Jump to content

Recommended Posts

Posted

the open Ebonite hood keeps getting unequipped by sexlab, and just today i was curious to see why and it has not been assigned a slot at all, just thought i would bring it up if it already hasn't

Posted
4 hours ago, Shion11 said:

the open Ebonite hood keeps getting unequipped by sexlab, and just today i was curious to see why and it has not been assigned a slot at all, just thought i would bring it up if it already hasn't

That's possible. You can also set sexlab MCM to disable stripping all headwear. As i mentioned earlier all my helmets are invisible anyway, they don't get in the way of those animations (i mean i really never ever want to see bucket headed personnel in the game...). So you might do the same, but i still don't know if it will really fix the hood stripping and that is just a workaround solution.

Posted
On 11/15/2019 at 2:43 AM, Zaflis said:

Red ebonite catsuit gloves seem to cut arm a bit:

 

gloves_bug.jpg.a84442d8d128aa10b05b72028114bd2f.jpg

The gloves seem to be made to be weared only together with the suit in whole combination...There´s lot of cloth, which is working only if equipped in whole parts.

This could be fixed by setting up the dedicated clothes as combinations, which do work, here: gloves are only and always only with the body-suit.

Don´t worry, even professional game developers have their problems with that. Specially in that case, if the game is updated with new clothing.

 

Posted

The White/Red Paw bondage mittens aren't showing their proper colors in first-person view.

 

Caused by zadx_PawBondageMittensRedAA (xx023250), xx0a0237B7, xx026877 and xx026878 - there's the male 1st person model, but the alternate texture wasn't copied to the female 1st person. 

Posted

Hi, 

I need some help all the Rope devices from the expancion Package are not showing up ingame I can put them in my inventory and they have effects but they dont have any textures and i cant find them in Bodyslide. Any suggestions for a quick fix?

 

Btw I am on expansion version 4.3a and allready tried all the regular trubelshooting options.

 

THX in advance

Posted
11 hours ago, MoRiTz.19 said:

... they dont have any textures and i cant find them in Bodyslide. ...

Which mod launcher are using and which way are you starting Bodyslide? With virtual directory using mod launcher the Bodyslide must be started from it. Same for FNIS.

Posted
2 hours ago, Zaflis said:

Which mod launcher are using and which way are you starting Bodyslide? With virtual directory using mod launcher the Bodyslide must be started from it. Same for FNIS.

i am using NMM but I don't think that is the problem everything else works correctly.

 

Posted

I was trying to figure why bondage mittens show error that you can't equip a body armor, but it still gets equipped. I'm quite certain there's a line missing from DD-Expansion's zadx_BondageMittensEffectScript.psc, line 79.

Spoiler

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
    if GetTargetActor() != libs.playerRef
        return
    Endif
    If akBaseObject.GetType() == 22 || akBaseObject.GetType() == 41 || ((akBaseObject.GetType() == 26 && !isDeviousDevice(akBaseObject) && akBaseObject != zad_DeviceHider))    
        If UI.IsMenuOpen("InventoryMenu")
            libs.notify("You can't equip this while locked in bondage mittens!")    
        Endif        

    +  libs.playerRef.UnequipItem(akBaseObject)
        while hasAnyWeaponEquipped(libs.playerRef)
            stripweapons(libs.playerRef)
        EndWhile                
    Endif
EndEvent

 

Compare DD-Integration's zadPlayerScript.psc, line 122. It's almost identical function with just that 1 difference.

Posted

Hi there,
Whenever a headpiece is attached to my character, it instead gets a red blindfold and i get a message that's impossible to use 2 blindfolds at the same time.
How can i fix it? Thank you in advance.

Posted
15 hours ago, Hazeel said:

Hi there,
Whenever a headpiece is attached to my character, it instead gets a red blindfold and i get a message that's impossible to use 2 blindfolds at the same time.
How can i fix it? Thank you in advance.

That´s a little bug during an event before. You must know all devious devices are two parts of the same. One render item, the visible part of the item, and the script part of the item, responsible for the interacting process. Both items are equipped during an event. In your case the script part of the item, having no visible render part, is not unequipped.

The easiest way to find the item is the following: download Conskrybe from Nexus. It is a SKSE addition and will not make a difference to gameplay nor is the loadorder influenced in any way. Conskrybe is able to log the console output. Essential for the following step, because sometimes the console output cannot viewed as far back as we need.

With Conskrybe active type player.inv in the console window. If you are lucky you can see the worn items by scrolling with page up. If not open the conskrybe.log in the skyrim root directory with the texteditor of your choice, e.g. notpad++. search for all worn items. There should be worn items (more than one... important!) indicating the first two letters of your devious mod. The red blindfold should be in expansion. One item worn should have the figures xx040F0C. Don´t touch that. Just don´t. The item you are looking for has maybe the description (valid if it was the Red Leather Blindfold bugging).

