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Posted

Im using Kendo2's modified UNP body and i also have the clipping with the gloves. Its not the end of the world though. Everything else seems fine.  ;)

Posted

Kendo's mesh has modified weights. Of course it will clip. The UNP HDT-PE-TBBP 5.01 mesh was selected because it's so close to vanilla UNP.

Posted

Kendo's mesh has modified weights. Of course it will clip. The UNP HDT-PE-TBBP 5.01 mesh was selected because it's so close to vanilla UNP.

Yeah i thought that would be it, but i miss my big boobies and my UNPB armor's seem to work well with Kendo's body so i'll live with it.  :D

Posted

 

Kendo's mesh has modified weights. Of course it will clip. The UNP HDT-PE-TBBP 5.01 mesh was selected because it's so close to vanilla UNP.

Yeah i thought that would be it, but i miss my big boobies and my UNPB armor's seem to work well with Kendo's body so i'll live with it.  :D

 

 

You can use RaceMenu to adjust boobie size on the UNP HDT body if you like. It takes a bit of switching between the various body sliders but you can get a decent looking rack.

Posted

I made conversions for the new devices for blabba's HDT body which is basically 7baseTBBP w/Belly; If anyone is too lazy to do it themselves and interested here they are:

 

LINKY

 

By the way I haven't tested these out yet but I am sure they are fine.

Posted

Could we maybe get Ebonite versions of the restrictive set? The leather is pretty nice, but i REALLY like the sleek latexy look of the ebonite.

 

Next version. Not going to set a timeline though, the method Koffii uses to make his stuff is quite different from how Zadil was doing it (Zad was dealing with textures in the more traditional Layered-PSD Photoshop way, as i've also done, Kof is more HiTech using HighPoly-Bakes in SubstanceDesigner and the like), so we kinda have to reinvent the wheel here when working with it.

 

Monkey wrenches all over those gears! But it is comming, and hopefully soon :)

Posted

Short Question here: The Ebonite Gag (Ring) (Harness), probably all colors/version but I didn't check every single one, are blocking Oral animations, while the normal Ring Gags and Panel Gags allow Oral animations.

 

Is that intended behavior? Seems slightly inconsistent and goes kind of the against reason why there is a ring inside the mouth in the first place.

Posted

 

 

[snip!] the method Koffii uses to make his stuff is quite different from how Zadil was doing it (Zad was dealing with textures in the more traditional Layered-PSD Photoshop way, as i've also done, Kof is more HiTech using HighPoly-Bakes in SubstanceDesigner and the like) [snip!]

 

 

Wait a sec, Substance Designer and Substance Painter are what Koffii is using to get those amazing results? They support Skyrim? I happen to have picked up both in a crazily discounted steam sale this summer? I have a week of vacation suddenly forced upon me randomly starting this monday?

 

Sudden motivation, don't fail me now!

Posted

Well they don't exactly support skyrim, no. But you can make yourself a nodegraph that will convert the new-gen albedo/roughness/metallic workflow into skyrim's diffuse/specular/environment mask. It's not perfect by any means, and I have to tweak the graph for different materials, but it sort-of-kind-of works, as evidenced by the new gear.

 

I also make highpoly versions of all the gear to bake maps from - normals, curvature, AO, material ID, etc.

Posted

Well they don't exactly support skyrim, no. But you can make yourself a nodegraph that will convert the new-gen albedo/roughness/metallic workflow into skyrim's diffuse/specular/environment mask. It's not perfect by any means, and I have to tweak the graph for different materials, but it sort-of-kind-of works, as evidenced by the new gear.

 

I also make highpoly versions of all the gear to bake maps from - normals, curvature, AO, material ID, etc.

 

Gotcha. I think that may be vaguely like exporting to poser / daz materials, at least in basic theory. The program does the cool texture work, and after some fiddling you end up with a set of images you can assign to Skyrim's materials system.

 

And thanks for the highpoly tip. (Nearly) identical UVs, but more polys to make the procedural stuff like edge wear come out cleaner?

