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Posted
37 minutes ago, GuruSR said:

This would be better done with 01 merged in with 00 to remove the need for any of the choices.

 

GuruSR.

Merging 01 over 00 in both installers (UUNP & CBBE) will make almost no difference to the downloadable files sizes.

 

image.png.c9f78f5cb7b6705a558bbec9035faabb.png

Posted
1 hour ago, piotsze said:

Merging 01 over 00 in both installers (UUNP & CBBE) will make almost no difference to the downloadable files sizes.

It isn't that, the fact that there is less for the FOMOD to consider, means the install will be fast, plus those who don't use mod organizers (like myself), can go into 00 core and drag that all in and close out afterwards, instead of having to go into 01 ... to get the rest of it.

 

GuruSR.

Posted
4 hours ago, piotsze said:

 - Devious Devices Expansion 4.3a UUNP.7z ( 708 MB)

 - Devious Devices Expansion 4.3a CBBE.7z ( 367 MB)

I think it is a good idea to separate both installs.

Not everybody has a huge internet link and I guess nobody would need BOTH at the same time :classic_smile:

Posted
23 minutes ago, GuruSR said:

It isn't that, the fact that there is less for the FOMOD to consider, means the install will be fast, plus those who don't use mod organizers (like myself), can go into 00 core and drag that all in and close out afterwards, instead of having to go into 01 ... to get the rest of it.

 

GuruSR.

GuruSR, i can definitly see the point in that. And that's the good one point - thank you. To think of it your suggestion will reduce space used in the time while being installed by Mod Organizer, also will reduce installation times - because no more redundant data will be in use. Even if no difference will be made to the donloadable files sizes. Thats pretty good idea of you to point to me.

I will begin merging procedure for today - to make it even better, and faster.

Also if there will be no permission given or no reply by Kimy - i will post it in this thread (files splitted: .7z.001, .7z.002, etc. - which will require to download all of them to work). However i will leave fomod installer in them - just for user to have "some" window informing which version he or she is installing. Fomod files are very small, imho it is better to keep them.

But this will require of me more time to test it. I don't want to do some mistakes by merging 01 over 00 in both UUNP and CBBE. That means also to test if after installation by Mod Manager. Especially check if there are no important files missing, and to test Bodyslide generation.

Posted

This looks allready very promising. Also looks like littlebit faster due to smaller amount of files used... Tested CBBE version - works as intended. Bodyslide detects all files to generate: 100 files. Which is exactly the same amount of files as in original installer. I was able to correct also fomod window to say something more friendly and to display correct version:

Spoiler

image.png.e4ba04ac5dc8c00dc483f3919cca06e3.png

 

I will do splitted version of it and non splitted. Next for me is to make & test UUNP now...

 

Edit: Allrighty! ? UUNP version is working. It has detected 106 files for that body type, which is also exact the same as in original installer. Not much of a difference in speed while installing, because this has much more small files required for UNP than it is required for CBBE. But installation shall be faster also just a littlebit.

Posted

Devious Devices - Expansion 4.3a CBBE version only. (size total: ~367 MB)

(in case you are on mobile data, pre-paid or simply - slow internet connection, and also don't want to download other body type installer)

 

This is repacked version of Devious Devices Expansion 4.3a to have only CBBE files inside the archive. You need to download all numbered files to make it work - from this post only. Installation in MO by selecting always first file.

Tested install in: Mod Organizer Classic 1.4, Mod Organizer 2.2.1

 

Devious_Devices_-_Expansion_4.3a_CBBE.7z.001Devious_Devices_-_Expansion_4.3a_CBBE.7z.002Devious_Devices_-_Expansion_4.3a_CBBE.7z.003Devious_Devices_-_Expansion_4.3a_CBBE.7z.004

 

Permission requirement - all met:

Spoiler

Permission.jpg.8cc9abaa4c1380f5f6648f2a35b54515.jpg

Fomod code changes:

md5 control sums & file:

Spoiler

a3601427e32c186f757e370965ac15b2 *Devious_Devices_-_Expansion_4.3a_CBBE.7z.001
482274bcbd45f6defa7675505d9af23c *Devious_Devices_-_Expansion_4.3a_CBBE.7z.002
962c309f22f05a40b94ff1e4b00961ba *Devious_Devices_-_Expansion_4.3a_CBBE.7z.003
0c8c990acf4903d5aea90de5bd93fe06 *Devious_Devices_-_Expansion_4.3a_CBBE.7z.004

 

Devious_Devices_-_Expansion_4.3a_CBBE.md5

None changes done to original assets.

