legume Posted March 28, 2017 Author Posted March 28, 2017 Any news about the Milk Mod Economy bug? I'm starting a new game and want to keep my mod amount as low as possible (= without Milk Mod Economy). I looked into it a fair bit and I found a number of issues with script initialization:  1. The MilkMod Economy quest variable is being initialized and not used. The theory is initializing this variable takes a fair bit of time when the mod is not installed. 2. I noticed a few initialization processes being started more than once for each script. 3. I found a deadlock where two scripts would both try to call the other script at the same time, at which point the scripts would stop running and not do anything for the rest of the game.  Issue 2 and 3 are unrelated to MilkMod Economy.  I believe issue 3 is the real problem that most users are seeing. Installing MilkMod Economy just happens to change the timing of when the scripts access each other and it doesn't encounter a deadlock situation.  I've fixed all of these issues, but I've also been having some difficulty creating a clean save. I'm creating a "Shutdown Mod" MCM option which should stop some of the scripts from running and make clean saves run more smoothly. I'm at the point where this feature has been completed but it has only been tested once. I will need to run this test at least a couple more times.  If I don't find any more issues the mod is ready to release and I should be able to release it this evening. If I do find some issues it should be tomorrow or Thursday.  With these changes I'm hoping installation, both on an existing game and in a new game, should work without any issues. At the very least I'm expecting it to install much smoother in most cases. Regardless of whether MilkMod Economy is installed.  I suggest starting your new game and adding Devious Framework to it when it is released.  Happy gaming, legume.
JuliusXX Posted March 28, 2017 Posted March 28, 2017  Any news about the Milk Mod Economy bug? I'm starting a new game and want to keep my mod amount as low as possible (= without Milk Mod Economy). I looked into it a fair bit and I found a number of issues with script initialization:  1. The MilkMod Economy quest variable is being initialized and not used. The theory is initializing this variable takes a fair bit of time when the mod is not installed. 2. I noticed a few initialization processes being started more than once for each script. 3. I found a deadlock where two scripts would both try to call the other script at the same time, at which point the scripts would stop running and not do anything for the rest of the game.  Issue 2 and 3 are unrelated to MilkMod Economy.  I believe issue 3 is the real problem that most users are seeing. Installing MilkMod Economy just happens to change the timing of when the scripts access each other and it doesn't encounter a deadlock situation.  I've fixed all of these issues, but I've also been having some difficulty creating a clean save. I'm creating a "Shutdown Mod" MCM option which should stop some of the scripts from running and make clean saves run more smoothly. I'm at the point where this feature has been completed but it has only been tested once. I will need to run this test at least a couple more times.  If I don't find any more issues the mod is ready to release and I should be able to release it this evening. If I do find some issues it should be tomorrow or Thursday.  With these changes I'm hoping installation, both on an existing game and in a new game, should work without any issues. At the very least I'm expecting it to install much smoother in most cases. Regardless of whether MilkMod Economy is installed.  I suggest starting your new game and adding Devious Framework to it when it is released.  Happy gaming, legume.   If I have v2.03 installed is it upgradable? I have just used some time to set all the MCM settings of my installed mods and I have used V2.03 as a placeholder for the mod ID number.
legume Posted March 28, 2017 Author Posted March 28, 2017 If I have v2.03 installed is it upgradable? I have just used some time to set all the MCM settings of my installed mods and I have used V2.03 as a placeholder for the mod ID number. I expect it to be fully upgradable. If any issues are encountered let me know.
donttouchmethere Posted March 28, 2017 Posted March 28, 2017 good news! and good for us you didnt get fooled by milk =D
sapho888 Posted March 29, 2017 Posted March 29, 2017 There seems to be a issue with how the mod detects whether the PC is naked. Â It works fine the first time you put on and/or take off clothing but if you take off or change clothes in rapid succession, the PC's status gets stuck on naked. Â Eventually the mod seems to catch up and correct the status up until the next time you try cycle through being clothed and naked again. Â Other mods (such as Frostfall) still seem to be correctly detecting naked status. Â I tried setting the timer preventing putting on clothing immediately after being naked but it doesn't seem to change this. Â In fact, I would have expected having a number > 0 would have prevented me from putting on the clothing immediately anyway but that doesn't seem to be happening. Â However I do remember in previous games, with the previous version, the timer for post rape dressing was definitely working.
