AVS Posted December 1, 2018 Posted December 1, 2018 11 hours ago, CliftonJD said: your screenshot appears to be wearing the mcg armor, since your inventory shows you as not having the mcg armor it appears you have a bug maybe from trying to wear 1 then the other i dunno That's a shot of my character looking at an enslaved Lowlife's inventory, with the original MCG version on my character and the DD-enabled version from PAHE on the Lowlife, to demonstrate that one was working while the other isn't. 11 hours ago, CliftonJD said: cbbe bodyslide user here, tested each item from the forge...i don't believe in using the console for items like the dd community encourages and only other thing i can think of would be Using the console for DD stuff is really only bad because of that weird-ass doubled-up 'inventory/script instance' method it uses, and how grabbing the wrong one can bork the game. (Not understanding that was probably what was screwing up the simple 'slaver starter kit' mod I was messing around with last year, come to think of it. I should try working on that again.) AIM works differently, in that it opens up each mod like a container and allows you to transfer items from them with the regular inventory window. I've been grabbing DD stuff with it for ages and have never had a problem. 11 hours ago, CliftonJD said: if you've had the same meshes for ages, you might need to update them to see the mesh changes from the updated esp...possible you missed an update and i'm basing this off the current version, a slot change in the esp for example has to match with the slots on the meshes I don't believe there's been any updates from MCG since the August 6, 2017 release, which appears to be the same as the version packed in with PAHE. There's been some community tweaks since then; the one I've personally been using is the the one I made to add an open-fronted version of the UUNP release, but that just adds the variants and doesn't mess with the original model or armor entry at all. Since the UUNP and CBBE versions write to the same filename and have the same slot assignments, it really shouldn't have an effect which one is used as far as this issue goes. But just to check I went ahead and swapped in the meshes packaged with PAHE, and still got the same malfunction. Even went to visit the NPCs in Pinewatch to make sure it wasn't some inexplicable AIM issue, but their suits were also missing. I also wasn't aware that the 'Dwarven Devious' .esp completely supplanted the DD patch, but turning that off didn't help, either. Nor did re-installing PAHE and DD, just in case there was a script gone astray. I was about to give up on it when I decided to take another look at the .esp in the CK, and noticed that I missed something last time. The armor add-on entries for the body, hands, and feet don't have the 'Additional Races' selected. For whatever reason, the game won't do shit with a mesh if those aren't loaded up. I've actually neglected that in the past on my own work, with the same result, so I probably should've thought of that sooner. Regardless, selecting all the playable races, vis, ...gets everything working properly. So, yeah, simple fix that I spent a day hunting down because I didn't notice it the first time. ?♂️ 11 hours ago, CliftonJD said: upcoming plans for devious devices with that device as the centerpiece: that patch is the start of an immersive way to train your slaves bodies while still confining them to follow you. still in the idea stages atm, but the plan is that any plugged slaves will receive certain degrees of sex training in combat based on the plugs used and this suit will provide the highest training of all plugs. i didn't search the dd framework to see which plugs already use those keywords, only grabbed the keywords that best fit their intentions tied slaves will receive a similar training level but this suit provides a way to achieve it without needing to tie them up next i'm thinking i might even add an additional keyword to it that forces the slave to be more obedient under the control of the full suit when both pieces are worn like mcg was explaining about the dwarven devious devices. in this respect its like a dwarven mind control<<<still in the idea phase on that, not sure if i'll go that direction with it additionally "might" add pose training to those suits as tho they're tied up since their arms and legs are indeed restrained quite well additional ideas tie into another means of asking the slave "would you like to be my follower"...or something to that effect Niiiiiiiiiiiice. ? Looking forward to it! 1
CliftonJD Posted December 1, 2018 Author Posted December 1, 2018 25 minutes ago, AVS said: The armor add-on entries for the body, hands, and feet don't have the 'Additional Races' selected. For whatever reason, the game won't do shit with a mesh if those aren't loaded up. I've actually neglected that in the past on my own work, with the same result, so I probably should've thought of that sooner. Regardless, selecting all the playable races, vis, thank you for the confirmation on that, i've only seen that issue before on certain cursed loot items so i couldn't confirm it. i'm suspecting the bug happened when i removed the dependency for the original mod esp as i tried to get the update sent out to the users and did my testing of the armors before removing the dependency so the bug never showed for me during testing....noticed the missing additional races bug couple days ago and fixed it at my end but since i wasn't aware of it as a bug after seeing it in those other items i looked at in cursed loot, i wasn't really sure what those were there for or how important they were i'll send the fix out when i update the page and confirm that its fixed by making those changes to the cursed loot items i found<<the cursed loot changes won't go public tho, i'll have to send kimy a message about that issue...oh duh, lol i forgot i made the armor again last nite as well so i should be able to confirm that sooner than i thought from the actual item :)