1 - (xx01110F) (100,100,00%) - Worn

--->BAD EDITOR ID (xx01110D)

Type the following in the console: player.removeitem xx01110f 1

There is a space between the f and the last 1.

This should delete the red blindfold from your character and make it able again to wear another blindfold of your choice.

Sometimes during a script lag maybe the worn items don´t unequip properly. Some items are still not corrected, pointing to the wrong scriptinstance. Since 4.3 the Blindfolds should be correct. But I don´t remember if I did it myself or if the bug is corrected by the developer team. Maybe I should make a note in my installation if I do ;)

 

If the Red Leather Blindfold is working as it should work and is visible on your character, the console output should look like this:

1 - Red Leather Blindfold (xx011110) (100,100.00%) - Worn

1 - (xx01110F) (100,100,00%) - Worn

--->BAD EDITOR ID (xx01110D)

 

Two items. the named one the inventoryitem, the unamed one the scriptinstance. This is a characteristic for devious items (only).

 

regards

Rogwar

Posted
1 hour ago, Rogwar002 said:

That´s a little bug during an event before. You must know all devious devices are two parts of the same. One render item, the visible part of the item, and the script part of the item, responsible for the interacting process. Both items are equipped during an event. In your case the script part of the item, having no visible render part, is not unequipped.

The easiest way to find the item is the following: download Conskrybe from Nexus. It is a SKSE addition and will not make a difference to gameplay nor is the loadorder influenced in any way. Conskrybe is able to log the console output. Essential for the following step, because sometimes the console output cannot viewed as far back as we need.

With Conskrybe active type player.inv in the console window. If you are lucky you can see the worn items by scrolling with page up. If not open the conskrybe.log in the skyrim root directory with the texteditor of your choice, e.g. notpad++. search for all worn items. There should be worn items (more than one... important!) indicating the first two letters of your devious mod. The red blindfold should be in expansion. One item worn should have the figures xx040F0C. Don´t touch that. Just don´t. The item you are looking for has maybe the description (valid if it was the Red Leather Blindfold bugging).

1 - (xx01110F) (100,100,00%) - Worn

--->BAD EDITOR ID (xx01110D)

Type the following in the console: player.removeitem xx01110f 1

There is a space between the f and the last 1.

This should delete the red blindfold from your character and make it able again to wear another blindfold of your choice.

Sometimes during a script lag maybe the worn items don´t unequip properly. Some items are still not corrected, pointing to the wrong scriptinstance. Since 4.3 the Blindfolds should be correct. But I don´t remember if I did it myself or if the bug is corrected by the developer team. Maybe I should make a note in my installation if I do ;)

 

If the Red Leather Blindfold is working as it should work and is visible on your character, the console output should look like this:

1 - Red Leather Blindfold (xx011110) (100,100.00%) - Worn

1 - (xx01110F) (100,100,00%) - Worn

--->BAD EDITOR ID (xx01110D)

 

Two items. the named one the inventoryitem, the unamed one the scriptinstance. This is a characteristic for devious items (only).

 

regards

Rogwar

Thank you for your help Rogwar but i couldn't find the item in my log. is there any other way to solve this without losing my save?

Posted
1 hour ago, Hazeel said:

Thank you for your help Rogwar but i couldn't find the item in my log. is there any other way to solve this without losing my save?

There is the way I use, which is less elegant but works mostly.

 

Use the help command to find the ids of all red blindfolds. There shouldn't be many, probably two or 3 ebonite and leather versions. Now for each of these you need to try:

 

Player.equipitem <itemID> 0

 

This will equip that item on you in a way visible in the inventory. Now all you need to do is try and remove it. If you guessed wrong and this is not the blindfold which is bugged on you, the item will unequip without any DD menu opening, and there will be no difference. If it happens, reload a save.

 

However, if the item gives you the normal menu (to struggle or to unlock or whatever), then you hit the correct item, which means if you now remove it via normal DD means (struggle, pick lock, break, unlock) the broken item should disappear too. I would suggest consoling a key or two to get rid of it easily. You can then test it out to see if it worked by trying to equip any other DD item on your head again.

Posted
4 hours ago, thedarkone1234 said:

There is the way I use, which is less elegant but works mostly.

 

Use the help command to find the ids of all red blindfolds. There shouldn't be many, probably two or 3 ebonite and leather versions. Now for each of these you need to try:

 

Player.equipitem <itemID> 0

 

This will equip that item on you in a way visible in the inventory. Now all you need to do is try and remove it. If you guessed wrong and this is not the blindfold which is bugged on you, the item will unequip without any DD menu opening, and there will be no difference. If it happens, reload a save.