legume Posted March 30, 2017 Author Posted March 30, 2017 There seems to be a issue with how the mod detects whether the PC is naked.  It works fine the first time you put on and/or take off clothing but if you take off or change clothes in rapid succession, the PC's status gets stuck on naked.  Eventually the mod seems to catch up and correct the status up until the next time you try cycle through being clothed and naked again.  Other mods (such as Frostfall) still seem to be correctly detecting naked status.  I tried setting the timer preventing putting on clothing immediately after being naked but it doesn't seem to change this.  In fact, I would have expected having a number > 0 would have prevented me from putting on the clothing immediately anyway but that doesn't seem to be happening.  However I do remember in previous games, with the previous version, the timer for post rape dressing was definitely working. Yeah. I've noticed recently the post rape and redress timeouts aren't working. That shouldn't be very difficult to fix but lately there's always been more significant issues that I need to look into.  I've also noticed that my mod reports the player as naked sometimes when she is not. This is also on my list of things to look into but it might be a little more difficult to figure out.  These are both on the list of things to do but I don't really have an ETA for them.  Happy gaming, legume.
legraf Posted March 30, 2017 Posted March 30, 2017 What does the "greeting dialogue" actually do? I've had this installed for many hours, and have never noticed a change after picking a greeting (using manual greeting dialogues). The description is pretty coy about this feature.
legume Posted March 30, 2017 Author Posted March 30, 2017 What does the "greeting dialogue" actually do? I've had this installed for many hours, and have never noticed a change after picking a greeting (using manual greeting dialogues). The description is pretty coy about this feature. The greeting feature itself doesn't do a whole lot that you really notice. It is meant as a "tool" for modders to use when developing dialogues. I expect only the DFW Support mod uses this tool currently. What you will notice is that any dialogues developed using this will not be available with any NPC until the player has gone through the dialogue with that NPC.  Reasons and technical details for why it is needed:   For any dialogue, the Skyrim dialogue system checks certain conditions before the the dialogue becomes available to the player. Some examples of these conditions are "How close is the NPC to the player?" "Is the NPC a bandit?" "A necromancer?" etc. While these conditions are extensive the base came does not including things like, "Is the player gagged?" "Or wearing a collar?" "How aroused is the NPC?"  The Devious Framework mod make a number conditions available to any dialogue that mod developers want to develop (all of the conditions available can be seen in the Devious Framework => Status MCM page under "Show Last Dialogue Target"). This information could be "attached to" (or associated with) each NPC individually; however, that would involve adding a script to each NPC the player comes in contact with, increasing the number of scripts in the game which is not good for keeping the game running smoothly.  Instead this information is made available using a set of variables in Devious Framework quest main script. These variables can only keep track of one NPC at a time. Any time the player is speaking with an NPC these variables in the quest script need to be updated to reflect the NPC the player is speaking with. This can only be done by running the part of the scrip that updates the variables. In order to run this part of the script it must be tied to an in-game event when the player starts speaking with the NPC.  The only way I know how to do this is using the dialogue system. When the player starts speaking with the NPC this "Greeting Dialogue" feature is triggered. This in turn runs the Devious Framework main quest script. This updates the variables to reflect the NPC the player is speaking with. Dialogues that rely on these variables will only be available after this has occurred.    A number of dialogues during the leash game rely on the information from tool. This includes dialogues with the slaver as well as those with the guards and other bystanders. Some dialogues while the player is locked in furniture rely on this as well.  An example of this is asking a guard to help free you from the leash game. The dialogue system needs to know the guard's "willingness to help" value... which is calculated based on his anger, dominance, and kindness values when this script is called. The dialogue system will not present this dialogue option to the user until the "Greeting Dialogue" has occurred. If you have a good idea when these dialogues occur, one option is to set it to manual and only select the Hello dialogue when you need to access a dialogue that relies on this tool.  I expect this description is a little overly long but I hope it clarifies a rather complicated feature.  Happy gaming, legume.
legraf Posted March 30, 2017 Posted March 30, 2017  What does the "greeting dialogue" actually do? I've had this installed for many hours, and have never noticed a change after picking a greeting (using manual greeting dialogues). The description is pretty coy about this feature. The greeting feature itself doesn't do a whole lot that you really notice. It is meant as a "tool" for modders to use when developing dialogues. I expect only the DFW Support mod uses this tool currently.[...]   Ah! That's an excellent explanation, thanks, and it makes perfect sense.  Thanks for this, and for the mod to bring a bit more order to the devious chaos.