 

Time to mess with some arm cuffs. I hereby codename this weekend's project "Stop being purple in game, damnit!"

Posted

And thanks for the highpoly tip. (Nearly) identical UVs, but more polys to make the procedural stuff like edge wear come out cleaner?

 

 

On the highpoly? No point unwrapping it, so no UVs at all. The highpoly gets created first, then the lowpoly created over that either by retopo, or by taking the subdivided Catmull-Clark surface and ditching all the unnecessary loops. Sometimes I'll apply a bump-map to the highpoly to get a more detailed normal map, but if I do, I use projections to save time rather than unwrapping it.

 

The edge-wear, normal maps, etc are raytraced. I just unwrap the lowpoly.

Posted

Thanks for all your hard work :)

 

I've been having some strange issues with the shock nipple piercing... I didn't notice any shocks, and occasionally the common soulgem nip piercing appears in my inventory. Both appear equipped but I can unequip/drop the common soulgem piercing.

 

Anyway, with a bit of snooping with TES5Edit, the script attached to the shock piercing's inventory object has "zadx_piercingNCommonSoulInventory" in one of its fields. I'm wondering if that's the issue, I haven't tried changing it to see if it cure it.

Posted
 

Short Question here: The Ebonite Gag (Ring) (Harness), probably all colors/version but I didn't check every single one, are blocking Oral animations, while the normal Ring Gags and Panel Gags allow Oral animations.

 

Is that intended behavior? Seems slightly inconsistent and goes kind of the against reason why there is a ring inside the mouth in the first place.

 

Really? Again? :blink:

 

From the changelog:

 

v1.1.2a.
* Added missing "Permit_Oral" keyword to ring-gags.
 
If this bug has somehow managed to creep back in after having been fixed for months now (and i haven't touched the ring-gag's in as long), then i don't.. not even... what is wrong with this SDK!? :huh:
 
 

Thanks for all your hard work :)

 

I've been having some strange issues with the shock nipple piercing... I didn't notice any shocks, and occasionally the common soulgem nip piercing appears in my inventory. Both appear equipped but I can unequip/drop the common soulgem piercing.

 

Anyway, with a bit of snooping with TES5Edit, the script attached to the shock piercing's inventory object has "zadx_piercingNCommonSoulInventory" in one of its fields. I'm wondering if that's the issue, I haven't tried changing it to see if it cure it.

 

I know, it's beeing fixed for the next version.

 

And that bug, incidentally, i fixed 14 days ago (more than a week before v1.2's release). But there it is in the release version anyway. How? I have no clue..

 

 

Yeah, colour me frustrated. :(

Posted

Ok, now posting this in the proper thread. Too many tabs on the browser   :P


 


I have an odd situation. I use NMM, and after using it to uninstall the old version of DDx, and install the newest, I seem to have duplicates for the new items.  I do a "help restrictive" from the console, and I see 2 entries for the gloves, collar and corset.  Looking at the strings for the dupes and comparing against my load order to identify the sources, it seems one set is from DDa, and the other from DDx.   When I look at the plugins frame on NMM for DDa.esm the info frame shows " Version 2.8.3"


 


The other issue I'm having with the new items, is with the Restrictive Chastity Corset (both versions).  Console info says they are called from DDa, not DDx as I would expect. I used console to get both items to check them out, and when I equipped them I did not get the usual text box about them locking on, as the normal Restrictive Corset does (so I guess the ENCH function is not being applied) and although we have a Chastity belt visual, it does not hold in plugs. I would have expected this new gear be sourced from DDx, not DDa.


 


My normal procedure when upgrading an mod - when it's not a patch, once again using NMM, is to use NMM's uninstall to remove the old version, and then use it to install the new one.


 


Anyone have any ideas on why I'm seeing this? Any help would be appreciated.