Posted

Devious Devices - Expansion 4.3a UUNP version only. (size total: ~708 MB)

(in case you are on mobile data, pre-paid or simply - slow internet connection, and also don't want to download other body type installer)

 

This is repacked version of Devious Devices Expansion 4.3a to have only UUNP files inside the archive. You need to download all numbered files to make it work - from this post only. Installation in MO by selecting always first file.

Tested install in: Mod Organizer Classic 1.4, Mod Organizer 2.2.1

 

Devious_Devices_-_Expansion_4.3a_UUNP.7z.001 Devious_Devices_-_Expansion_4.3a_UUNP.7z.002 Devious_Devices_-_Expansion_4.3a_UUNP.7z.003 Devious_Devices_-_Expansion_4.3a_UUNP.7z.004 Devious_Devices_-_Expansion_4.3a_UUNP.7z.005 Devious_Devices_-_Expansion_4.3a_UUNP.7z.006 Devious_Devices_-_Expansion_4.3a_UUNP.7z.007 Devious_Devices_-_Expansion_4.3a_UUNP.7z.008

 

Permission requirement - all met:

Spoiler

Permission.jpg.5aa6202fc1383209bf5d85978a40146e.jpg

Fomod code changes:

md5 control sums & file:

Spoiler

23273c3c3cf60198cf19278b158367c9 *Devious_Devices_-_Expansion_4.3a_UUNP.7z.001
12d18a99cf4f258a7a289cc239eeb4bd *Devious_Devices_-_Expansion_4.3a_UUNP.7z.002
1631a680f5d32c3627b1d378896448c5 *Devious_Devices_-_Expansion_4.3a_UUNP.7z.003
abafa587cd9fe1b0718916c52dea2c92 *Devious_Devices_-_Expansion_4.3a_UUNP.7z.004
32c9be404915043a87384fdb104310a8 *Devious_Devices_-_Expansion_4.3a_UUNP.7z.005
cb023376c7233ec15504111f25ac1d1b *Devious_Devices_-_Expansion_4.3a_UUNP.7z.006
beb2197164ceca68b53e9f1c64adc7cb *Devious_Devices_-_Expansion_4.3a_UUNP.7z.007
015daa768b6f980a522d96b2141b508b *Devious_Devices_-_Expansion_4.3a_UUNP.7z.008
 

Devious_Devices_-_Expansion_4.3a_UUNP.7z.md5

None changes done to original assets.

Posted

BUG:  ARMOR 00x0116F6 "Black Ebonite Pony Boots", upon equipping it asks to lock 2 items at the same time, the second item (unowned) winds up in the inventory of the player, ARMOR 00x04ACE8 "Black Leather Pet Suit" (shows up as a White Armbinder in inventory picture).

 

Unlocking the "Black Ebonite Pony Boots" unlocks the "Black Leather Pet Suit" if still equipped and locked first, but leaves the "Black Ebonite Pony Boots" on and locked.  Unlocking them a second time unlocks the boots properly.

 

Gag (Pony) (Blinders) & (Harness) have identical inventory images of the Blinders (been that way since at least 4.1).

 

GuruSR.

Posted
1 hour ago, GuruSR said:

... 

ARMOR 00x04ACE8 "Black Leather Pet Suit" (shows up as a White Armbinder in inventory picture).

...

GuruSR.

GuruSR - This is one of the reported already bugs by me. Posts numbers: 2668, 2669, 2670 all at previous page at this thread. There are more bugs if interested to read. Posted all with solutions also.

Posted
5 hours ago, piotsze said:

GuruSR - This is one of the reported already bugs by me. Posts numbers: 2668, 2669, 2670 all at previous page at this thread. There are more bugs if interested to read. Posted all with solutions also.

Well, I just updated to 4.3 about 7 hours ago, since there is no way to sift through a forum for a bug list here, since forum support doesn't really offer a bug tracker, I figured I'd add the notice that I've found those.  As for the visuals, no big deal, the rope ones don't have any (but I can see why).   Also just saw a pony gag'ed woman give head to another NPC, err, that is wrong.  Later, saw someone with an armbinder, sitting on a chair on top of a bed, spanking someone else...  Soooo much weirdness.

 

Also, the problem withe equipping the footwear (Pony ones so far, not tested the others since upgrading to this version), cause you to equip that Black Leather Pet Suit first, this is a bug, never did that in 4.1, so why I'm getting double requests is a scripting mistake, so I just cancel the first one (Carry On) and that works as expected.  I can live with the inventory images being wrong (the gags have been since 4.1).