Sarge Misfit Posted March 31, 2017 Posted March 31, 2017 Just a heads up, but I run DFW with Captured Dreams and DFW has bystanders lock Ravyn into any bondage furniture that CD might be using, such as during the Thalmor Embassy quest. Which means that Ravyn doesn't get unlocked to go on to the next step in quest. Not an issue since I just disable DFW & Support via MCM before pursuing any CD quests and re-enable afterwards.
Guest Posted April 2, 2017 Posted April 2, 2017 I ran into a very small issue but I noticed when I would start alternate start depending on the location you choose to start in it usually gives you clothing to wear depending on what you choose, camping in the woods yields you wearing bandit cloths and vampire in a secluded lair yields you to wearing vampire cloths etc etc. But I noticed I would be naked everytime I would always have to manually equip it unchecking all the blocking options fixed this from happening. Not sure why it would.
cascen Posted April 7, 2017 Posted April 7, 2017 hi there,brilliant mod, i have just a question,i am using it with mild mod economy,can u help figure out how to exclude milk machine from framework,i wish not having lock on it ^^
legume Posted April 7, 2017 Author Posted April 7, 2017 hi there,brilliant mod, i have just a question,i am using it with mild mod economy,can u help figure out how to exclude milk machine from framework,i wish not having lock on it ^^ Hi and thanks. There is currently no mechanism to exclude Milking Machines from the auto-locking feature . The only option is to disable this feature before using a milking machine. I do realize something of this nature is needed (and will likely be needed for more than just Milking Machines) but I don't expect it to be something I will get to soon.  Sorry I can't offer a better solution, legume.
windu190 Posted April 7, 2017 Posted April 7, 2017 How exactly do you get captured in this mod? I have talked to dozens of slavers all over skyrim (from the Slave Girls mod of course) and none of them ever capture me, nor do they seem to have any dialogue option that's related to this mod.Â
legume Posted April 8, 2017 Author Posted April 8, 2017 How exactly do you get captured in this mod? I have talked to dozens of slavers all over skyrim (from the Slave Girls mod of course) and none of them ever capture me, nor do they seem to have any dialogue option that's related to this mod. You have installed the "DFW Support" mod in addition to the Devious Framework mod, I presume. Verify that you can start the leash game via option in the "DFW Support" => "Leash Game" MCM menu. Verify that the settings on that page are sufficiently high (set them to 20-100% for testing purposes). Verify the nearby actors are actually slavers. There are tools on the "Devious Framework" => "Status" MCM menu that can help with that. I believe it is "Show Nearby". If the leash game style is configured as protected ("DFW Support" => "Leash Game" MCM menu) make sure the slaver is behind you.  If none of these solve the problem I might be able to look into it more with a Papyrus log or quest variables.  Hope this helps, legume.
windu190 Posted April 9, 2017 Posted April 9, 2017  How exactly do you get captured in this mod? I have talked to dozens of slavers all over skyrim (from the Slave Girls mod of course) and none of them ever capture me, nor do they seem to have any dialogue option that's related to this mod. You have installed the "DFW Support" mod in addition to the Devious Framework mod, I presume. Verify that you can start the leash game via option in the "DFW Support" => "Leash Game" MCM menu. Verify that the settings on that page are sufficiently high (set them to 20-100% for testing purposes). Verify the nearby actors are actually slavers. There are tools on the "Devious Framework" => "Status" MCM menu that can help with that. I believe it is "Show Nearby". If the leash game style is configured as protected ("DFW Support" => "Leash Game" MCM menu) make sure the slaver is behind you.  If none of these solve the problem I might be able to look into it more with a Papyrus log or quest variables.  Hope this helps, legume.   I do have DFW Support installed, but I'm afraid I can't find any option in the MCM menu that actually starts the leash game or increases my chances of starting it. I have found plenty of options that allow me to configure it like: Leash style, Leash length, Leash visible etc. But nothing that actually helps me start it. (see image below)  I tried increasing the vulnerability at night to 100%, then approaching slavers at night, didn't work. Tried playing around with the configuration settings a bit and trying every dialogue options with the slavers, didn't work either. I have a feeling I'm missing something that's right in front of me, but for the life of me I can't find it. I tried everything I could with the MCM menu.  I did check in the status menu to make sure the nearby slavers are indeed slavers, so at least that checks out.Â
donttouchmethere Posted April 9, 2017 Posted April 9, 2017 your picture shows the DFW MCM  DFWS has his own MCM menu, there you find ways to configure the Leash game and Furniture interaction  so if you installed DFW and DFWS you should have 2 MCM menus
