Altom Posted September 24, 2014 Posted September 24, 2014 How do i turn on the third one? (sorry I'm a noob) Edit I'll try tomorrow and add the results. thanks for fast response!
Coopervane Posted September 24, 2014 Posted September 24, 2014 By holding down the Sprint key along with holding down the move-forward key. WASD keys to move. Shift key to switch between walk/run. Alt key to sprint. One note though: Sprint only works if you are currently in the "run" mode. You can go from "run" to "sprint", but "sprint" does not work if you are in "walk" mode. I don't know why Bethesda made it that way, but they did. Whilst wearing the Slave-boots, sprint should do nothing in either mode, it should be fully disabled (it's very hard to sprint in high-heels, even women who wear them every day can usually only manage jogging-speeds in heels). The Pony-boots do allow for sprinting though, they are not identical to the slave-boots.
Altom Posted September 25, 2014 Posted September 25, 2014 Tested it out and yes everything works fine. thanks!
Graveguard Posted September 25, 2014 Posted September 25, 2014 Will new items be added? It would be good to see some pain inducing items like clamps.
Inte Posted September 26, 2014 Posted September 26, 2014 Is there any way I can detect if a certain armor slot is in use? Say slot 45 for a collar. Trying to make the following work. ;+Collar+ ;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ;If (GetSlotMask()== 45) ;If (!fctOutfit.isCollarEquipped(kSlave)) && (!libs.IsWearingDevice(kSlave, libs.collarPostureRendered, libs.zad_DeviousCollar) ;&& (!libs.IsWearingDevice(kSlave, xlibs.harnessBlockingRendered, libs.zad_DeviousHarness) If (!kSlave.GetWornForm(45)) ;INT iDDtype = Utility.RandomInt(0,100) If (iDDtype >= 80) Utility.Wait(1.0) libs.EquipDevice(kSlave,libs.collarPosture, libs.collarPostureRendered, libs.zad_DeviousCollar, false, true) ElseIf (iDDtype >= 70) Utility.Wait(1.0) libs.EquipDevice(kSlave,xlibs.harnessBlocking, xlibs.harnessBlockingRendered, libs.zad_DeviousHarness, false, true) ElseIf (iDDtype >= 60) Utility.Wait(1.0) libs.EquipDevice(kSlave,zadxlibs.cuffsEboniteCollar, zadxlibs.cuffsEboniteCollarRendered, libs.zad_DeviousCollar, false, true) ElseIf (iDDtype >= 50) Utility.Wait(1.0) libs.EquipDevice(kSlave,zadxlibs.collarPostureEbonite, zadxlibs.collarPostureEboniteRendered, libs.zad_DeviousCollar, false, true) ElseIf (iDDtype >= 40) Utility.Wait(1.0) libs.EquipDevice(kSlave,zadxlibs.collarPostureWTLeather, zadxlibs.collarPostureWTLeatherRendered, libs.zad_DeviousCollar, false, true) ElseIf (iDDtype >= 30) Utility.Wait(1.0) libs.EquipDevice(kSlave,zadxlibs.collarPostureRDEbonite, zadxlibs.collarPostureRDEboniteRendered, libs.zad_DeviousCollar, false, true) Else Utility.Wait(1.0) fctOutfit.setDeviousOutfitHarness ( bDevEquip = True, sDevMessage = "") Else Debug.Notification("Your current collar stays in place!") EndIf ;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Also, is there a different keyword for ebonite stuff, or is it the same as the base i.e. "libs.zad_DeviousCollar" in this example?Thanks
Coopervane Posted September 26, 2014 Posted September 26, 2014 Will new items be added? It would be good to see some pain inducing items like clamps. Adding more stuff is the goal, so yes. That said, items made by Zadil or Koffii (our resident 3D guys) will usually end up in DDa rather than DDx. The exceptions are items which require outside dependancies (like HDT-HHS), or which fall outside of the norm and theme of DDa, such items go into DDx so they remain optional for end-users. An item like nipple-clamps would fit the theme of DD just fine, so it would most likely end up in DDa rather than DDx if Zadil/Koffii make them. Otherwise, DDx is more focused on adding 3'rd party items, though it can be very difficult at times, since i need both UNPB and CBBE versions of the items to add it, and not a lot of good stuff exists for both bodies limiting my options Is there any way I can detect if a certain armor slot is in use? Say slot 45 for a collar. Trying to make the following work. Also, is there a different keyword for ebonite stuff, or is it the same as the base i.e. "libs.zad_DeviousCollar" in this example? Thanks Not sure about Slot-use detection, try the DD-Wiki, might be something there: https://github.com/DeviousDevices/Docs/wiki As for keywords, no, but there are tags! If you look in zadx_libs.psc, you'll find that all DDx items are registered and declared there with tags, such as "ebonite", "white", "red", "arms", "collar" and so forth. Mods can call on only the items they want by using the appropriate tags. You should check these two articles on the DD-Wiki: https://github.com/DeviousDevices/Docs/wiki/Randomly-Selecting-Devices https://github.com/DeviousDevices/Docs/wiki/Generic-item-tags Or, alternatively, if you would be more at home looking at practical examples i know the Cursed-Loot mod is using the system, so you can have a gander at how Kimy is doing things.