AVS Posted December 1, 2018 Posted December 1, 2018 27 minutes ago, CliftonJD said: thank you for the confirmation on that, i've only seen that issue before on certain cursed loot items so i couldn't confirm it. i'm suspecting the bug happened when i removed the dependency for the original mod esp as i tried to get the update sent out to the users and did my testing of the armors before removing the dependency so the bug never showed for me during testing....noticed the missing additional races bug couple days ago and fixed it at my end but since i wasn't aware of it as a bug after seeing it in those other items i looked at in cursed loot, i wasn't really sure what those were there for or how important they were They seem to mainly be there for getting the race-specific equipment to work, e.g. the beast race helmets and the like. You make one armor add-on entry for the beast race version with just those races selected in that column, then another for the human version with everything except the beasts selected, and then load them both into the main armor entry so the game can pick each one as needed. It just kinda confuses me why leaving the column blank doesn't default to 'everybody can use it'. What is that whole 'default race' thing even there for? I'm even more confused at why the heck the CK would ever strip those off of something given that blanking the column does break things, but, well, Bethesda.
AVS Posted December 1, 2018 Posted December 1, 2018 Okay, I really ought to either be in bed or at least making a go at finishing off my current project, but y'ever have one of those moments where you wonder if you can do something and you just know you're gonna blow the next couple of hours finding out? Looking at my own screenshots up there, I couldn't help but think that if we're going to make a serious attempt at using the Dwarven Devious set for something, it really, really needs its own inventory/ground model. And that I've gotten a lot of practice chopping meshes up over the last year. Problem is that I'm still not all that practiced at making ground models. I haven't the faintest clue how to make the collision box from scratch, so what I mainly do is steal one from an existing ground model by importing the new mesh into it in Outfit Studio. This mostly works, but it can sometimes turn out... weird... in terms of positioning or lighting. (I had one where the lighting came out backwards! How the hell does that happen?!) My most consistently successful ones as far as the inventory aspect goes have used a shield's collision box, which has been somewhat less than ideal results for the dropped items, since it makes them completely front heavy and assumes that they're about three inches deep. So, uh, this is pretty much an alpha until I find some way to fix that, but it's still better than looking at that Vanilla armor forever. Dwarven DD GND.nif 1
Guest Posted December 2, 2018 Posted December 2, 2018 On 11/30/2018 at 8:32 PM, CliftonJD said: sorry meant to go into better detail on those... "my home is your home" dialogue patch is meant for users who have that mod installed as requested that patch makes so that mod no longer gives dialogue options to slaves as that mod is likely the biggest conflict for pahe slaves and having a way to pach that dialogue out gives users the chance to not have that mod be an issue any longer aka the biggest name loss fixer patch the dwarven devious suits is the new replacement for the ddx patch until the need for a patch is removed that patch does the same as the ddx patch that additionally contains the dd patch in addition that patch adds new slave suits based on the mcg mod mentioned in the previous posts upcoming plans for devious devices with that device as the centerpiece: that patch is the start of an immersive way to train your slaves bodies while still confining them to follow you. still in the idea stages atm, but the plan is that any plugged slaves will receive certain degrees of sex training in combat based on the plugs used and this suit will provide the highest training of all plugs. i didn't search the dd framework to see which plugs already use those keywords, only grabbed the keywords that best fit their intentions tied slaves will receive a similar training level but this suit provides a way to achieve it without needing to tie them up next i'm thinking i might even add an additional keyword to it that forces the slave to be more obedient under the control of the full suit when both pieces are worn like mcg was explaining about the dwarven devious devices. in this respect its like a dwarven mind control<<<still in the idea phase on that, not sure if i'll go that direction with it additionally "might" add pose training to those suits as tho they're tied up since their arms and legs are indeed restrained quite well additional ideas tie into another means of asking the slave "would you like to be my follower"...or something to that effect officially i didn't want to release it until my plans were completed, but when i found those bugs in the patch made for dd/ddx 4.1 when used with the current versions i decided something had to be done about it before my patch ends up breaking somebody's dd framework and nobody would be able to track it down this is why i was hoping to do away with the patches altogether and was also on a side mission to track down that code and i did find it but implementation of a soft-coded fix didn't go as planned at first so i got delayed but hoping to get something regarding that newer fix before the next dd update thanks, you were right in that atleast..couldn't finish rewriting the page or get a better explanation of the patch changes out 28 Thanks!! No worries you were busy I have just started to install this mod and there is alot too it and there are what seems to be alot of addons so it gets confusing, thanks for the explanation.
