Inte Posted December 6, 2016 Author Posted December 6, 2016 Hi Inte, Is a clean save generally required when upgrading to a newer version, or only if you explicitly say that its needed? (Upgrading from 2.39 --> 2.50) Probably random? Well, given no definite answer, I'll just have to try it out and hope my character's head doesnt start spinning 180 degrees or something. Well, a clean save is only required when I mention it, but it is a good practice to do it every update. Possessed? I will let @Min explain that one in the DDi thread.
Devious Diana Posted December 6, 2016 Posted December 6, 2016 Not sure if this has been asked before or not but, would love to see a pink variant of the mod. for roleplay ofc
chipstick Posted December 7, 2016 Posted December 7, 2016 Hi Inte, Is a clean save generally required when upgrading to a newer version, or only if you explicitly say that its needed? (Upgrading from 2.39 --> 2.50) Probably random? Well, given no definite answer, I'll just have to try it out and hope my character's head doesnt start spinning 180 degrees or something. Well, a clean save is only required when I mention it, but it is a good practice to do it every update. Possessed? I will let @Min explain that one in the DDi thread. Alright, thanks for the clarification! And possessed plugs were originally from DDi eh? I guess I'll toddle over to ask there some day. Speaking of which, I remember in my past playthrough when I first installed DDe that there was some sort of countdown and I didn't know what was causing it - the sound of chimes (sound of 7 chimes, sound of 6 chimes...), I'm now thinking that's probably it.
KathrynBound Posted December 8, 2016 Posted December 8, 2016 Was digging through my log, trying to spot any issues I might have given that POP isn't working, and I saw this: iDDeFramework .::. iDDeGotMod():-> iDDeLibs.iDDeSetLibs() -> SDpatch - Fixes.esp - not found! Is this an error, or a warning? Looking around, it sounds like the file SDPatch - Fixes.esp isn't something I need? I'm also seeing a bunch of errors like this: [12/07/2016 - 01:01:41PM] Error: Property HarnessBlocking not found on zadxlibs. Aborting call and returning None stack: [iDDeLibrary (42000D64)].iddelibs.iDDeSetHarness() - "iDDeLibs.psc" Line 1241 [iDDeLibrary (42000D64)].iddelibs.iDDeSetLibs() - "iDDeLibs.psc" Line 49 [iDDeUtilities (42000D62)].iDDeUtilities.iDDeLoadLibs() - "iDDeUtilities.psc" Line 1650 [iDDeUtilities (42000D62)].iDDeUtilities.iDDeRegEvents() - "iDDeUtilities.psc" Line 1226 [alias PlayerAlias on quest iDDeMCMConfig (42000D63)].iDDeConfigStartup.iDDeIniModEvents() - "iDDeConfigStartup.psc" Line 29 [alias PlayerAlias on quest iDDeMCMConfig (42000D63)].iDDeConfigStartup.OnUpdate() - "iDDeConfigStartup.psc" Line 15 and [12/07/2016 - 01:01:41PM] Error: Property RDLharnessLocking not found on zadxlibs. Aborting call and returning None stack: [iDDeLibrary (42000D64)].iddelibs.iDDeSetHarness() - "iDDeLibs.psc" Line 1279 [iDDeLibrary (42000D64)].iddelibs.iDDeSetLibs() - "iDDeLibs.psc" Line 49 [iDDeUtilities (42000D62)].iDDeUtilities.iDDeLoadLibs() - "iDDeUtilities.psc" Line 1650 [iDDeUtilities (42000D62)].iDDeUtilities.iDDeRegEvents() - "iDDeUtilities.psc" Line 1226 [alias PlayerAlias on quest iDDeMCMConfig (42000D63)].iDDeConfigStartup.iDDeIniModEvents() - "iDDeConfigStartup.psc" Line 29 [alias PlayerAlias on quest iDDeMCMConfig (42000D63)].iDDeConfigStartup.OnUpdate() - "iDDeConfigStartup.psc" Line 15 I've checked that my mods are up to date (DDi, DDa, DDexpansion are all fully up to date. What could I be missing here? Thanks!
Inte Posted December 8, 2016 Author Posted December 8, 2016 Well, you can safely ignore SDpatch - Fixes.esp warning as that is just a check for a potential mod that DDe could use devices from. So, if you do not have the said mod, DDe will not try to find its devices. As for the others, you can safely ignore those as well. That particular harness has been removed from DDx and DDe does not like it.
Morferous Posted December 9, 2016 Posted December 9, 2016 I was asked about this through PM, so I thought it would be wise to post it here as well. Equip creates few JSON-files to Mod Organizer Overwrite folder. It is fine to merge them with your existing Output SKSE folder in MO. You can make a separate output folder for them as well (like Output POP), but that is really not required. Virtual Data folder system will group them under same path anyway, as they would be installed to same folder in your hard drive. DDe files are not causing any exception in this matter. I have skipped few versions of the mod, during my short Skyrim break. Locating the MCM outfit selection proved to be challenging. MCM guided me to believe that it would load from the same spot, where the custom outfit is named. Did it at some point work like that? I finally found the option to load MCM outfit at the end of the list, just before I was going to ask about it. MCM is a bit messy. Otherwise current version of Equip seems to bee working just fine.
Inte Posted December 10, 2016 Author Posted December 10, 2016 See DDe 2.30 description in the OP for the .json files location. MCM is messy, you say. Which part?
