Zwiebel Posted July 2, 2018 Posted July 2, 2018 Are there plans for more torture furniture like a sybian or a sitting position in the wooden horse. Maybe you can add some posts where you can hang persons upside down. 3
Bluddax Posted July 4, 2018 Posted July 4, 2018 The suckerchair keeps falling over, It's not static. just letting you know
Runner25 Posted July 10, 2018 Posted July 10, 2018 I want to try this mod, but when I load it into NMM, It says the path, file name, or both are too long. What should I do?
Sulphur.999 Posted July 10, 2018 Posted July 10, 2018 On 7/2/2018 at 3:05 PM, Zwiebel said: Are there plans for more torture furniture like a sybian or a sitting position in the wooden horse. Maybe you can add some posts where you can hang persons upside down. CRX Workshop Crosses has those posts. The only thing I wasn't crazy about is they damage whomever you put on there so they won't really stay put. Neat animations tho.
Sulphur.999 Posted July 10, 2018 Posted July 10, 2018 10 minutes ago, Runner25 said: I want to try this mod, but when I load it into NMM, It says the path, file name, or both are too long. What should I do? First I heard of that one . . . I'd try a reboot or something. I can't think of a modern OS that can't handle long filenames. And the path just isn't that long.
Zwiebel Posted July 11, 2018 Posted July 11, 2018 On 7/10/2018 at 3:47 AM, Runner25 said: I want to try this mod, but when I load it into NMM, It says the path, file name, or both are too long. What should I do? I think it would help to change the path where nexus saves the configs and files for the mods. I'm a software developer so i know windows has a limit on the length of a path. Try changing the path to a folder higher up in the file structure.
Anthek Posted July 17, 2018 Posted July 17, 2018 - Extraction chair (vanilla asset) - Reclamation chair (vanilla asset) are in workshop menu "TortureDevices". I'm using Crimsomrider's Unique Furniture and have these in the Special category. Is there a chance to have both? For example scrapping all CUF chairs, then installing Torture Devices loaded after CUF.
Vader666 Posted July 18, 2018 Posted July 18, 2018 On 7/17/2018 at 4:58 PM, Anthek said: Is there a chance to have both? Just install both. I made a copy of the forms of those chairs and the workshop recipes are referencing to these. So besides having them twice in you workshop menu, there shouldn't be any issues.
Clegane Posted July 22, 2018 Posted July 22, 2018 On 7/17/2018 at 5:58 PM, Anthek said: - Extraction chair (vanilla asset) - Reclamation chair (vanilla asset) are in workshop menu "TortureDevices". I'm using Crimsomrider's Unique Furniture and have these in the Special category. Is there a chance to have both? For example scrapping all CUF chairs, then installing Torture Devices loaded after CUF. CUF and Torture Devices are working fine together.
Clegane Posted July 22, 2018 Posted July 22, 2018 May ask about my "favourite" passtime -whipping post (those times in Skyrim...)? As far as I see, there are already half of the whipping - pose on cross. Please. Thanks in advance.
Vader666 Posted July 22, 2018 Posted July 22, 2018 1 hour ago, Clegane said: May ask about my "favourite" passtime -whipping post (those times in Skyrim...)? As far as I see, there are already half of the whipping - pose on cross. Please. Thanks in advance. I already did some "weapons" and a whipping scene, which then can be used pretty much everywhere. It still needs some adjustments and script changes but basically works. Also there a quite some new furns planned for TD 2.0, in fact there is quite a lot of stuff planned for TD2.0, which is why it will still take some time. And because i'm currently doing some AAF anims so... 5
Anthek Posted July 24, 2018 Posted July 24, 2018 On 7/18/2018 at 9:11 PM, Vader666 said: Just install both. I made a copy of the forms of those chairs and the workshop recipes are referencing to these. So besides having them twice in you workshop menu, there shouldn't be any issues. Silly me, didn't recognize yours is .esm thou there is no choice regarding load order vs CUF's .esp. Works fine together for me either. PersistantSubgraphInfoAndOffsetData.txt During installation I was asked to overwrite existing (reload animations for FN P90), which I refused. Checking both txt files revealed that they contain a list of referring .txt's. Just made me a ReadMe.txt with proper file path and dependency on FN P90 and copied/saved the contents of TD's P.S.I.A.O.Data.txt at the beginning of existing. Is it really simple like that, or am I missing something? So far I've got no issues.