 

However, if the item gives you the normal menu (to struggle or to unlock or whatever), then you hit the correct item, which means if you now remove it via normal DD means (struggle, pick lock, break, unlock) the broken item should disappear too. I would suggest consoling a key or two to get rid of it easily. You can then test it out to see if it worked by trying to equip any other DD item on your head again.

Well, i think this solved my problem, thank you!

 

The blindfold that bugged me was: CD - Red Ebonite <xx0FA49C>

 

Posted
3 hours ago, Hazeel said:

Well, i think this solved my problem, thank you!

 

The blindfold that bugged me was: CD - Red Ebonite <xx0FA49C>

Captured Dreams is not compatible with new DD. There might have been a patch in the thread but that doesn't matter now that the mod was deleted from the Internet.

Posted
14 hours ago, Hazeel said:

Well, i think this solved my problem, thank you!

 

The blindfold that bugged me was: CD - Red Ebonite <xx0FA49C>

 

 

19 hours ago, thedarkone1234 said:

There is the way I use, which is less elegant but works mostly.

There is another faster non elegant way: Look for a sack, barrel or chest you have full access to, meaning not locked. Open the console window and mark the container you want to use.

In your screen on the right side the container ID will be visible. Not... important! not the BaseID.

Make sure things like Bondage Lover are disabled or you will make a lot of duplicates in your inventory with the next step.

Type Player.removeallitems <containerID>

All your items now will be transfered to the container, EXCEPT scriptlocked worn items, such as questitems or devious items.

Next step to type while the console still is open: player.inv

You will now see a very short list of items in the console. The worn items, too. Just type: player.removeitem <itemID>

This will get rid of the bugged devious item.

Depending on your mods and how well they behave nothing bad will happen using this method. But if an important item is not scriptlocked, it is possible to get a failed quest. Never occured to me with vanilla ones.

After you got rid of your unwanted item open the storage container you used and grab your items by pressing (default) R.

Posted
On 12/3/2019 at 4:10 PM, Zaflis said:

I was trying to figure why bondage mittens show error that you can't equip a body armor, but it still gets equipped. I'm quite certain there's a line missing from DD-Expansion's zadx_BondageMittensEffectScript.psc, line 79.

  Reveal hidden contents

Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
    if GetTargetActor() != libs.playerRef
        return
    Endif
    If akBaseObject.GetType() == 22 || akBaseObject.GetType() == 41 || ((akBaseObject.GetType() == 26 && !isDeviousDevice(akBaseObject) && akBaseObject != zad_DeviceHider))    
        If UI.IsMenuOpen("InventoryMenu")
            libs.notify("You can't equip this while locked in bondage mittens!")    
        Endif        

    +  libs.playerRef.UnequipItem(akBaseObject)
        while hasAnyWeaponEquipped(libs.playerRef)
            stripweapons(libs.playerRef)
        EndWhile                
    Endif
EndEvent

 

Compare DD-Integration's zadPlayerScript.psc, line 122. It's almost identical function with just that 1 difference.

Funny thing is, I had seen this, thought "Oh, nice, but no patch file", so I put this into my game, and forgot ? Hadn't actually tested it, and now that I think about it... How much time went since I actually wore armor?.... ?

I also patched the same code fragment in "eSturk magic allowed bondage mittens". DDx mittens patch.zip

 

About compiling - there are good guides about getting CK, and best one - about setting up Notepad++ as editing tool for scripts with menu option to compile. After that the only problem is - you need to create dedicated compiling mod profile in your mod organizer, containing not only all your target mods, but also probably some of their optional dependencies. For example, I can't compile when DCL is present but Skooma whore not - even if compiled code don't do anything with them.

Posted
1 hour ago, DeWired said:

About compiling - 

I have all of the things i can imagine set ready, and did all the things mentioned in CPU's guide regards to an error i was getting, but the error still didn't go away. So i kind of gave up on that... CK is even set so that i can set DD's script properties in ESP's, so most things do work just the compilation not. I have quite fun custom DD patch where all red ebonite stuff need 6 keys to unlock, and most of other things 2 or 4 ?  But then keys drop more than default level, guess you could call it a bit of timegating then, you're almost guaranteed to wear the things at least a little while, when cursed traps take away all keys at 80% chance.

Posted
11 hours ago, Zaflis said:

I have all of the things i can imagine set ready, and did all the things mentioned in CPU's guide regards to an error i was getting, but the error still didn't go away. So i kind of gave up on that... CK is even set so that i can set DD's script properties in ESP's, so most things do work just the compilation not. I have quite fun custom DD patch where all red ebonite stuff need 6 keys to unlock, and most of other things 2 or 4 ?  But then keys drop more than default level, guess you could call it a bit of timegating then, you're almost guaranteed to wear the things at least a little while, when cursed traps take away all keys at 80% chance.