CliftonJD Posted December 2, 2018 Author Posted December 2, 2018 21 hours ago, AVS said: They seem to mainly be there for getting the race-specific equipment to work, e.g. the beast race helmets and the like. You make one armor add-on entry for the beast race version with just those races selected in that column, then another for the human version with everything except the beasts selected, and then load them both into the main armor entry so the game can pick each one as needed. It just kinda confuses me why leaving the column blank doesn't default to 'everybody can use it'. What is that whole 'default race' thing even there for? I'm even more confused at why the heck the CK would ever strip those off of something given that blanking the column does break things, but, well, Bethesda. i think the default race is mostly for adding non-default races in without needing to go in and specify that each armor can be used on the new race. you would instead put the default race in the armor race field at the bottom of the race entries. haven't checked for certain yet but i think that's what i'm starting to grasp. like the succubus race from nexus can use any vanilla armors and any custom armor addons. ...as for the ck, i won't give them the blame for this particular bug. i missed 1 of the entries that was still marked as needing the base mod before removing the requirement for it, how ever there were some bugs found in tesedit for the latest beta version of pahe that came from saving the properties in the ck. 19 hours ago, AVS said: Okay, I really ought to either be in bed or at least making a go at finishing off my current project, but y'ever have one of those moments where you wonder if you can do something and you just know you're gonna blow the next couple of hours finding out? Looking at my own screenshots up there, I couldn't help but think that if we're going to make a serious attempt at using the Dwarven Devious set for something, it really, really needs its own inventory/ground model. And that I've gotten a lot of practice chopping meshes up over the last year. Problem is that I'm still not all that practiced at making ground models. I haven't the faintest clue how to make the collision box from scratch, so what I mainly do is steal one from an existing ground model by importing the new mesh into it in Outfit Studio. This mostly works, but it can sometimes turn out... weird... in terms of positioning or lighting. (I had one where the lighting came out backwards! How the hell does that happen?!) My most consistently successful ones as far as the inventory aspect goes have used a shield's collision box, which has been somewhat less than ideal results for the dropped items, since it makes them completely front heavy and assumes that they're about three inches deep. So, uh, this is pretty much an alpha until I find some way to fix that, but it's still better than looking at that Vanilla armor forever. Dwarven DD GND.nif yes, i like that inventory object image for sure. the ground images i like the first 2, but the object collisions need some help on the third where it mysteriously went thru the floor needs some work. still like it enough i'll include it for sure, but hopeully we can find some help from somebody more familiar with ground object collisions. milk bottles collisions might give a better example if they weren't so small, maybe see if you can import the vanilla armor collisions for it 8 hours ago, Risamei said: Thanks!! No worries you were busy I have just started to install this mod and there is alot too it and there are what seems to be alot of addons so it gets confusing, thanks for the explanation. welcome :)
BeardedBoyz Posted December 3, 2018 Posted December 3, 2018 On 3/1/2018 at 4:34 PM, ShadowHolguin said: Never mind, I found the file that was screwing over my game. Didn't check meshes, lol. At least now I know where to find the files! Quote Edit Please share with the class. I have been battling this for over a week thing to get PAH mod working. Every time I install it the NPC freeze on loading the saved file. . I have installed and installed the apps and tried to put and check patches in the FNIS editor and absolutely fucking nothing. I am losing my mind here.