Vader666 Posted July 24, 2018 Posted July 24, 2018 2 minutes ago, Anthek said: PersistantSubgraphInfoAndOffsetData.txt It's an unnecessary file, newer versions of TD shouldn't even be shipped with it. 1
Anthek Posted July 25, 2018 Posted July 25, 2018 On 7/24/2018 at 10:20 PM, Vader666 said: It's an unnecessary file, newer versions of TD shouldn't even be shipped with it. Ty for advice. Edit Just a funny glitch: Placed the Sucker Chair inside a house and commanded Ivy 4.0 to use it (animation done). When I came back later Chair and companion were gone. Far outside the building the SC was found laying on the ground and Ivy decided to use the Pillory instead a few meters away. Bad girl.
KitKatKseniya Posted August 31, 2018 Posted August 31, 2018 Anyway (like a console command) of closing the hydopillary without someone technically being in it? I'm using some of the new sex animations which are great but the hydropillary is still open whilst they're playing
Vader666 Posted August 31, 2018 Posted August 31, 2018 3 hours ago, KitKatKseniya said: Anyway (like a console command) of closing the hydopillary without someone technically being in it? Open the console, cklick on the hydropillory and type "sae close" without quotes. There is is a behavior graph attached to the pillory wich uses the anim events "open" and "close" for the respective actions. These anim events can be called by an animation by using anotations, opening and closing are normally controlled by the enter and exit animations. 1
KitKatKseniya Posted August 31, 2018 Posted August 31, 2018 16 minutes ago, Vader666 said: Open the console, cklick on the hydropillory and type "sae close" without quotes. There is is a behavior graph attached to the pillory wich uses the anim events "open" and "close" for the respective actions. These anim events can be called by an animation by using anotations, opening and closing are normally controlled by the enter and exit animations. Thanks for the quick response ??
Phelps1247 Posted September 3, 2018 Posted September 3, 2018 Is it possible to spawn the ropes from the strapando/package poses seperately? It said they weren't objects when I tried the obvious way.
Jappa123 Posted September 6, 2018 Posted September 6, 2018 Whats the progress on update? its been a while without update
Guest Posted September 9, 2018 Posted September 9, 2018 Thank you for the mod! However there's one thing I don't understand: how do you obtain handcuffs mentioned in some posts here? There are handcuffs in the vanilla game already, but they are not an outfit element, therefore you can't equip them. I also didn't find any handcuffs in the workshop menu added by this mod. There are only some static objects like crosses, chairs etc.
VonHelton Posted September 9, 2018 Posted September 9, 2018 1 hour ago, overlot115 said: Thank you for the mod! However there's one thing I don't understand: how do you obtain handcuffs mentioned in some posts here? There are handcuffs in the vanilla game already, but they are not an outfit element, therefore you can't equip them. I also didn't find any handcuffs in the workshop menu added by this mod. There are only some static objects like crosses, chairs etc. Well, there's a mod called "Devious Devices" out there, but about a week into game play it decides to come alive (literally!) and seize you & your npcs & keep you from doing anything. Obviously, that's a problem, so some of us use "Prisoner Shackles" instead. ?
Guest Posted September 10, 2018 Posted September 10, 2018 On 9/9/2018 at 4:44 PM, VonHelton said: Well, there's a mod called "Devious Devices" out there, but about a week into game play it decides to come alive (literally!) and seize you & your npcs & keep you from doing anything. Obviously, that's a problem, so some of us use "Prisoner Shackles" instead. ? Thank you for the answer. I'll give "Prisoner Shackles" a try then.
porterdude Posted September 17, 2018 Posted September 17, 2018 Are there any instructions for this mod, i am unaware of how to do anything other than place objects.
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