Elswyr Posted January 27, 2016 Share Posted January 27, 2016 So i basically found the problem the slave harness is preventing me from equipping other clothes but it also removes itself and the chastity bra ( while beeing equipped ) Is there a way to fix this ? Link to comment
Inte Posted January 27, 2016 Author Share Posted January 27, 2016 Oh, very good! Its better to use the 'locking harness' instead, that one does not block the equipping of other clothes. Link to comment
Versh Posted January 27, 2016 Share Posted January 27, 2016 Yes, it's a things of the DD itself, there's a similar problem also with Cursed Loot... something about the Device Hider, or the Undernet.. I don't remember well.. Link to comment
Slorm Posted January 31, 2016 Share Posted January 31, 2016 @Inte Just spotted this in the log (I assume it's from DDe 1.70, not sure if it's significant as everything is working [01/31/2016 - 01:43:32PM] ERROR: Method iDDeVersionGet not found on iddeconfig. Aborting call and returning Nonestack: [alias PlayerAlias on quest iDDeMCMConfig (46000D63)].iDDeConfigStartup.CheckVersions() - "iDDeConfigStartup.psc" Line 24 [alias PlayerAlias on quest iDDeMCMConfig (46000D63)].iDDeConfigStartup.OnUpdate() - "iDDeConfigStartup.psc" Line 14 Link to comment
Inte Posted January 31, 2016 Author Share Posted January 31, 2016 Found the problem, and fixed it for the next version. Thanks. Link to comment
Punga Posted January 31, 2016 Share Posted January 31, 2016 You added more wood devices. Now we can start a termite farm. Link to comment
Guest Posted February 1, 2016 Share Posted February 1, 2016 Hey Inte, is there any way you can implement your stripping function "iDDeRemoveEquiped" as a mod event? Link to comment
Inte Posted February 1, 2016 Author Share Posted February 1, 2016 It is possible, but I can only pass in 2 options via a ModEvent, a string and a float. So no StoreContainer. I could say when the float value == 0 strip the items and remove the items otherwise. Link to comment
Versh Posted February 1, 2016 Share Posted February 1, 2016 *Coff* Function RequestManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false) Int Id = ModEvent.Create("DD_ManipulateDevice") ;Or "DDx_ManipulateDevice" for DDx If (Id) ModEvent.PushForm(Id, akActor) ModEvent.PushForm(Id, device) ModEvent.PushBool(Id, equipOrUnequip) ModEvent.PushBool(Id, skipEvents) ModEvent.Send(Id) EndIf EndFunction Event Request_ManipulateDevice(Form akActor, Form device, bool equipOrUnequip, bool skipEvents = false) Actor Act = akActor as Actor Armor Dev = device as Armor If (Act != None && dev != None) ZadLibs.ManipulateDevice(Act, Dev, equipOrUnequip, skipEvents) ;or ZadxLibs EndIf EndEvent With a RegisterForModEvent("DD_ManipulateDevice", "Request_ManipulateDevice") For DDi And RegisterForModEvent("DDx_ManipulateDevice", "Request_ManipulateDevice") For DDx ...have fun Link to comment
Inte Posted February 1, 2016 Author Share Posted February 1, 2016 I see, so in your example when would I call RequestManipulateDevice function to create the ModEvent? Thanks. Link to comment
Versh Posted February 1, 2016 Share Posted February 1, 2016 I see, so in your example when would I call RequestManipulateDevice function to create the ModEvent? Thanks. With: RequestManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false) You call the complex SendModEvent With RegisterForModEvent("DD_ManipulateDevice", "Request_ManipulateDevice") For DDi RegisterForModEvent("DDx_ManipulateDevice", "Request_ManipulateDevice") For DDx You Tell which event trigger when recived that Modevent. And with The event you give access to ManipulateDevice Function in ZadLibs (or Zadxlibs) Depending on what you want to do... I suggest to connect to DDx because you have the access of ALL the devices at once (The Manipulate Devices of DDx is connected to the DDI) You're welcome (and by the way, if you add this it will helpful also to me ) EDIT: obviously change the names of the Modevent in something more adequate. Link to comment