watevir Posted December 3, 2018 Posted December 3, 2018 Any time a get a slave Via Paradise halls i can't get them to put devious devices on. so far as i know with the way i have things it should work yet nothing happens when i try to get them into the devices. For the life of me i can't see what's causing this issue. Load order for reference is 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 ApachiiHairFemales.esm 6 6 SexLab.esm 7 7 Devious Devices - Assets.esm 8 8 SexLabAroused.esm 9 9 Devious Devices - Integration.esm 10 a Devious Devices - Expansion.esm 11 b paradise_halls.esm 12 c ZaZAnimationPack.esm 13 d Schlongs of Skyrim - Core.esm 14 e HighResTexturePack01.esp 15 f HighResTexturePack02.esp 16 10 HighResTexturePack03.esp 17 11 paradise_halls_SLExtension.esp 18 12 RaceMenuPlugin.esp 19 13 dragonborn dragon aspect fix.esp 20 14 Captured Dreams.esp 21 15 FNIS.esp 22 16 pahe-DeviousDevices-addon-DDx-patch.esp 23 17 SkyUI.esp 24 18 XPMSE.esp 25 19 RaceMenu.esp 26 1a UIExtensions.esp 27 1b AddItemMenuLE.esp 28 1c Deviously Cursed Loot.esp 29 1d PAH_HomeSweetHome.esp 30 1e elvenwood.esp 31 1f marriable serana.esp 32 20 MidasSkyrim.esp 33 21 paradise_halls_fellglow_slave_camp.esp 34 22 DeviousMagic.esp 35 23 Schlongs of Skyrim.esp 36 24 SOS - Shop.esp 37 25 FNISspells.esp 38 26 pahe_lakeview_manor_cell.esp 39 27 paradise_halls_farengars_study.esp 40 28 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 41 29 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 42 2a Remodeled Armor - Vanilla Replacer.esp 43 2b SOS - Smurf Average Addon.esp 44 2c SOS - VectorPlexus Regular Addon.esp 45 2d Alternate Start - Live Another Life.esp 46 2e Deviously Cursed Loot LAL AddOn.esp And that is after sorting and sorting does not seem to fix the problem as it says the order does not change after sorting.
Psalam Posted December 3, 2018 Posted December 3, 2018 Spoiler 10 hours ago, watevir said: Any time a get a slave Via Paradise halls i can't get them to put devious devices on. so far as i know with the way i have things it should work yet nothing happens when i try to get them into the devices. For the life of me i can't see what's causing this issue. Load order for reference is 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 ApachiiHairFemales.esm 6 6 SexLab.esm 7 7 Devious Devices - Assets.esm 8 8 SexLabAroused.esm 9 9 Devious Devices - Integration.esm 10 a Devious Devices - Expansion.esm 11 b paradise_halls.esm 12 c ZaZAnimationPack.esm 13 d Schlongs of Skyrim - Core.esm 14 e HighResTexturePack01.esp 15 f HighResTexturePack02.esp 16 10 HighResTexturePack03.esp 17 11 paradise_halls_SLExtension.esp 18 12 RaceMenuPlugin.esp 19 13 dragonborn dragon aspect fix.esp 20 14 Captured Dreams.esp 21 15 FNIS.esp 22 16 pahe-DeviousDevices-addon-DDx-patch.esp 23 17 SkyUI.esp 24 18 XPMSE.esp 25 19 RaceMenu.esp 26 1a UIExtensions.esp 27 1b AddItemMenuLE.esp 28 1c Deviously Cursed Loot.esp 29 1d PAH_HomeSweetHome.esp 30 1e elvenwood.esp 31 1f marriable serana.esp 32 20 MidasSkyrim.esp 33 21 paradise_halls_fellglow_slave_camp.esp 34 22 DeviousMagic.esp 35 23 Schlongs of Skyrim.esp 36 24 SOS - Shop.esp 37 25 FNISspells.esp 38 26 pahe_lakeview_manor_cell.esp 39 27 paradise_halls_farengars_study.esp 40 28 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 41 29 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 42 2a Remodeled Armor - Vanilla Replacer.esp 43 2b SOS - Smurf Average Addon.esp 44 2c SOS - VectorPlexus Regular Addon.esp 45 2d Alternate Start - Live Another Life.esp 46 2e Deviously Cursed Loot LAL AddOn.esp And that is after sorting and sorting does not seem to fix the problem as it says the order does not change after sorting. You're right, it looks like it should work. I assume by sorting you mean that you ran LOOT and have no errors (if I'm wrong in my assumption run LOOT and address any errors). I know most of these mods and they shouldn't cause this. Where did you get the DCL LAL addon (a link would be appreciated) so I can take a look at that as a possible cause. Now, when you say you can't get them to put on Devious Devices you are just removing everything else from their inventory and placing the DDevices in instead? Or are you using some other method to try to equip them?