windu190 Posted April 9, 2017 Posted April 9, 2017 your picture shows the DFW MCM  DFWS has his own MCM menu, there you find ways to configure the Leash game and Furniture interaction  so if you installed DFW and DFWS you should have 2 MCM menus  I see.. I didn't realize there were two. I thought that the MCM menu that I used WAS the DFW Support menu. I don't see a DFW support menu in my list of MCM menu's on my current character, but it does show up when I make a new character. Guess I'll have to make a new character for this mod then, let's hope I can get it to work this time Â
legume Posted April 9, 2017 Author Posted April 9, 2017 You have installed the "DFW Support" mod in addition to the Devious Framework mod, I presume. Verify that you can start the leash game via option in the "DFW Support" => "Leash Game" MCM menu. Verify that the settings on that page are sufficiently high (set them to 20-100% for testing purposes). Verify the nearby actors are actually slavers. There are tools on the "Devious Framework" => "Status" MCM menu that can help with that. I believe it is "Show Nearby". If the leash game style is configured as protected ("DFW Support" => "Leash Game" MCM menu) make sure the slaver is behind you.  If none of these solve the problem I might be able to look into it more with a Papyrus log or quest variables. ...I can't find any option in the MCM menu that actually starts the leash game or increases my chances of starting it. Do you have a "DFW Support" MCM menu? If not this would explain the problem. Which version of the Devious Framework and DFW Support mods do you have installed? Can you confirm that DFW Support is in your load order and being loaded by the game? Open the console using the backtick key (` beside the 1) and try Help _dfwsDfwSupport. If this shows you the DFW Support mod quest the mod should be loaded in your game properly. If not the mod is somehow not getting loaded. I don't know what would cause this, although there is a 255 limit on the number of plugin files the game can load.  Either way, if "DFW Support" is not showing up in your MCM menu, this is not something I know how to fix. Perhaps something in the Papyrus log or quest variables will give me a clue. Perhaps trying on a new game will shed some light. Or installing on a different game. Or uninstalling the mod, saving the game, and then installing the mod again.  I assume you did not use the "Shutdown Mod" MCM debug option, but that could explain some things. It is not meant to be used except before uninstalling the mod and I don't know what effect it would have on a running game.  Hope this helps, legume.
windu190 Posted April 9, 2017 Posted April 9, 2017  You have installed the "DFW Support" mod in addition to the Devious Framework mod, I presume. Verify that you can start the leash game via option in the "DFW Support" => "Leash Game" MCM menu. Verify that the settings on that page are sufficiently high (set them to 20-100% for testing purposes). Verify the nearby actors are actually slavers. There are tools on the "Devious Framework" => "Status" MCM menu that can help with that. I believe it is "Show Nearby". If the leash game style is configured as protected ("DFW Support" => "Leash Game" MCM menu) make sure the slaver is behind you.  If none of these solve the problem I might be able to look into it more with a Papyrus log or quest variables. ...I can't find any option in the MCM menu that actually starts the leash game or increases my chances of starting it. Do you have a "DFW Support" MCM menu? If not this would explain the problem. Which version of the Devious Framework and DFW Support mods do you have installed? Can you confirm that DFW Support is in your load order and being loaded by the game? Open the console using the backtick key (` beside the 1) and try Help _dfwsDfwSupport. If this shows you the DFW Support mod quest the mod should be loaded in your game properly. If not the mod is somehow not getting loaded. I don't know what would cause this, although there is a 255 limit on the number of plugin files the game can load.  Either way, if "DFW Support" is not showing up in your MCM menu, this is not something I know how to fix. Perhaps something in the Papyrus log or quest variables will give me a clue. Perhaps trying on a new game will shed some light. Or installing on a different game. Or uninstalling the mod, saving the game, and then installing the mod again.  I assume you did not use the "Shutdown Mod" MCM debug option, but that could explain some things. It is not meant to be used except before uninstalling the mod and I don't know what effect it would have on a running game.  Hope this helps, legume.   Turns out the DFW Support menu didn't show up and I assumed that the other MCM menu was the DFW support menu. I fixed it by starting a new character though. Â
legume Posted April 9, 2017 Author Posted April 9, 2017 Turns out the DFW Support menu didn't show up and I assumed that the other MCM menu was the DFW support menu. I fixed it by starting a new character though. Well, I'm glad it's working for you . But it is a little troubling that the MCM menu didn't show up . This is supposed to be installable on existing games.  You aren't running version 2.05 of the mod, are you? I had a lot of trouble with this in version 2.05 but It was supposed to be fixed in 2.06.  I might be able to help more if you have a Papyrus log when loading a game that was saved before the mod was installed. It's up to you whether you want to get this to me or not though. If you're happy with a new game I can look into it another time.  Happy gaming, legume.