Just use another compiler and done. CK is a bitch and Skyrim a Diva. I´m using Notepad++ with a papyrus addon. Notepadd++ is able to be opened via MO, so I have all the needed scripts. TESVEdit and Notepad++ in use and I´m writing a working mod...Bethesda...pfff ;)

 

Notepad++.jpg

Posted

Sorry if it was brought up before, but I found out that if I have ankle chains and a hobble dress which is not extreme, the result is I am not slowed down at all, rather than be slowed down by both items or at least one of them. Possibly a bug?

 

Another thing: lesbian animations with yoke, breast yoke and shackles fail to fire almost all the time (yoke happened once, the rest didn't even work once) and instead nothing happens. Armbinders sometimes trigger non-lesbian scenes (which means the non bound girl uses a strapon) but so far I haven't seen the dedicated lesbian animation for them as well.

 

Specifically when I try to rape a DCL surrendered enemy who has an armbinder around her, it for some reason triggers 3 or 4 vanilla sexlab animations (I mean, those who don't have any bondage in them), one starting before the previous one can even finish, causing a very buggy expereince, though I am not sure if this problem hints at something in DCL or in DDe, and I suppose it could be a small incompatibility considering DCL is still not up to date with DD v4.3

Posted
5 hours ago, thedarkone1234 said:

Sorry if it was brought up before, but I found out that if I have ankle chains and a hobble dress which is not extreme, the result is I am not slowed down at all, rather than be slowed down by both items or at least one of them. Possibly a bug?

 

Another thing: lesbian animations with yoke, breast yoke and shackles fail to fire almost all the time (yoke happened once, the rest didn't even work once) and instead nothing happens. Armbinders sometimes trigger non-lesbian scenes (which means the non bound girl uses a strapon) but so far I haven't seen the dedicated lesbian animation for them as well.

 

Specifically when I try to rape a DCL surrendered enemy who has an armbinder around her, it for some reason triggers 3 or 4 vanilla sexlab animations (I mean, those who don't have any bondage in them), one starting before the previous one can even finish, causing a very buggy expereince, though I am not sure if this problem hints at something in DCL or in DDe, and I suppose it could be a small incompatibility considering DCL is still not up to date with DD v4.3

Yeah, very probably a bug. As I see it, Ankle chains try to slow down user only if he is not wearing strict hobble skirt. Problem is, check is done by keyword "Hobble skirt", which is present on all hobble skirts, strict and relaxed ones, it is a "hobble skirt relaxed" keyword which differentiates them. It also pertains to Boots with "Slowing boots" option.

Posted

Is somebody willing to help a noob out with some quick and dirty modding? So I picked up some nice lingerie from a mod, seen below, and I want to turn it into a lockable restraint item so it doesn’t get removed when my character starts stripping. Is this something somebody can help me with or is that against the rules? Keep in mind I literally have no experience with modding and would need idiot proof instructions. Thank you kindly. 
https://www.nexusmods.com/skyrim/mods/52168/?tab=images

Posted
2 hours ago, twsnider1138 said:

Is somebody willing to help a noob out with some quick and dirty modding? So I picked up some nice lingerie from a mod, seen below, and I want to turn it into a lockable restraint item so it doesn’t get removed when my character starts stripping. Is this something somebody can help me with or is that against the rules? Keep in mind I literally have no experience with modding and would need idiot proof instructions. Thank you kindly. 
https://www.nexusmods.com/skyrim/mods/52168/?tab=images

 

If you're just looking for an item to be left equipped when sex animations play, you can do that easily in the sexlab MCM. Make sure your character is wearing the item, then open the sexlab MCM and go to the strip settings page. You can find the item and set it to Never Remove, and it should stay on for sex.

 

This will depend on what you mean by "starts stripping," though. If there's a specific mod that is taking things off, without respecting sexlab strip settings, then this method might not work.

Posted
8 hours ago, merManc said:

 

If you're just looking for an item to be left equipped when sex animations play, you can do that easily in the sexlab MCM. Make sure your character is wearing the item, then open the sexlab MCM and go to the strip settings page. You can find the item and set it to Never Remove, and it should stay on for sex.

 

This will depend on what you mean by "starts stripping," though. If there's a specific mod that is taking things off, without respecting sexlab strip settings, then this method might not work.

Ok, I’ll give that a try when I get to work. I’m using Deviously Cursed Loot so I don’t see why it wouldn’t respect the sex lab settings. Thank you very kindly.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...