 

I wonder if anyone has come up with kill moves that involve being armbound, really looks weird when your armbinder wearing player does a 3rd person kill move with stubby arms.  Would have rather seen her jump on them and snap their neck with her thighs, or twist the head off.  (Okay, maybe that last one was a wee bit tooo evil.)

 

GuruSR.

Posted

Tripping over heals while in dialogue and not moving, had an issue where the dialogue was part of a scene and it broke it, a reload and wait around for it to happen beforehand then started scene dialogue and it worked fine that time.  Perhaps a check for dialogue?   Also SSLSpank & BJ is accepted while player is using an armbinder, player spanks person, then gets bj on no dildo and due to high heel height offset, the other person is sucking on her knees.  Does the main mod account for the settings in SexLab for sex starts?

 

GuruSR.

Posted

@GuruSR I'm fairly sure that if you want bound filter to work with animations, the animation has to be started with DD's API. But i'm looking forward to proof explaining otherwise... So if you have a mod that doesn't have DD as its dependency and it starts some sex animation, you can be sure it will ignore all restraints. On top of that there are mods that call specific animations, bypassing all filters.

 

If you want to look into it more, you need to know

1) Which animations are playing, exact names. From that you can figure out which mod those animations belong to, and they can be studied deeper for missing keywords.

2) Which mod started the animation. You will know this based on what happens in the game, what messages you get and so on. From the script source codes you can tell how animations are started.

Posted
11 hours ago, Zaflis said:

@GuruSR I'm fairly sure that if you want bound filter to work with animations, the animation has to be started with DD's API. But i'm looking forward to proof explaining otherwise... So if you have a mod that doesn't have DD as its dependency and it starts some sex animation, you can be sure it will ignore all restraints. On top of that there are mods that call specific animations, bypassing all filters.

 

If you want to look into it more, you need to know

1) Which animations are playing, exact names. From that you can figure out which mod those animations belong to, and they can be studied deeper for missing keywords.

2) Which mod started the animation. You will know this based on what happens in the game, what messages you get and so on. From the script source codes you can tell how animations are started.

It is apparently using the filters, because I'll see it say it is going to play "this animation" and then when the two actors get together, it'll say it is going to play another one and that one does.  But there are some oddities:

 

Spoiler

1759307877_Oct8201916_55_17.jpg.2bfa42b99c64cbf3191db40649cae315.jpg

 

TDP Prostitution, ask if the person wanted sex, said yes, used Bed, then it went through 1 animation, filter blocked it, then went to SSLSpank & BJ.  Furniture on furniture, spanking someone while in an armbinder, then the spankee gave head to a missing dildo down by her knees due to the height difference of the boots not being accounted for some reason, actually most of the sex scenes that involve DD boots seem to be off aligned by a considerable amount.

 

Spoiler

1580555300_Oct9201908_49_04.jpg.1a1bf4bda5d39522ac759a59eb78a82f.jpg

 

SLEN here, this time the animations all failed and a DDYokeSolo anim played while the other person masturbated on the ground.  Notice the armbinder?

 

So the filters are being used, but, seems that either Sexlab's animation picker is failing to notice something in a "fail to this anim" or the anims I have are not "up to date" which I can't really tell because I've no idea if the DD animations have been updated.

 

GuruSR.

Posted

The bound sex animation filter worked fine in DD 4.2 with non-DD based mods such as SLEN, SexLab Survival and even Match Maker. Myself and others have reported the filter not working correctly with 4.3, for me the filter only seems to work correctly with Cursed Loot. Even an optional sex encounter with Swain in Laura's Bondage Shop didn't work with the bound sex filter and it's a DD-based mod.

 

GuruSR seems to be experiencing similar issues that I've been having, as outlined in the post I linked. If you start a sex scene while wearing an arm restraint the scene will select a normal animation first (according to the messages) but then select an aggressive animation instead of a bound sex animation.

 

As I said the bound sex filter in 4.3 works fine with Cursed Loot so don't immediately assume it's working for other mods. Once again the bound sex filter worked fine for non-DD mods with 4,2 but for myself and others it doesn't work correctly anymore with 4.3.

 

Anyone else having these issues need to start posting Papyrus logs. I intend on posting some more logs when I get the time to set everything up again.

Posted
55 minutes ago, GuruSR said:

TDP Prostitution, SLEN ...

 

So the filters are being used, ...

