HyperonicX Posted October 27, 2017 Share Posted October 27, 2017 not sure if the mod author takes suggestions or if this is even the right place (new to these forums) but it would be cool if when you have an inflatable plug in any npc could have a chance of inflating it if this is possible I know that if you have one (or two) inserted into yourself, random NPC's have a chance of inflating them. But as for your suggestion, I don't think it is impossible. I think it may be restricted to just followers if it were going to be implemented. Link to comment
Veladarius Posted October 27, 2017 Share Posted October 27, 2017 not sure if the mod author takes suggestions or if this is even the right place (new to these forums) but it would be cool if when you have an inflatable plug in any npc could have a chance of inflating it if this is possible I know that if you have one (or two) inserted into yourself, random NPC's have a chance of inflating them. But as for your suggestion, I don't think it is impossible. I think it may be restricted to just followers if it were going to be implemented. If it was done- - It would likely be restricted to the npcs who currently have active effects applied to them. - It would require a search be done around the npc(s) who are active and have the plug to look for other npc's to force to come over and mess with the plug - this could be costly in terms of papyrus usage as it searches for an npc depending on the number of npcs you have set to apply effects to. - Other than a some sound effects and inflation of the plug a bit that is all that would happen In the end it is more scripting activity / overhead than it is worth. Link to comment
LazyBoot Posted October 27, 2017 Share Posted October 27, 2017 Question re. new Gag Talk: If both the PC and the NPC you talk to are gagged... is it intentional that getting to any normal dialogue is blocked? Does not seem right to me but I know the same thing happens with DCL gag talk (which I turned off to try the new DD). Not sure if it was that way with the old DD gag talk. That's something that is from the old system, it works that way in the latest release version as well. Link to comment
Derenriche Posted October 27, 2017 Share Posted October 27, 2017 It seems that Elbowbinder does not have a suitable animation for belted horny, so it will simply use the unbound horny animation resulting in seph's problem. Can anyone confirm that an appropriate horny animation is actually playing for them when bound with elbowbinder? Link to comment
Kimy Posted October 27, 2017 Author Share Posted October 27, 2017 It seems that Elbowbinder does not have a suitable animation for belted horny, so it will simply use the unbound horny animation resulting in seph's problem. Can anyone confirm that an appropriate horny animation is actually playing for them when bound with elbowbinder? That's correct. We still need to make these animations for the elbowbinder and other new bound restraints. Link to comment
Seph64 Posted October 27, 2017 Share Posted October 27, 2017 It seems that Elbowbinder does not have a suitable animation for belted horny, so it will simply use the unbound horny animation resulting in seph's problem. Can anyone confirm that an appropriate horny animation is actually playing for them when bound with elbowbinder? That's correct. We still need to make these animations for the elbowbinder and other new bound restraints. Oh thank goodness, I thought I was going crazy trying to figure out why the animations weren't playing correctly. Now I know it's not something I was doing wrong. Link to comment
VirginMarie Posted October 27, 2017 Share Posted October 27, 2017 3. Equip Weapons while in yoke - Normally you can not equip weapons while in a yoke of course, and this is normally the case. But on 5 occasions I've been able to break out of animation and equip daggers and use them in combat. I've not been able to see a pattern to when it happens but will report back if I get more clues. Update: This consistently occurs when loading a save in which you were already in a yoke. Link to comment
El_Duderino Posted October 27, 2017 Share Posted October 27, 2017 I've got another issue to report: Periodic Events Breaking Furniture Animations Periodic Events, though only those that play an animation (belt, plugs, stumble), can occur while the player is busy using some furniture or crafting station. In my test game just now I set the polled event timer to very short intervals to get reliable results and based on that I assume that there is no check against furniture or crafting station use when the polled event fires (for the DD event anims reliably kicked me out of the crafting/woodchopping/whatever anim or menu). Usually this is just a minor inconvenience of briefly broken animations, but I did get two CTDs related to this happening -- each time when the DD event kicked me out of the crafting menu while the "Do you want to create XYZ?" dialog box was open. Clicking yes then, with the crafting menu being closed already, crashed the game. (I realize that this crash is most likely a bug of the game itself, but please read on anyway.) I also seem to remember that this crafting/events clash occured long before DD4. I pondered over this for a while and may have found something that might prevent this from happening. Would any (or all) of these three checks below work? if akActor.GetSitState() != 0 return endif -- player is sitting or otherwise using a chair -- this also seems to cover the woodchopping and mining animation loops and similar to the above: !Game.IsMovementControlsEnabled() !Game.IsCamSwitchControlsEnabled() -- these two might work as "catch-alls" to prevent execution of the event for when the player is not actively controling their char at that moment (like during crafting) I tested the three in a quickly made custom magic effect in my own mod and they seem to do what I think they do. Link to comment
