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Posted

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.

Posted
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.
 

 

Posted
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.

Posted
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.

Posted

- 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.

Posted
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.

Posted
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.

Posted

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.

Posted
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...

Posted
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.

Posted
2 minutes ago, Anthek said:

PersistantSubgraphInfoAndOffsetData.txt 

It's an unnecessary file, newer versions of TD shouldn't even be shipped with it.

 

Posted
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.

  • 1 month later...
Posted

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

Posted
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.

Posted
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   ??

Posted

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.

Posted
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.

 

?

 

 

Posted
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.

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