watevir Posted December 3, 2018 Posted December 3, 2018 4 hours ago, Psalam said: Reveal hidden contents You're right, it looks like it should work. I assume by sorting you mean that you ran LOOT and have no errors (if I'm wrong in my assumption run LOOT and address any errors). I know most of these mods and they shouldn't cause this. Where did you get the DCL LAL addon (a link would be appreciated) so I can take a look at that as a possible cause. Now, when you say you can't get them to put on Devious Devices you are just removing everything else from their inventory and placing the DDevices in instead? Or are you using some other method to try to equip them? Yeah I used both dialogue options yoinked their clothes and put the DDevices in their inventory instead and neither one worked. I'll note that it does not appear to be an issue with the DDevices themselves as they work just fine when dealing with self bondage. The slaves just don't put anything on regardless of which dialogue option I use, and before you ask, yes, i have built the DDevices in BodySlide and run FNIS.
Psalam Posted December 3, 2018 Posted December 3, 2018 Spoiler 8 minutes ago, watevir said: Yeah I used both dialogue options yoinked their clothes and put the DDevices in their inventory instead and neither one worked. I'll note that it does not appear to be an issue with the DDevices themselves as they work just fine when dealing with self bondage. The slaves just don't put anything on regardless of which dialogue option I use, and before you ask, yes, i have built the DDevices in BodySlide and run FNIS. Aw shucks, you're taking away all the easy answers! Next question, do the devices work properly on followers? Also, using the console, can you tell what the mod that last changed your slaves was and was it the same one for more than one of them. Edit: and a link to the DCL LAL addon would still be appreciated so I can take a look at it as a possible cause.
AVS Posted December 3, 2018 Posted December 3, 2018 18 hours ago, CliftonJD said: yes, i like that inventory object image for sure. the ground images i like the first 2, but the object collisions need some help on the third where it mysteriously went thru the floor needs some work. still like it enough i'll include it for sure, but hopeully we can find some help from somebody more familiar with ground object collisions. milk bottles collisions might give a better example if they weren't so small, maybe see if you can import the vanilla armor collisions for it Tried a few more sources out. The best one out of them by far steals borrows the collision from the crate mesh in Display Model. The compacted Dwarven Devious model fits almost exactly into its horizontal bounds, it drops out of the inventory 'upright', has a fairly neutral weight bias so it's not tipping over by itself, and the inventory display defaults to a nice slight angle. The only downside is that the crate collision's vertical boundary only accounts for about 2/3rds of the DD mesh's height. So if you manage to get it completely upside-down, it does this: Which is a damn sight better than what it was doing with the shield collision, but still not exactly ideal. There are some settings visible in Nifskope that seem like they might be relevant, though. I'll try playing around with those to see if I can get anything going. Dwarven DD GND.nif
watevir Posted December 3, 2018 Posted December 3, 2018 26 minutes ago, Psalam said: Reveal hidden contents Aw shucks, you're taking away all the easy answers! Next question, do the devices work properly on followers? Also, using the console, can you tell what the mod that last changed your slaves was and was it the same one for more than one of them. Edit: and a link to the DCL LAL addon would still be appreciated so I can take a look at it as a possible cause. IT's on the same page as DCL last I checked not sure how to check on the mod that last changed my slaves. just checked followers and things seem to work just fine on them.