Altom Posted September 27, 2014 Posted September 27, 2014 I got a bug with some of the devices working wrong for the follower. Specificaly, gag appears stuck in the chin while the mouth is closed, and armbinder does not prevent arm animations or usage of weapons. On the Pc herself everything works just fine.
Mord Sif Posted September 27, 2014 Posted September 27, 2014 I got a bug with some of the devices working wrong for the follower. Specificaly, gag appears stuck in the chin while the mouth is closed, and armbinder does not prevent arm animations or usage of weapons. In the devious devices MCM, set the number of slotted NPCs to something higher than 0
Coopervane Posted September 27, 2014 Posted September 27, 2014 Go into the DD MCM menu, set "num slotted NPC's" to a value higher than zero (NPC support is off by default, but can be set to support up to 10 NPC's, though it comes at a performance hit to support that many, set it only the the amount you actually need).
Altom Posted September 27, 2014 Posted September 27, 2014 That fixed the gag but the armbinder is still a bit off. She puts hads in proper position but the arm are clipping through and when i pull out my weapons she also does so only to put is away a bit later. If there actually are enemies around she will unsheat and sheat her weapon repeteadly. Oh and deviously helpless did not kick in probly because of that.
Srende Posted September 27, 2014 Posted September 27, 2014 That fixed the gag but the armbinder is still a bit off. She puts hads in proper position but the arm are clipping through and when i pull out my weapons she also does so only to put is away a bit later. If there actually are enemies around she will unsheat and sheat her weapon repeteadly. Oh and deviously helpless did not kick in probly because of that. Yes, the normal animations can't be disabled completely. Instead it restes the NPC animations every couple of seconds to the correct one. Which results in the behaviour you described. Followers won't have any effect on DH, only the player can trigger it.
Altom Posted September 27, 2014 Posted September 27, 2014 That fixed the gag but the armbinder is still a bit off. She puts hads in proper position but the arm are clipping through and when i pull out my weapons she also does so only to put is away a bit later. If there actually are enemies around she will unsheat and sheat her weapon repeteadly. Oh and deviously helpless did not kick in probly because of that. Yes, the normal animations can't be disabled completely. Instead it restes the NPC animations every couple of seconds to the correct one. Which results in the behaviour you described. Followers won't have any effect on DH, only the player can trigger it. So that's perfectly normal then. Thanks!
CliftonJD Posted September 28, 2014 Posted September 28, 2014 I got a bug with some of the devices working wrong for the follower. Specificaly, gag appears stuck in the chin while the mouth is closed, and armbinder does not prevent arm animations or usage of weapons. In the devious devices MCM, set the number of slotted NPCs to something higher than 0 just recently discovered this setting as its being addressed to others to fix things on npc's Go into the DD MCM menu, set "num slotted NPC's" to a value higher than zero (NPC support is off by default, but can be set to support up to 10 NPC's, though it comes at a performance hit to support that many, set it only the the amount you actually need). still wondering why this isn't default to atleast 1, think i finally set mine to 10 once i found it That fixed the gag but the armbinder is still a bit off. She puts hads in proper position but the arm are clipping through and when i pull out my weapons she also does so only to put is away a bit later. If there actually are enemies around she will unsheat and sheat her weapon repeteadly. Oh and deviously helpless did not kick in probly because of that. this sounds like it might be an issue with a follower mod are you using ufo or aft (i will admit to this same issue with followers, but i use aft and i know it will unsheath follower weapons and if they get out of range even teleport them to the pc)
Altom Posted September 28, 2014 Posted September 28, 2014 I got a bug with some of the devices working wrong for the follower. Specificaly, gag appears stuck in the chin while the mouth is closed, and armbinder does not prevent arm animations or usage of weapons. In the devious devices MCM, set the number of slotted NPCs to something higher than 0 just recently discovered this setting as its being addressed to others to fix things on npc's Go into the DD MCM menu, set "num slotted NPC's" to a value higher than zero (NPC support is off by default, but can be set to support up to 10 NPC's, though it comes at a performance hit to support that many, set it only the the amount you actually need). still wondering why this isn't default to atleast 1, think i finally set mine to 10 once i found it That fixed the gag but the armbinder is still a bit off. She puts hads in proper position but the arm are clipping through and when i pull out my weapons she also does so only to put is away a bit later. If there actually are enemies around she will unsheat and sheat her weapon repeteadly. Oh and deviously helpless did not kick in probly because of that. this sounds like it might be an issue with a follower mod are you using ufo or aft (i will admit to this same issue with followers, but i use aft and i know it will unsheath follower weapons and if they get out of range even teleport them to the pc) I am not actually using any mods for followers. I got her in the binder thanks to cursed loot mod.