Morferous Posted December 10, 2016 Posted December 10, 2016 Just for the part I was looking for MCM outfit option. It was there, in the list, but nothing in MCM itself pointed me to that. This is why I asked, if it was always like that? I wanted to know, if I was simply remembering something from past version that made me to feel it was hard to locate. I really can't remember how each and every MCM were before.
Inte Posted December 10, 2016 Author Posted December 10, 2016 Oh, that. There used to be two MCM options loading the 'MCM Outfit'. One at the beginning of the outfits list and one at the end. I removed the one at the beginning leaving only the MCM option to load the 'MCM Outfit' at the end of the list. Therefore you have to scroll through all (IDK 36?) outfits to get to it. You think I should put back the redundant MCM option?
Morferous Posted December 10, 2016 Posted December 10, 2016 No, Inte. That is fine. There is just currently a big place to rename the MCM outfit, but no obvious clue nearby where to load the outfit to used or named. MCM has a tooltip system, showing text, when you hover the mouse over selected field. I think that just adding text "Load MCM outfit from the outfit list" would be enough to make it clear.
Inte Posted December 10, 2016 Author Posted December 10, 2016 You mean the custom outfits. Yes, that can get a bit tricky to figure out. I'll add that text somewhere. But where? FYI: there is a whole page of info on how to make and use the custom outfits. Just hit 'Get Help' next to where the custom outfits are in the MCM.
Morferous Posted December 11, 2016 Posted December 11, 2016 MCM bottom has page for tooltip, which appears, when you hover the mouse over selected part of menu. Wouldn't that work? I noticed the page. I don't recall it pointing where the custom outfit was loaded, but I might actually be wrong in that. I need to check, if that was the case.
Punga Posted December 20, 2016 Posted December 20, 2016 Unfortunately or perhaps fortunately DDe has not been updated yet to work with DDx 2+ and DDi 3+.
drake329 Posted December 22, 2016 Posted December 22, 2016 Loving all of the options, keep up the good work. As a possible suggestion, what about a rope tie for the arm binder where the binder is "invisible" with rope running criss-cross up it and the arms vissible as opposed to the rope arm binder that looks like someone made a basket out of rope?
Inte Posted December 22, 2016 Author Posted December 22, 2016 A rope basket armbinder? I don't do .nif files. You might want to ask @pincopallino in DDx about that one.
Punga Posted December 22, 2016 Posted December 22, 2016 I like it. The basket armbinder. Looks very intricate and unescapable.
blarghxxx Posted January 1, 2017 Posted January 1, 2017 Don't know if this was asked before, but is there a way to disable certain sets of items in this mod? I'm rather turned off by having football-patterned devices and such equipped to my character
Punga Posted January 2, 2017 Posted January 2, 2017 But those are the best kind. You can just select "Use POP devices only" in the MCM, no?
davisev5225 Posted January 12, 2017 Posted January 12, 2017 Unfortunately or perhaps fortunately DDe has not been updated yet to work with DDx 2+ and DDi 3+. There's no way anyone can consider it to be "fortunately". Not having support for DDx 2+ and DDi 3+ is rather terrible. Most other Devious mods have properly updated, but Inte is being a stick in the mud, presumably because he/she doesn't want to update: They are indeed harmless. However if I update DDe to work with DDx 2+, it will break DDi 2.92 which I am still using. I will start looking into updating to DDi 3+ and DDx 2+. For now I will post DDe 2.50 since POP 8m requires it for DDs usage. I tried updating it myself, but I got stuck when compiling. For the life of me, I can't seem to find all the dependencies. In particular, I got stuck on the SD+ dependency, if I remember correctly. Inte is compiling against a rather old (and probably customized) version of SD+ that just doesn't seem to be available anywhere. Even when I downloaded what appeared to be the correct version (based on threads Inte participated in regarding older version of SD+ that some people preferred for whatever reason), it still wouldn't compile.
RegisteredUser Posted January 21, 2017 Posted January 21, 2017 Hey all, I have a few issues with this mod. This is quite unfortunate, since I've only installed it because I want to make full use of Prison Overhaul Patches - I don't actually need any features offered by DD Equip itself. - For starters, some restraints don't fit properly. It's most visible with the pony boots, which clip into the leg from the ankle upwards. I have all my devious devices properly built with BodySlide, and devices from other mods work flawlessly. Only DDe items seem to not use the BodySlide built models. Or maybe some do, and others don't? It's hard to say. Most devices fit well enough. The boots absolutely don't, and some of the gags look sketchy too. - The equipment sets including ZaZ shackles are quite buggy. The character does not assume a bound posture, which is quite confusing because the menu is disabled anyway... - Due to these issues, and because I find the styles ad themes really out of place, I wanted to make sure that none of the items and equipment sets shipped by DDe are actually ever used. To begin with, I thought, I would go into the MCM menu and delete the existing equipment sets. However, the delete function does not work. When I enter the name of an equipment set to delete it - exactly, down to correct capitalization - I simply get an error message that there's no such set or file path. - Is there any documentation about what the plug event options actually do? Some are self-explanatory or explained in the tooltips. Some, like "effects linked" or "possessed", are a complete mystery to me. - Is there any way I can reliably prevent any devices added by this mod from ever being used in other mods' random device events, apart from uninstalling DDe?
HermausMoron Posted January 24, 2017 Posted January 24, 2017 Any chance of giving this recolored treatment to the Heretic assets recently added to DDe and DCL? I'm thinking of giving my slaves some more... festive Masks of Shame
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