windu190 Posted April 9, 2017 Posted April 9, 2017 I just checked and I'm definitely running 2.06. I'll see if I can send a Papyrus log later, I'm currently unable to.Â
square0 Posted April 14, 2017 Posted April 14, 2017 The event where an NPC locks you back into BDSM furniture after sex doesn't seem to work. I just end up freed but unable to interact with anything.
EpicStore2020 Posted April 21, 2017 Posted April 21, 2017 this mod is not working for me, it caused a save bloat (unloadable save, CTD when trying to load the game with this mod installed within) this is my load order: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp ApachiiHair.esm ApachiiHairFemales.esm ApachiiHairMales.esm SexLab.esm Devious Devices - Assets.esm SexLabAroused.esm ZaZAnimationPack.esm MiasLair.esp Devious Devices - Integration.esm daymoyl.esm Devious Devices - Expansion.esm EFFCore.esm hdtHighHeel.esm PSQ PlayerSuccubusQuest.esm RaceCompatibility.esm DeviousFramework.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial High Resolution Patch.esp Cutting Room Floor.esp UIExtensions.esp AddItemMenu2.esp Verdant - A Skyrim Grass Plugin.esp Weapons & Armor Fixes_Remade.esp Clothing & Clutter Fixes.esp Complete Crafting Overhaul_Remade.esp RealisticWaterTwo.esp SexLab_Solutions.esp SkyrimCoinReplacerRedux.esp xazPrisonOverhaul.esp xazPrisonOverhaul - Patch.esp BanneredMareExtension.esp Thunderchild - Epic Shout Package.esp MoonAndStar_MAS.esp AuroraVillage.esp RealisticWaterTwo - Legendary.esp RemoveEssentialPatch.esp Run For Your Lives.esp RiversideLodge.esp BecomeKingofSkyrim.esp METraining & Auctions.esp sanguinesDebauchery.esp buildablehouse.esp Weapons & Armor_TrueWeaponsLvlLists.esp Immersive Weapons.esp SimpleSlavery.esp SexLab Theft and Seduction.esp Colorful_Magic.esp PathOfSorcery.esp Phenderix Magic Evolved.esp Thornrock.esp Teleport.esp MoonAndStar_AuroraPatch.esp SexLab-AmorousAdventures.esp CaranthirTowerReborn.esp Club Riften.esp ScopedBows.esp EeveeFox.esp ResurrectDragon.esp Phenderix Tool - Teleports.esp RealisticNeedsandDiseases.esp SexLab_Dialogues.esp ssapbwk.esp RND_HearthFires-Patch.esp blood magic.esp daymoyl_DawnguardAddon.esp Sneak Tools.esp Faction Crossbows.esp Plasma Blades.esp Teleport-DG Plugin.esp Mysticism.esp Portals of Skyrim.esp Gifts Of The Outsider.esp Magic of the Magna-Ge.esp Maria.esp skoomadealer.esp Spellsword.esp SexLab Eager NPCs.esp Aethernautics.esp Animated Dragon Wings.esp JoOJediRobeV2.esp Phenderix's Magic Transcended.esp Mass effect Biotic spells.esp vMYC_MeetYourCharacters.esp Apocalypse - The Spell Package.esp Apocalypse - More Apocalypse.esp ArrowRecoverySystemOverhaul.esp TERA Weapons.esp Atom Bomb.esp Auto Unequip Ammo.esp BarenziahQuestMarkers.esp Bijin NPCs.esp Bijin Warmaidens.esp Bijin Wives.esp Sneak Tools Vanilla Hoods.esp SkyUI.esp BlitzConsoleCommandsMCM.esp Brawl Bugs CE.esp Broken Angel Armor.esp CCF_RND_Patch.esp Chesko_WearableLantern.esp DarkNemesis.esp DBZBattleGloves.esp DBZKaioken.esp DbzKiBlast.esp DBZKiBlastAuto.esp DBZMagc.esp