Neither of those mods have DD dependency. I went and looked into Cursed Loot how it deals with devices. I found it to be in dcur_library.psc source file at line 5025: function sexwithplayer. You can see there's all kinds of device code written manually for gags, chastity... Basically 1 sequence could be:

 

SLanim = libs.SelectValidDDAnimations(SceneSexActors, actorcount, !consensual, preferredanimtag)

r = SexLab.StartSex(Positions = SceneSexActors, anims = SLanim, victim = libs.playerref, allowbed = allowbeds, Hook="SexWithPlayer")

 

The alias "libs" there is referenced to zadlibs, meaning Devious Devices. So if you have a mod that doesn't depend on DD, there is no way it will be filtering the animations.

Posted
20 minutes ago, sudoshywolf said:

How do I "run bodyslide" to "build the assets". I don't know what that means

Minimal guide:

Spoiler

bodyslide_tut.png.5f249466a403ab12b255b9f136602dcd.png

 

If you build with a HDT body, you need HDTExtensions mod too. Some DD items require HDT to look right, chains and tail plugs etc. Also XPMSE skeleton file.

 

I mean, a lot of people use group filters. It's ok practise but not for people new to Bodyslide. There's a bigger chance you mess something up using filters. You have to build all items at least once in any case after they are installed, or if you change your body preset. Some mods may also have files in several different filter groups + some in the "Unassigned" group. You'd have to select all of them.

Posted

Would there be a possibility to update the non restrained orgasm animation to that of the restrained orgasm? As it actually looks really good with the falling and getting back up as opposed to just instantly appear laying on the ground then instantly back to standing.

Posted
24 minutes ago, osmelmc said:

Is possible to get the MEGA file Split I'm having problems downloading files biggers that 500MB?

Check previous page.

Posted
10 hours ago, Zaflis said:

Neither of those mods have DD dependency. I went and looked into Cursed Loot how it deals with devices. I found it to be in dcur_library.psc source file at line 5025: function sexwithplayer. You can see there's all kinds of device code written manually for gags, chastity... Basically 1 sequence could be:

 

SLanim = libs.SelectValidDDAnimations(SceneSexActors, actorcount, !consensual, preferredanimtag)

r = SexLab.StartSex(Positions = SceneSexActors, anims = SLanim, victim = libs.playerref, allowbed = allowbeds, Hook="SexWithPlayer")

 

The alias "libs" there is referenced to zadlibs, meaning Devious Devices. So if you have a mod that doesn't depend on DD, there is no way it will be filtering the animations.

I removed DCL a while ago due to the arrest code, others have also complained about it in other threads/forums, so I apparently am not the only one unhappy with it, as I did like everything else.  As for SLEN and not filtering the animations, so you're saying the animation it finds first is random, then the fail one of DDYokeSolo (which clearly states it is in DD) is playing afterwards is from where?  Where is it getting DDYokeSolo from when the armbinder is present and not a yoke?  It always picks DDYokeSolo, but how?

 

GuruSR.

Posted

Nipple, Labia and Anal items that are static, any way to get them some weighted love?  Breast piercings when the player bends over, they're as static as can be, but her breasts sure reflect to what the game calls gravity.

 

GuruSR.

Posted

@GuruSR There is this project of Labia called COSIO (Clams Of Skyrim Inni Outie). Also HeroedeLeyenda started a project long time ago to make a user packs for UUNP and CBBE body types - with her skins incorporated. For Skyrim LE. But she went from LL to tumblr. Basically it was enormuos amount of effort to do this. She integrated also HDT support with movable Labia, with collision support within labia. In her pack there is also a strap-on replacer for SexLab - with collisions - for females. Also HDT Special body has got hands and feets with collisions. Plus support for Schlongs of Skyrim - man phallus to have collisions with labia. At her tumblr page - you can also download three additional DLC packs which she made for mostly popular followers from nexus site. And this will replace their skins and if i remember correctly the meshes.

I'm still using her pack. It is good one. All is done nicely by fomod installer. Many options to choose.

Posted
3 hours ago, GuruSR said:

Nipple, Labia and Anal items

Items, like the piercings, they're static when the items they are in are not.

 

GuruSR.

Posted

Hey Kimy,

 

I have an idea for the rope items.

How about making rope coils for every colour as equippable armor. When you equip the rope coil, you'll get a menu to choose which variant of rope restraint you want.

After you chose one, the coil will be removed and you'll get the restraint you chose. And when you later remove it without cutting it. the coil will be added to your inventory again.

It's probably a lot of work, but it would be really neat.

How does that sound?

This may or may not have something to do with the rope items taking up 30% of my shop's inventory. ?

 

 

Also, can you put HDT Physics Extensions and XPMS Skeleton as requirements for the DD framework?

I've gotten a bunch of reports from people that their game crashed when my mod equipped Prisoner Chains, which is something that happens when you're missing those requirements.

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