Coopervane Posted September 8, 2014 Posted September 8, 2014 Aww, poor pack mule. Well it's a good thing then that i've just been lazily standing here for the longest time, and not working on anything.
Mord Sif Posted September 8, 2014 Posted September 8, 2014 Aww, poor pack mule. Well it's a good thing then that i've just been lazily standing here for the longest time, and not working on anything. LuaeInRed.jpg Sounds to me like you need some motivation to pull your finger out and actually do something. Hmm. I'm sure I have a whip around here somewhere...
ThexForgotten Posted September 9, 2014 Posted September 9, 2014 Would it be Possible to get a 7B version of this? if not would you be willing to let a complete noob try to convert this to 7B?
Coopervane Posted September 9, 2014 Posted September 9, 2014 Anyone's allowed to make a conversion, so if you want to try your hand at it, go ahead.
Coopervane Posted September 9, 2014 Posted September 9, 2014 Welp, v1.1.3 went and happened. Here's what you need to know: * Added Pony Boots.* Added ground-object files to male inventory.* Fixed item duplication crafting bug. The pony-boots are locking devices needing a restraint key to unlock, they apply the ZaZ Slow-move effect same as the Slave-boots, but unlike the Slave-boots they do allow for sprinting. They use vanilla Skyrim Horse, Goat and Elk soundeffects for the footfalls, making them play a nice clop-clop sound, but such noisy boots were not made for sneaking, so you are hit with a -10 penalty to your Sneak-skill whilst wearing them. They are avalible in black, red, and white, aswell leather and ebonite versions, crafting them works the same as everything else in DDx. As for crafting, you can nolonger dye or transmute an item that you are wearing (which fixes a duplication bug). You can however do so if you have a second copy of the item in your inventory (but not worn). Special thanks to: Xinafay for making the meshes (origional mod here) and giving permission, idontkn0w123 for doing an UNP-Topmodel conversion, and Ms.Leeches for converting the conversion to UNPB (origional mod here). Srende for dealing with the zadx_libs scripty stuff, which lets other mods use DDx devices easilly, and finding the solution to the dupe-bug. Mord Sif for testing and feedback. And that git named Coopervane, whom i think made all the textures, Nif settings and the tedious CK work or something. Go try them out, and do try to have fun.
Mord Sif Posted September 9, 2014 Posted September 9, 2014 Looks like the whipping did the trick then. Hope the welts don't sting too much!
Coopervane Posted September 9, 2014 Posted September 9, 2014 Looks like the whipping did the trick then. Hope the welts don't sting too much! Well i can almost sit down again, almost
Warrunner Posted September 9, 2014 Posted September 9, 2014 Aww, poor pack mule. Well it's a good thing then that i've just been lazily standing here for the longest time, and not working on anything. LuaeInRed.jpg Well, the pack mule is a-lot better off with us than she would have been if the guards had got to her first. All she has to do here is put up with carrying a backpack full of all the random alchemical crap I tend to pick up and the occasional dragon bone and leather. She doesn't even have to fight anything; Zora and I do that. Why, she's even been good enough recently that she gets to stay inside the house. If the guards or one of the other, less devious, roving adventurers had found her first, she'd have been dead.
thedeathdefied Posted September 9, 2014 Posted September 9, 2014 Would updating from 1.1.2 break a savefile?
Srende Posted September 9, 2014 Posted September 9, 2014 Would updating from 1.1.2 break a savefile? nope.
Coopervane Posted September 9, 2014 Posted September 9, 2014 Would updating from 1.1.2 break a savefile? It should be completely safe to update as nothing's been changed that would break things, and it has been on my own save which is showing no ill effects at all. You should be fine
Morferous Posted September 9, 2014 Posted September 9, 2014 Thank you for this update. Well, the pack mule is a-lot better off with us than she would have been if the guards had got to her first. All she has to do here is put up with carrying a backpack full of all the random alchemical crap I tend to pick up and the occasional dragon bone and leather. She doesn't even have to fight anything; Zora and I do that. Why, she's even been good enough recently that she gets to stay inside the house. If the guards or one of the other, less devious, roving adventurers had found her first, she'd have been dead. Teehee. Just in case you wish to give her a more proper name: Jaxonz Renamer by Jaxonz http://www.nexusmods.com/skyrim/mods/57335/?
kyjivzvcm Posted September 9, 2014 Posted September 9, 2014 I'd like to start this post with saying thanks for all the amazing work on this mod. And now time for a quick bug report. I'm currently using version 1.1.3 and Ive noticed something strange in that the red and white leather gag harnesses do not reinitialize the open mouth gagged animation upon loading a saved game. They just sit there with the gag clipping into the mouth of my character. It works fine for all the original gags, as well as the coloured versions of the ebonite gags and the simple leather gags. While the possibility exists that it could be some screw up on my end the fact that its only effecting the leather harness colour variants leads me to believe that something possibly wasn't tagged correctly. If you could take a look into this that would be great.
Coopervane Posted September 10, 2014 Posted September 10, 2014 I'll take a look sometime tomorrow (it's late here), it's possible the CK ate something, it does that at times for no apparent reason Which gags is it specifically? When you say "harness" do you mean every gag that has a head-harness (so both ball, ring and panel), or do you actually mean just the red/white panel gags (which it seems you might)?
kyjivzvcm Posted September 10, 2014 Posted September 10, 2014 Its effecting the leather red and white ball/ring harness gags. Leather harness panel gags and any ebonite variants work fine as far as i can tell, although i didn't test every single one.
