 5, 2019 3 hours ago, llvv11 said: how do you position cursor on the furniture if you are in the middle of a dialog? Do you position so you can see both and move the camera a bit while in conversation and try to align the cursor mid conversation? You click "your going to do something for me" twice? as soon as you click on "your going to do something for me" the dialog window closes and you can move freely and point anywhere with your cursor after you choose where the slave should wait or what to activate/use furniture the dialog ends it's basically the same dialog as for your followers but specialized for PAHE slaves.
llvv11 Posted June 5, 2019 Posted June 5, 2019 3 hours ago, donttouchmethere said: as soon as you click on "your going to do something for me" the dialog window closes and you can move freely and point anywhere with your cursor after you choose where the slave should wait or what to activate/use furniture the dialog ends it's basically the same dialog as for your followers but specialized for PAHE slaves. it's not called listen to me though, it's called ok slave..., I'm assuming that was just a typo. That sort of worked. It gets slaves into the furniture but as soon as i leave the cell and come back, they are just standing beside them. The command sequence was: time to hit the road slave -> ok slave... -> you are going to do something for me time to hit the road slave is to transfer control from HSH to PAHE.
donttouchmethere Posted June 6, 2019 Posted June 6, 2019 17 hours ago, llvv11 said: it's not called listen to me though, it's called ok slave..., I'm assuming that was just a typo. yes that's right, couldn't remember, too many devious mods >.<
llvv11 Posted June 6, 2019 Posted June 6, 2019 5 hours ago, donttouchmethere said: yes that's right, couldn't remember, too many devious mods >.< So it doesn't work when you leave and come back into the cell?
donttouchmethere Posted June 6, 2019 Posted June 6, 2019 9 minutes ago, llvv11 said: So it doesn't work when you leave and come back into the cell? with the PAHE dialog: if you leave the cell and come back the slaves in furniture will drop out of them if your lucky they go back onto them after a while during the game loads the cell and the NPCs in it if not they will start to idle sadly that's a known issue
llvv11 Posted June 8, 2019 Posted June 8, 2019 On 6/6/2019 at 2:42 PM, donttouchmethere said: with the PAHE dialog: if you leave the cell and come back the slaves in furniture will drop out of them if your lucky they go back onto them after a while during the game loads the cell and the NPCs in it if not they will start to idle sadly that's a known issue Thanks for the help, you have been great. Too bad that's a known issue.
llvv11 Posted June 11, 2019 Posted June 11, 2019 On 6/4/2019 at 1:41 PM, donttouchmethere said: all of them! If we still speak about the same: VRAM (ENBoost), RAM (SKSE or Crash Fixes) and String Count (Crash Fixes) If you use already an ENB, then ENBoost isn't needed. If you use SKSE, make sure you have a fitting SKSE.ini (doesn't get generated automatically) But that hasn't anything to do with DM2 anymore. I installed crash fixes and the preloader it depends on along with the config changes. How do I know if it's working? What kinds of things does this fix as I didn't notice any more stability in my game. My game is already very stable before these mods.
wpgartist Posted September 3, 2019 Posted September 3, 2019 absolutely love this mod, and is a must have for all my playthroughs, however I do have one little issue i've noticed since I reinstalled skyrim (another mod broke my game lol). Whenever I enter my home I get a "You can only place armor on the mannequin" message, i click "ok" and it pops up about a dozen times before it goes away, until i click on an actual mannequin and start the process all over again. Any idea what might cause it? I've updated fnis, all the mods required, and run fnis.
knightvvolf Posted September 6, 2019 Posted September 6, 2019 ok so I saw the other posts about this, and how it was related to the mod order. I changed my mod order so this is as close to the top as i can get it, but its still not activating when I tell npcs to come with me, and I don't have a mod menu.
knightvvolf Posted September 6, 2019 Posted September 6, 2019 2 hours ago, knightvvolf said: ok so I saw the other posts about this, and how it was related to the mod order. I changed my mod order so this is as close to the top as i can get it, but its still not activating when I tell npcs to come with me, and I don't have a mod menu. figured it out finally had to delete puppet master and start a new game.
philyb Posted September 15, 2019 Posted September 15, 2019 The new SSE animations are great, just wish there was a self bondage option.
darkconsole Posted September 16, 2019 Author Posted September 16, 2019 On 9/15/2019 at 3:00 PM, philyb said: The new SSE animations are great, just wish there was a self bondage option. there will be just haven't gotten to it m8. i bounce around my various modding projects to avoid burnout.
philyb Posted September 17, 2019 Posted September 17, 2019 Yeah, I read it. Still, good work what's there imo, especially all the poses for the cages.
Ripstop Posted September 20, 2019 Posted September 20, 2019 On 9/2/2019 at 11:11 PM, wpgartist said: absolutely love this mod, and is a must have for all my playthroughs, however I do have one little issue i've noticed since I reinstalled skyrim (another mod broke my game lol). Whenever I enter my home I get a "You can only place armor on the mannequin" message, i click "ok" and it pops up about a dozen times before it goes away, until i click on an actual mannequin and start the process all over again. Any idea what might cause it? I've updated fnis, all the mods required, and run fnis. That is caused by FNIS sexy move trying to put it's tokens on the mannequin. It will pop up once for each mannequin in the cell as sexy move tries to allocate it's tokens. From what I have read, mannequins are NPCs.
darkconsole Posted September 20, 2019 Author Posted September 20, 2019 3 hours ago, Ripstop said: That is caused by FNIS sexy move trying to put it's tokens on the mannequin. It will pop up once for each mannequin in the cell as sexy move tries to allocate it's tokens. From what I have read, mannequins are NPCs. indeed they are. that issue is funny as hell tho.
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