Psalam Posted December 3, 2018 Posted December 3, 2018 Okay, I'll look at DCL again (I tried earlier and didn't find it there so I must have just overlooked it). When you are in a place where you can see (fairly close see as in able to talk with them) a slave open the console with the "~" tilde key (on an English keyboard, it's different with other languages). Click on your slave and you should see a great deal of information about them displayed on both sides of the screen. One of those pieces of information is LastChangedBy which should be on the right hand side about 2/3 of the way down the screen. Make a note of what mod it is and repeat with several and see if they are all being changed by the same mod so we can see if there is something interfering.
ripleysonic Posted December 3, 2018 Posted December 3, 2018 any console command that you can set their obedience and stuff to 100?
Guest Posted December 4, 2018 Posted December 4, 2018 Is there a way i can using matchmaker spell to train slaves sex? Or is there an alternative to use your followers to train your slaves?
CliftonJD Posted December 4, 2018 Author Posted December 4, 2018 On 12/2/2018 at 7:15 PM, watevir said: Any time a get a slave Via Paradise halls i can't get them to put devious devices on. so far as i know with the way i have things it should work yet nothing happens when i try to get them into the devices. For the life of me i can't see what's causing this issue. Load order for reference is 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 ApachiiHairFemales.esm 6 6 SexLab.esm 7 7 Devious Devices - Assets.esm 8 8 SexLabAroused.esm 9 9 Devious Devices - Integration.esm 10 a Devious Devices - Expansion.esm 11 b paradise_halls.esm 12 c ZaZAnimationPack.esm 13 d Schlongs of Skyrim - Core.esm 14 e HighResTexturePack01.esp 15 f HighResTexturePack02.esp 16 10 HighResTexturePack03.esp 17 11 paradise_halls_SLExtension.esp 18 12 RaceMenuPlugin.esp 19 13 dragonborn dragon aspect fix.esp 20 14 Captured Dreams.esp 21 15 FNIS.esp 22 16 pahe-DeviousDevices-addon-DDx-patch.esp 23 17 SkyUI.esp 24 18 XPMSE.esp 25 19 RaceMenu.esp 26 1a UIExtensions.esp 27 1b AddItemMenuLE.esp 28 1c Deviously Cursed Loot.esp 29 1d PAH_HomeSweetHome.esp 30 1e elvenwood.esp 31 1f marriable serana.esp 32 20 MidasSkyrim.esp 33 21 paradise_halls_fellglow_slave_camp.esp 34 22 DeviousMagic.esp 35 23 Schlongs of Skyrim.esp 36 24 SOS - Shop.esp 37 25 FNISspells.esp 38 26 pahe_lakeview_manor_cell.esp 39 27 paradise_halls_farengars_study.esp 40 28 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 41 29 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 42 2a Remodeled Armor - Vanilla Replacer.esp 43 2b SOS - Smurf Average Addon.esp 44 2c SOS - VectorPlexus Regular Addon.esp 45 2d Alternate Start - Live Another Life.esp 46 2e Deviously Cursed Loot LAL AddOn.esp And that is after sorting and sorting does not seem to fix the problem as it says the order does not change after sorting. if you're using the current version of dd, remove the ddx patch and replace it with the current dwarven suits addon next check the number of npc's slotted from the dd mcm, for example mine is set to 15. next determine if its all dd items giving issues or only certain items. for example, i've found that some cursed loot has odd ways of giving to the slave that make it seem as tho you're attempting to wear it yourself, additionally once you figure out the weirdness of the menu response scripting in the items i've found that some cursed loot didn't have the proper armor assets configuration for npc's as i noted to another user in the previous page of the support thread finally check to see if the issue is with every slave or only certain heavy scripted slaves from other mods so best to test a different item with each slave until you have a general idea of which slaves are working and a general idea of which devices are working oh ya and any devices that fail to work need to be placed in a barrel and taken back out to reset the scripts to lower the chance they will fail again, but i'm finding this particular version of cursed loot to be the buggiest version i've seen in years in terms of receiving bugged loot that no matter what you do doesn't fix or reset...you might have better results updating cursed loot to its current version (7.2 i believe) and updating the pahe ddx patch to the pahe dwarven suits patch and starting a fresh new save, i think my results are from cursed loot 7.0 being released too early and you might have some similar issues or similar reasoning for your bugs On 12/3/2018 at 5:53 AM, Psalam said: Reveal hidden contents You're right, it looks like it should work. I assume by sorting you mean that you ran LOOT and have no errors (if I'm wrong in my assumption run LOOT and address any errors). I know most of these mods and they shouldn't cause this. Where did you get the DCL LAL addon (a link would be appreciated) so I can take a look at that as a possible cause. Now, when you say you can't get them to put on Devious Devices you are just removing everything else from their inventory and placing the DDevices in instead? Or are you using some other method to try to equip them? dcl lal addon is part of the dcl package 15 hours ago, ripleysonic said: any console command that you can set their obedience and stuff to 100? no