DBZmultidestructodisc.esp dD - Enhanced Blood Main.esp DD - Interactions.esp dD - Realistic Ragdoll Force - Realistic.esp dD-Dragonborn-Dawnguard-EBT Patch.esp DD_GW_Mark2.esp DeadlyMutilation.esp Devious Deviants.esp Devious Devices - Equip.esp More Draconic Dragon Aspect - Powered Edition.esp More Draconic Dragon Aspect - Wings and Tail.esp DragonAspectToggle_DAT.esp DragonCarvedArmorSet.esp Dr_Bandolier.esp DSerArcheryGameplayOverhaul.esp EFFDialogue.esp ElementalArrows.esp Elisif Makeover.esp EternalShineArmorAndWeapons.esp FestusKrexSpell.esp FISS.esp FNIS.esp Jormundandr Dragon.esp FNISspells.esp FNIS_PCEA2.esp ForgottenMagic_Redone.esp Grimy Utilities Interface.esp HeartBreaker.esp Immersive Speechcraft.esp Invisibility Eyes Fix.esp JaxonzUtilities.esp Kamehameha.esp KS Hairdo's.esp KS Hairdos - HDT.esp LostGrimoire.esp Magicka Sabers.esp Merta Assassin Armor.esp Merta Assassin Tattoos.esp Merta Black Rose Armor.esp P1FlyingRing.esp More Draconic Dragon Aspect - Flying Mod Addon.esp N7 Assassin's Creed Armor.esp normandy.esp ValkyrieSwordShield.esp Nightingale Prime remaster.esp Phenderix Energy Consumption.esp Phenderix Tool - Spell Edit.esp Phenderix Tool - Weapon Edit.esp PoS More Apocalypse Patch.esp PoS Apocalypse Patch.esp PuppetMaster.esp RaceMenu.esp RaceMenuMimic.esp RaceMenuMorphsCBBE.esp RaceMenuOverlays.esp RaceMenuPlugin.esp Real Flying.esp RealisticNeedsandDiseasesCheckNeedsPL.esp RND_Dawnguard-Patch.esp RND_Dragonborn-Patch.esp Saiyanrace.esp sanctuarycleanup.esp ScarletDawnArmor.esp ScopedBows_ArrowTweaks.esp ScopedBows_EagleEyeTweak.esp Scouter.esp SenzuBeandbz.esp Serana.esp SexLab Brawling Rape.esp SexLab Submit.esp SexLab TDF Aggressive Prostitution.esp SexLabDefeat.esp SexLabTools.esp Sexual Vampire Feed.esp ShadowSpellPackage.esp ShadowSpellPackage_DragonbornStaffCrafting.esp ShadowSpellPackage_PathOfSorceryPatch.esp SimplyKnock.esp SkyTweak.esp SL Deadly Drain.esp SLALAnimObj.esp SLAnimLoader.esp SmartCast_1_0.esp Smithing Perks Overhaul_Remade.esp Sotteta Necromancer Outfit.esp SpellChargingFramework.esp SpellComboV2.esp SpellswordDawnguardDragonborn.esp TradeBarter.esp StripNPCs.esp TaliArmor.esp Teleport-DB Plugin.esp TERAArmors_CBBE.esp The Eyes Of Beauty - Elves Edition.esp TheEyesOfBeauty.esp TomahawkACIIIWepMod.esp UniversalArmor.esp Valerica.esp VioLens.esp Watercolor_for_ENB_RWT_RND.esp wizDynamicThings.esp YourMarketStall.esp TexturesPack_PL.esp ImmerSlave-DeviceCut.esp Sneak Tools Vanilla Masks.esp SuccubusRaceLite.esp RaceCompatibilityUSKPOverride.esp BecomeAVampire.esp TrissArmorRetextured.esp XPMSE.esp - DISABLED Alternate Start - Live Another Life.esp Alternate Start -- New Beginnings.esp Alternate Start - Live A Deviant Life.esp ImmerSlave.esp PLS help, this is my first installation of this mod, i wasn't using this before, idk why it crashes help xD
xarvenius Posted April 21, 2017 Posted April 21, 2017 i have the samer problem and reportet it some while in the past, i cant load any save with dfw or dfws installed
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