 

Posted

 

 

Short Question here: The Ebonite Gag (Ring) (Harness), probably all colors/version but I didn't check every single one, are blocking Oral animations, while the normal Ring Gags and Panel Gags allow Oral animations.

 

Is that intended behavior? Seems slightly inconsistent and goes kind of the against reason why there is a ring inside the mouth in the first place.

 

Really? Again? :blink:

 

From the changelog:

 

v1.1.2a.
* Added missing "Permit_Oral" keyword to ring-gags.
 
If this bug has somehow managed to creep back in after having been fixed for months now (and i haven't touched the ring-gag's in as long), then i don't.. not even... what is wrong with this SDK!? :huh:

That is strange. I was curious so I checked my .esp in the CK and the scriptinstance versions, as well as the inventory versions of the ebonite ring gags, are virtually the same as far as keywords are concerned.

I also went and checked if MO overwrites anything but DDa and DDx only has some .nif files being overwritten, DDi doesn't get anything overwritten, SL Framework only has SOS touching it, ZAZ also only some .nif files and a texture.

Everything is updated as far as possible and I created a new Savegame for 1.2.

Load orders are correct as well (in Order: Sexlab, Highheels, Aroused, ZaZ, DDa, DDi, DDx).

 

So I have no idea why it wouldn't work, nothing is really borked that I can see.

 

 

 

Ok, now posting this in the proper thread. Too many tabs on the browser   :P

 

I have an odd situation. I use NMM, and after using it to uninstall the old version of DDx, and install the newest, I seem to have duplicates for the new items.  I do a "help restrictive" from the console, and I see 2 entries for the gloves, collar and corset.  Looking at the strings for the dupes and comparing against my load order to identify the sources, it seems one set is from DDa, and the other from DDx.   When I look at the plugins frame on NMM for DDa.esm the info frame shows " Version 2.8.3"

 

The other issue I'm having with the new items, is with the Restrictive Chastity Corset (both versions).  Console info says they are called from DDa, not DDx as I would expect. I used console to get both items to check them out, and when I equipped them I did not get the usual text box about them locking on, as the normal Restrictive Corset does (so I guess the ENCH function is not being applied) and although we have a Chastity belt visual, it does not hold in plugs. I would have expected this new gear be sourced from DDx, not DDa.

 

My normal procedure when upgrading an mod - when it's not a patch, once again using NMM, is to use NMM's uninstall to remove the old version, and then use it to install the new one.

 

Anyone have any ideas on why I'm seeing this? Any help would be appreciated.

 

 

You used the DDa items without locking scripts, if you want the locking ones search for "help restrictive" and then use the lower ones in the list (they should be lower if you have the correct load order).

This confused me as well, so you're not alone there.

 

To clarify: It's intended that there are two versions, with the same name, just pick the DDx version and it'll work properly.

Posted

 

 

 

 

Ok, now posting this in the proper thread. Too many tabs on the browser   :P

 

I have an odd situation. I use NMM, and after using it to uninstall the old version of DDx, and install the newest, I seem to have duplicates for the new items.  I do a "help restrictive" from the console, and I see 2 entries for the gloves, collar and corset.  Looking at the strings for the dupes and comparing against my load order to identify the sources, it seems one set is from DDa, and the other from DDx.   When I look at the plugins frame on NMM for DDa.esm the info frame shows " Version 2.8.3"

 

The other issue I'm having with the new items, is with the Restrictive Chastity Corset (both versions).  Console info says they are called from DDa, not DDx as I would expect. I used console to get both items to check them out, and when I equipped them I did not get the usual text box about them locking on, as the normal Restrictive Corset does (so I guess the ENCH function is not being applied) and although we have a Chastity belt visual, it does not hold in plugs. I would have expected this new gear be sourced from DDx, not DDa.

 

My normal procedure when upgrading an mod - when it's not a patch, once again using NMM, is to use NMM's uninstall to remove the old version, and then use it to install the new one.

 

Anyone have any ideas on why I'm seeing this? Any help would be appreciated.