Hyperglyph Posted December 5, 2018 Posted December 5, 2018 I've noticed that LeveledActorBase & LeveledEncounterZone cloning often fails with OBIS bandits. It's not a huge issue (although it is annoying to have to save before enslaving each time, just in case it doesn't clone correctly), but I was wondering if anyone knew why PAHE has such a hard time getting the ActorBase for bandits spawned through OBIS and other similar mods. I mean, I can't imagine why getting an ActorBase from OBIS.esp is different than getting an ActorBase from Skyrim.esm ... I'm kinda wondering if I could fix it by making OBIS.esp an esm file instead.
CliftonJD Posted December 6, 2018 Author Posted December 6, 2018 12 hours ago, Hyperglyph said: I've noticed that LeveledActorBase & LeveledEncounterZone cloning often fails with OBIS bandits. It's not a huge issue (although it is annoying to have to save before enslaving each time, just in case it doesn't clone correctly), but I was wondering if anyone knew why PAHE has such a hard time getting the ActorBase for bandits spawned through OBIS and other similar mods. I mean, I can't imagine why getting an ActorBase from OBIS.esp is different than getting an ActorBase from Skyrim.esm ... I'm kinda wondering if I could fix it by making OBIS.esp an esm file instead. i'll add that to my list to look into it, but if the its an issue with getting the leveled actorbase i've got a hunch on it already...
CliftonJD Posted December 6, 2018 Author Posted December 6, 2018 On 12/1/2018 at 11:27 AM, AVS said: The armor add-on entries for the i've been noticing invisible gags from cursed loot on my followers and couldn't figure out why, at first i thought it was a specific issue with the follower that had it then i saw it happen again and again until all my follwers were gagged with invisible gags so i'm like wtf is going on here On 12/1/2018 at 12:56 PM, AVS said: What is that whole 'default race' thing even there for? when i found the colored panel gags in tesedit, they had no aa or "armor addon" entries at all, it seems that ddx hasn't had the "armature" entry for colored panel gags. plain ebonite has it and non-panel gags have it for every color but not the colored panel gags. that leaves only the armor entry assigned race can use it...which happens to be the default race. i even compared it to previous versions, but seems that bug goes back to 1.x series even i'm guessing for the bug to last this long un-noticed, that "default race" will allow any non-npc races to use it so the dd team couldn't pick out the issue cuz they've been having so many other problems with npc's not behaving properly they would shrug it off as another npc and since only way to get those items on npc's is thru slaves or folowers.... 1
AVS Posted December 7, 2018 Posted December 7, 2018 On 12/6/2018 at 12:53 AM, CliftonJD said: when i found the colored panel gags in tesedit, they had no aa or "armor addon" entries at all, it seems that ddx hasn't had the "armature" entry for colored panel gags. plain ebonite has it and non-panel gags have it for every color but not the colored panel gags. that leaves only the armor entry assigned race can use it...which happens to be the default race. i even compared it to previous versions, but seems that bug goes back to 1.x series even i'm guessing for the bug to last this long un-noticed, that "default race" will allow any non-npc races to use it so the dd team couldn't pick out the issue cuz they've been having so many other problems with npc's not behaving properly they would shrug it off as another npc and since only way to get those items on npc's is thru slaves or folowers.... Huh. I'd noticed that the panel gags didn't actually work way back when I first tried DD, but just wrote it off as another example of the mod trying to be too clever for its own good and ignored them from then on. It's kind of vicariously embarrassing that such basic errors have been allowed to stand for so long. I do wonder if it's one of those things that Skyrim can just be randomly flaky about. It's been a while since I last messed with them, but I do seem to recall that those panel gags would sometimes show up when initially equipped on an NPC but then vanish after a cell change. Maybe the engine hiccups on the 'default' thing sometimes before remembering to enforce the race restrictions.