Paragon_luvz Posted September 28, 2014 Posted September 28, 2014 Howdy! Im new here but i really like your work on this mod. Problem is, i cant get it to work. Whenever i activate Devious devices and DD integration, (both or either of them) my game crashes before i can even get to the main menu. Im not very tech savvy, so i dont really know what is causing this and i dont know how to fix it.I had a similar problem when i was initially trying to install SexLab, but i figured out that it was due to the presence of the AP mod from nexus. In that case it was a mod conflict so im assuming this might also be one, but i have no idea what it could be. It might not even be a mod conflict to begin with. I read through all the comments before posting this, just to make sure that somebody else hadnt already answered this type of question. There was one guy who had a similar problem, and one of yall suggested activating the console and entering qasmoke. Problem is, my game crashes before i get to the main menu, so i cant enter console commands. If yall would be so kind as to lend me a hand in this matter, i would greatly appreciate it. I understand that helping newbies out can get tedious after a while but i hope that helping me wont be too much of a hassle. Thanks in advance for anybody who can help.
Mord Sif Posted September 28, 2014 Posted September 28, 2014 Howdy! Im new here but i really like your work on this mod. Problem is, i cant get it to work. Whenever i activate Devious devices and DD integration, (both or either of them) my game crashes before i can even get to the main menu. Im not very tech savvy, so i dont really know what is causing this and i dont know how to fix it. I had a similar problem when i was initially trying to install SexLab, but i figured out that it was due to the presence of the AP mod from nexus. In that case it was a mod conflict so im assuming this might also be one, but i have no idea what it could be. It might not even be a mod conflict to begin with. I read through all the comments before posting this, just to make sure that somebody else hadnt already answered this type of question. There was one guy who had a similar problem, and one of yall suggested activating the console and entering qasmoke. Problem is, my game crashes before i get to the main menu, so i cant enter console commands. If yall would be so kind as to lend me a hand in this matter, i would greatly appreciate it. I understand that helping newbies out can get tedious after a while but i hope that helping me wont be too much of a hassle. Thanks in advance for anybody who can help. If you're crashing before the main menu that usually means you're missing a dependancy. Double check that you have all the requirements of DD Assets and Integration and that they're above DD in your load order. (And don't forget the HDT High Heels system for DD Expansion, too.)
Paragon_luvz Posted September 28, 2014 Posted September 28, 2014 Hot DAMN! Yall're fast. I was pretty sure i had all the required files but i'll redownload them just in case. I had a couple of the requirements prior to downloading DD assets and integration, so they might be outdated or something. Thank you kindly. If i have any future troubles, i know who to talk to LOL
CliftonJD Posted September 28, 2014 Posted September 28, 2014 I got a bug with some of the devices working wrong for the follower. Specificaly, gag appears stuck in the chin while the mouth is closed, and armbinder does not prevent arm animations or usage of weapons. In the devious devices MCM, set the number of slotted NPCs to something higher than 0 just recently discovered this setting as its being addressed to others to fix things on npc's Go into the DD MCM menu, set "num slotted NPC's" to a value higher than zero (NPC support is off by default, but can be set to support up to 10 NPC's, though it comes at a performance hit to support that many, set it only the the amount you actually need). still wondering why this isn't default to atleast 1, think i finally set mine to 10 once i found it That fixed the gag but the armbinder is still a bit off. She puts hads in proper position but the arm are clipping through and when i pull out my weapons she also does so only to put is away a bit later. If there actually are enemies around she will unsheat and sheat her weapon repeteadly. Oh and deviously helpless did not kick in probly because of that. this sounds like it might be an issue with a follower mod are you using ufo or aft (i will admit to this same issue with followers, but i use aft and i know it will unsheath follower weapons and if they get out of range even teleport them to the pc) I am not actually using any mods for followers. I got her in the binder thanks to cursed loot mod. ah, so this sounds like DD still has follower issues with the binders then, thought i noticed it long ago, but wasn't sure, would suggest posting this issue in the integration thrad
Paragon_luvz Posted September 28, 2014 Posted September 28, 2014 I double and triple checked and i definitely have all the requirements. They're in the right order too. Is there something else that could be causing this? And if so, is there a way to determine what it is? The guy who had a similar problem earlier, yall told him to look at the Papyrus thingy. How exactly would i go about doing that? or do i not need to?