Inte Posted February 1, 2016 Author Share Posted February 1, 2016 @Bobbert6996 wanted a different modevent, but I can add a manipulatedevice modevent as well. Link to comment
Zydar Posted February 2, 2016 Share Posted February 2, 2016 I can see this mod as an easy way to get different items from different mods equipped rather than going through the console. So far my problem is that the save slot for custom outfit is blank for me, any idea on what could be the issue? I tried restarting the DDe mod from the debug menu with no result. Link to comment
Inte Posted February 2, 2016 Author Share Posted February 2, 2016 You can try the usual suspects. Move DDe to last in your load order. Clean DDe from your save. Link to comment
dante33 Posted February 2, 2016 Share Posted February 2, 2016 Hi! Loving the concept of this mod, but for some reason, I cant get it to save outfits? There is no buttons or anything in the saving outfits section. Any ideas? Link to comment
Punga Posted February 3, 2016 Share Posted February 3, 2016 Found a bug, among the termites, when equipping the Falmer cuffs it gives you the Iron shackles instead. Link to comment
thor Posted February 7, 2016 Share Posted February 7, 2016 In my mod, I'm trying to access some config data from prison overhaul but I get some compiler errors from iDDE : I just inserted this line in my script : xpoConfig property xpo auto and when I compile : D:\Skyrim HD\Data\Scripts\Source\iDDeLibs.psc(847,33): SD_DeviousArmBinder is not a property on script _sdqs_enslavement or one of its parentsD:\Skyrim HD\Data\Scripts\Source\iDDeLibs.psc(851,34): SD_Collar is not a property on script _sdqs_enslavement or one of its parentsD:\Skyrim HD\Data\Scripts\Source\iDDeLibs.psc(853,34): SD_PunishPlugA is not a property on script _sdqs_enslavement or one of its parentsD:\Skyrim HD\Data\Scripts\Source\iDDeLibs.psc(855,34): SD_PunishPlugV is not a property on script _sdqs_enslavement or one of its parentsD:\Skyrim HD\Data\Scripts\Source\iDDeConfigBase.psc(251,2): SetInputDialogStartText is not a function or does not existD:\Skyrim HD\Data\Scripts\Source\iDDeConfigBase.psc(259,3): SetInputOptionValue is not a function or does not existD:\Skyrim HD\Data\Scripts\Source\iDDeConfigBase.psc(362,15): AddInputOption is not a function or does not existD:\Skyrim HD\Data\Scripts\Source\iDDeConfigBase.psc(362,5): type mismatch while assigning to a int (cast missing or types unrelated) I have : dde 1.70 pop 7f sd+164b skyui 5.0 Link to comment
Inte Posted February 7, 2016 Author Share Posted February 7, 2016 Wait, you have SD+ 1.64b ? Anyway, those are from the custom un-removable DD's I added to SD+ 2.044 + SD patches. You might need to comment out those, in iDDeLibs. Link to comment
thor Posted February 7, 2016 Share Posted February 7, 2016 This should solve the first 4 lines. But what about SetInputDialogStartText and other functions ? They should be from skyui but I don't have them. If you have them, where do they come from ? 341b for SD+, sorry for the typo Link to comment
Inte Posted February 7, 2016 Author Share Posted February 7, 2016 Oh right, you need to install SkyUI 5.1 SDK. EDIT: And keep your existing SkyUI. EDIT2: I mean you can update your existing SkyUI, but you need both SkyUI + SkyUI SDK. Link to comment
thor Posted February 7, 2016 Share Posted February 7, 2016 Thanks, I had not seen that I had old source files for SkyUI since they are not in the bsa. Commented out the SD stuff and now it compiles. Link to comment
badbat111 Posted February 7, 2016 Share Posted February 7, 2016 Should be easy enough to do, I just thought it would be a bit boring for the PC to just lay around the house for a whole day. thats why i first downloaded the mod to test that out but sadly its not in it >.< Link to comment
Inte Posted February 7, 2016 Author Share Posted February 7, 2016 I've done fooled ya'. Link to comment
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