AVS Posted December 7, 2018 Posted December 7, 2018 Okay, one more try at this. Using the DM crate last time got me thinking about what other crate-shaped inventory models existied in the game that I could try shoving the DD into, and the only one that came to mind was the Firebrand Wine case. Was a bit worried about the size, but it turned out to be bigger than I thought it would be. Still had to shrink the DD model down about 15% or so from Actual Size to get it to fit within the bounds, but honestly the full-sized ground model felt way the fuck too big as it was. Also lost the 'drops upright' thing, but lying flat it fits into the borrowed collision without any immediately noticeable clipping. The inventory display still needs some positional tweaking. You can manipulate the display angle in Nifskope, but there's no visual indication of what the actual in-game result is going to be, so figuring it out has been a bit of a crapshoot. Once that's done this'll be pretty workable, and probably the best I can do if I carry on with this layout for the parts. I took a look at switching over to the Dwarven armor's collision, but it's boundaries are a bit shallower and a lot wider than the shape I've currently got the DD packed into. I'd have to flatten it out, probably by putting the legs along the sides, to get it to fit. Which is doable, but not quite as nicely folded up. Dwarven DD GND.nif
Hyperglyph Posted December 8, 2018 Posted December 8, 2018 On 12/5/2018 at 10:01 PM, CliftonJD said: i'll add that to my list to look into it, but if the its an issue with getting the leveled actorbase i've got a hunch on it already... What's your hunch? Asking because I'd like to know if it's something I can try to fix without waiting for an update (I know Papyrus).
twsnider1138 Posted December 8, 2018 Posted December 8, 2018 Ok so this may have been corrected in the Levelled Actor Base toggle function but I’m noticing that certain NPC bandits out in the world are showing up naked or wearing miner clothes after I’ve enslaved and sold a person. Is there any way I can properly reset their inventory to the game default? I’ve tried recycleactor, resurrectactor, disable/enable, and so far nothing’s really worked. Thank you kindly for any information.
AVS Posted December 8, 2018 Posted December 8, 2018 1 hour ago, twsnider1138 said: Ok so this may have been corrected in the Levelled Actor Base toggle function but I’m noticing that certain NPC bandits out in the world are showing up naked or wearing miner clothes after I’ve enslaved and sold a person. Is there any way I can properly reset their inventory to the game default? I’ve tried recycleactor, resurrectactor, disable/enable, and so far nothing’s really worked. Thank you kindly for any information. Nope. What you're describing is, in fact, the entirety of the Naked Bandits bug. Skyrim never intended to let players manipulate NPC outfits freely. PAH's original code implemented a work-around for that, but it had the side effect of borking up the default outfit data for all future copies of any generic NPC it gets used on, resulting in those copies spawning naked. When you use Home Sweet Home to sell a slave to a mine it kinda reverses the process and forces the miner's clothes onto them as a default outfit, which then has the side-effect of all future copies of that NPC spawning in the miner's outfit. The Leveled Actor Base toggle was an attempt to fix this, but it doesn't seem to have really worked for most (any?) people. In fact, it's even been known to introduce critical instabilities for some users. Personally, I'd just ignore it for now. The mod's current author is working on some new fixes for the bug. Wish them luck. 1
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