AdorableDeviant Posted September 10, 2014 Posted September 10, 2014 Downloaded the latest file from you, haven't gotten my hands on the ponyboots [i'm guessing I may have to console them into existence since CD and FtM haven't updated yet] but I thought I'd mention that your file comes up as ver 1.1.2 in Nexus mod manager. I even tried reinstalling it from the file, same effect. The file is definitely named 'DDx-v113' but comes up in NMM as Devious Devices: Expansion, versions 1.1.2
Coopervane Posted September 10, 2014 Posted September 10, 2014 Its effecting the leather red and white ball/ring harness gags. Leather harness panel gags and any ebonite variants work fine as far as i can tell, although i didn't test every single one. Yup, found the problem, somehow "zad_enchGag "Gag Script" [ENCH:0602B078]" has vanished from those gags. Don't ask, because i haven't a clue.. i know those enchants were there before, and now the CK has seen fit to nuke them for some reason. It just does that sometimes, and it's the most frustrating thing Sadly though, since this is an enchantment, and Skyrim bakes those (or the lack of same) into the savefiles, the fix won't work retroactively, any affected gags already in your posession will continue to have the problem as they will be loaded from the save, not from the updated cude in the .esm file, the fix will only apply to new ones obtained after the fact. Downloaded the latest file from you, haven't gotten my hands on the ponyboots [i'm guessing I may have to console them into existence since CD and FtM haven't updated yet] but I thought I'd mention that your file comes up as ver 1.1.2 in Nexus mod manager. I even tried reinstalling it from the file, same effect. The file is definitely named 'DDx-v113' but comes up in NMM as Devious Devices: Expansion, versions 1.1.2 You can also craft them once you have the Devious Smithing perk (you can get it from the Forbidden Tome at the college of Winterhold). And yeah, i see there's a version refrence in the installers info.xml file, i was not aware of that (i don't use installers myself, and nobody reported it), but that's an easy fix. I'm going to wait just a little longer, see if any other bug reports come in, and then i'll make a patch for this stuff.
ahb1657 Posted September 10, 2014 Posted September 10, 2014 Downloaded the latest file from you, haven't gotten my hands on the ponyboots [i'm guessing I may have to console them into existence since CD and FtM haven't updated yet] but I thought I'd mention that your file comes up as ver 1.1.2 in Nexus mod manager. I even tried reinstalling it from the file, same effect. The file is definitely named 'DDx-v113' but comes up in NMM as Devious Devices: Expansion, versions 1.1.2 Same problem here. In the Download Manager box of NMM, it lists the correct discriprtion: DDx v. 1.1.3. In the actual mod list, however, it lists the old description and version number. I tried completely deleting the old file and reinstalling twice. No luck getting it to fix.
Wasps Posted September 10, 2014 Posted September 10, 2014 Heya, I got a modding question about panel gags. Dunno if it's better to ask here or in the assets thread, but for whatever reason I'll ask here first. I'm wondering how you apply a new mesh for them? Specifically just for male characters while keeping the original mesh for females. From what I can tell it doesn't use an ARMA form? I'm guessing it's something to do with the art objects and the mesh being applied by a magic effect or something? But other than that I got nothing and could really use some help. Thanks
Coopervane Posted September 10, 2014 Posted September 10, 2014 That's precisely what it is, an art-object applied by a magic effect, and controlled by a script. You'd probably be better off asking in the DDi thread however, as it is Min who scripted this and fully understands what he did there. But the short of it, you can see what i've done if you open DDx in Tes5Edit and follow the chain from the panel gags. Have a look under Art Object, Object Effect, Misc Item and Magic Effect. And then have a look at any of the panel-gag Scritinstance and Inventory records under Armor to see how it is applied.
Wasps Posted September 10, 2014 Posted September 10, 2014 Awesome thanks. I'll see what I can figure out myself and go over to DDi if I get stuck again.
kyjivzvcm Posted September 10, 2014 Posted September 10, 2014 Great that you found the problem, looking forward to the update.
Coopervane Posted September 11, 2014 Posted September 11, 2014 v1.1.3a released, here's the skinny: v1.1.3a. * Fixed missing Enchant on certain gags. * Updated installer version. This is just a small service patch, and normally i'd release it just as an update, but since v1.1.3 was reporting the wrong version in the installer which caused some confusion for some, i felt it best to do a re-release to avoid any further confusion. A quick note: Due to the way Skyrim handles enchantments, the gag-enchant fix will not work retroactively. If you have picked up any of these gags from v1.1.3: WT-Ball gag (harness) (leather). WT-Ring gag (harness) (leather). RD-Ball gag (harness) (leather). RD-Ring gag (harness) (leather). Then go dump them in a random barrel or sack somewhere, and the game should despawn them within 10 in-game days or so, then grab yourself some new ones (feel free to use the console, it's not cheating when it's just a bug-workaround). Any new gags you get after installing v1.1.3a will have the fix, and yes, it is perfectly safe to update on an existing save.
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