 

 

You used the DDa items without locking scripts, if you want the locking ones search for "help restrictive" and then use the lower ones in the list (they should be lower if you have the correct load order).

This confused me as well, so you're not alone there.

 

To clarify: It's intended that there are two versions, with the same name, just pick the DDx version and it'll work properly.

 

 

ok, that makes sense, but there is no Restrictive Chastity Corset (normal or open) in a DDx version. The string indicates it's coming from DDa.

 

I've attempted to attach a screen snip. In my load order, 15 is DDa, 17 is DDx and 18 is ZAP.  I used "help restrictive" to get the output for that query.

 

This is leading me to think I have more problems, since the boots are references from ZAP, not from DDx.

 

I'm wondering if there is a prefered load order for DDa, DDi, DDx and ZAP?   Anyone have any ideas?

post-19555-0-13373200-1423326410_thumb.gif

Posted

 

 

ok, that makes sense, but there is no Restrictive Chastity Corset (normal or open) in a DDx version. The string indicates it's coming from DDa.

 

I've attempted to attach a screen snip. In my load order, 15 is DDa, 17 is DDx and 18 is ZAP.  I used "help restrictive" to get the output for that query.

 

This is leading me to think I have more problems, since the boots are references from ZAP, not from DDx.

 

I'm wondering if there is a prefered load order for DDa, DDi, DDx and ZAP?   Anyone have any ideas?

 

 

There are no open / chastity corsets as standalone items, if you equip the corset and any locking Chastity belt the corset will automatically switch to the correct version (open chastity corset for any open belt, closed one for any closed belt), this was done to combat clipping issues.

 

From the DDi Page:

: Restrictive Corset

* This new item is an alternative to the existing Harnesses, and occupies the same slot as them.

* This item will automatically merge with chastity belts (In effect, switching to a unique model that includes a belt) to avoid clipping.

* New Gameplay Effects (Stamina regen, Shouts)

* New Periodic Event(s)

 

You should have the ZAP Framework loaded before DDx, since both DDi and DDx reference it.

My Order for these mods is, from first to last, Sexlab Framework, Sexlab Aroused, ZAP, DDa, DDi, DDx.

You can switch DDa and ZAP, as they don't touch each other, but I personally like the three DD things to be besides each other.

 

Besides that, I don't have the boots from ZAP in my list, I only see them being offered from DDx.

If you use my load order you definitely want the lower 4 entries and any belt you desire, as they all should work, but if in doubt buy a belt from the Captured Dreams shop.

Posted

thanks folks, I must have missed the part explaining how the chastity corset works.  Also, LOOT has a different preferred load order. I've changed to the one youse folks have recommended. Thank you all again.

Posted

I am getting a weird bug.  When custom slave harnesses are equipped they are not visible, but normal harnesses are (including locking ones).  The item is in the inventory and its effects are there, just not a visible representation on the character.  Using CBBE Slim body with default settings in bodyslide (in case that is the issue).

Posted

I am getting a weird bug.  When custom slave harnesses are equipped they are not visible, but normal harnesses are (including locking ones).  The item is in the inventory and its effects are there, just not a visible representation on the character.  Using CBBE Slim body with default settings in bodyslide (in case that is the issue).

 

From the release notes:

 

A note with the Custom Harnesses: Per default DDi's "device hider" hides this harness when worn, this can be disabled in DDi's MCM menu when wearing the item and it will render as normal.
Posted

Latest version (1.2) makes armbinders invisible for me on ct77 body. Having a tough time figuring out a fix - reinstalling the mod didn't work. Going back to 1.1.5 makes armbinders show up again but causes issues with latest version of cursed loot.

Posted

Guys.. when you're overwriting the meshes of this mod with meshes supplied by another mod (such as a conversion), then i'm not the one you should be bringing mesh issues to, i'm not responsible for meshes that come from another mod and can't really do a whole lot about it.

 

 

I do know what the issue is though. Armbinders have been moved to Slot-46, so the conversion you're using needs to be updated.

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