Coopervane Posted September 28, 2014 Posted September 28, 2014 I double and triple checked and i definitely have all the requirements. They're in the right order too. Is there something else that could be causing this? And if so, is there a way to determine what it is? The guy who had a similar problem earlier, yall told him to look at the Papyrus thingy. How exactly would i go about doing that? or do i not need to? A crash at game start is definately a missing/outdated dependancy (or a really broken loadorder, i suppose could do it aswell). Programs like Tes5edit and Loot should be able to determine which one is missing or causing an error, so those are certainly worth trying, else, what you need is up-to-date versions of: Skyrim (latest patch). Unofficial Skyrim patches (SL req). SKSE. FNIS. SkyUI. ZaZ-AnimationPack. Sexlab. SL-Aroused. HDT-HHS. DD-Assets. DD-Integration. EDIT: And Papyrus logs would not help here, when the game crashes before you even get into it, then the game won't generate a log. Ergo you need to find the mod that's missing a dependancy (and that could be any mod you have loaded, if even one is missing a masterfile, the game crashes at the Bethesda logo). Otherwise, Logging is enabled via the Skyrim.ini file, a quick google search for "enable papyrus logging" can explain it better than i can
Paragon_luvz Posted September 28, 2014 Posted September 28, 2014 Background Loader: [Devious Devices - Assets.esm] Loading file [01:09] Background Loader: Fatal: <EOSError: System Error. Code: 2. The system cannot find the file specified> [01:14] Background Loader: finished So i ran Tes5edit and this is what it told me. Im no techy but my best guess is that i stored the wrong asset file into the Data folder. I use UNPB. would it be a good idea to download all 3 versions just to be safe? Or should i download one then test it (trial and error)? Or am i completely off about what the Tes5edit thing is telling me? Sorry for being such a burden, i just REALLY like this mod and i want very much to get it working.
Srende Posted September 28, 2014 Posted September 28, 2014 Looks like you didn't install DD - Assets correctly then. Did you do it manually or with NMM/MO? If you did it manually, you probably just copied the UNPB folder over, you need to copy everything in the core folder as well, which includes the actual .esm that actually specifies the items for skyrim.
Paragon_luvz Posted September 28, 2014 Posted September 28, 2014 I've installed all the asset files that pertain to UNPB, including the core, as of now. Still no dice Im gonna go through and reinstall ALL of the files that Coopervane listed. If that doesnt work i'll let yall know. God willing, it does the trick.
Warrunner Posted September 28, 2014 Posted September 28, 2014 So, had a thought. You know those Ballet boots from the Latex Catsuit mod? They should be fairly universal for bodies, and could totally use to be made lockable with reduced movement ala the pony boots. Just a thought.
Coopervane Posted September 28, 2014 Posted September 28, 2014 I've installed all the asset files that pertain to UNPB, including the core, as of now. Still no dice Im gonna go through and reinstall ALL of the files that Coopervane listed. If that doesnt work i'll let yall know. God willing, it does the trick. Could also be the loadorder, it is vital that you put things in this order: Sexlab. Aroused. Zaz-AP. DD-Assets. DD-Integration. DD-Expansion. (you can switch around Aroused an ZAZ, but the rest should be in that order) So, had a thought. You know those Ballet boots from the Latex Catsuit mod? They should be fairly universal for bodies, and could totally use to be made lockable with reduced movement ala the pony boots. Just a thought. No UNPB version, no go.
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