Veladarius Posted October 27, 2017 Share Posted October 27, 2017 I've got another issue to report: Periodic Events Breaking Furniture Animations Periodic Events, though only those that play an animation (belt, plugs, stumble), can occur while the player is busy using some furniture or crafting station. In my test game just now I set the polled event timer to very short intervals to get reliable results and based on that I assume that there is no check against furniture or crafting station use when the polled event fires (for the DD event anims reliably kicked me out of the crafting/woodchopping/whatever anim or menu). Usually this is just a minor inconvenience of briefly broken animations, but I did get two CTDs related to this happening -- each time when the DD event kicked me out of the crafting menu while the "Do you want to create XYZ?" dialog box was open. Clicking yes then, with the crafting menu being closed already, crashed the game. (I realize that this crash is most likely a bug of the game itself, but please read on anyway.) I also seem to remember that this crafting/events clash occured long before DD4. I pondered over this for a while and may have found something that might prevent this from happening. Would any (or all) of these three checks below work? if akActor.GetSitState() != 0 return endif -- player is sitting or otherwise using a chair -- this also seems to cover the woodchopping and mining animation loops and similar to the above: !Game.IsMovementControlsEnabled() !Game.IsCamSwitchControlsEnabled() -- these two might work as "catch-alls" to prevent execution of the event for when the player is not actively controling their char at that moment (like during crafting) I tested the three in a quickly made custom magic effect in my own mod and they seem to do what I think they do. May want to also make sure the player is not on horseback or riding anything as running an animation while mounted breaks the riding animation and has you standing on the horse. fast Travel can usually fix it but not always. Link to comment
Zor2k13 Posted October 30, 2017 Share Posted October 30, 2017 I started using the dev versions of the DD mods and noticed that when inserting or removing plugs of any kind my character doesn't make any sexy noises like she used to in older versions of the mod. Come to think of it I don't think she makes any sexy noises when adding or removing anything except to make the gagged sounds while gagged. Link to comment
mangalo Posted October 31, 2017 Share Posted October 31, 2017 Will there be a way for DD to detect mods as this one that alter the default speed ? In vanilla they're great but once you get into a hobble dress, you start jumping like a rabbit on the moon Link to comment
LazyBoot Posted October 31, 2017 Share Posted October 31, 2017 Will there be a way for DD to detect mods as this one that alter the default speed ? In vanilla they're great but once you get into a hobble dress, you start jumping like a rabbit on the moon Sounds like the sort of thing the other animation set is there to fix. Link to comment
LazyBoot Posted November 2, 2017 Share Posted November 2, 2017 correction to my previous post about the chastity struggle animation hi and thx DDteam for the constant evolvement of the DD framework! \o/ playing around with DDdev for a while now and i like it already (a lot) the new difficult setting realy give the feeling to be stuck in the devices and its thrilling to use the keys and you dont know if it will realy free you (playthingsetting on newst DDdev build) atm its easier to get out of DCL devices (keys ftw, alot, everywhere xD) Addon to Virgin Maries Testalot post: Nice to have items: F. Jump to cancel I noticed that when the new struggle animation trying to get out of chastity belt plays, you can press jump to cancel it early. If this is an intentional feature, would be consistent and nice to have the same feature available for the old animation variants. => how to stop the chastity belt anymation if your PC isnt able to jump? Does it stop after a while (wasnt the case on my setup tho) In my case the Ankle Chains equipped thru City Bondage or DEC will prevent jumping -> endless struggle animation its not possible to open inventory or draw weapons or trigger idle animations thru eatingdrinkingsleeping to break the chastity animation sequence only thing that saved my PC everytime from being stuck forever was DEC that triggered a NPC sex approach (guess its possible to reload or use console, but this would look more like a workaround for bugged mods) is that intentional or did i miss something or did i even found an issue with DDdev? EDIT: this issue occured everytime if the chastity struggle animation started shortly before a NPC dialog opened -> struggle animation continued during conversation -> after the NPC dialog had finished the struggle animation will continue endlessly no worn DDs prevent jumping or running NPC dialogs, its the struggle animation itself, if i am correct there are 2 chastity struggle animations: 1. animation pulling on chastity belt front -> this one prevents jumping -> endless loop -> solution: zaz MCM player control 2. animation pulling on chastity belt back -> this one can be stopped by jumping that is what confused me, sorry for the misinformation They did add jump blocks to 2 belt struggle animations about 2 weeks ago, so it seems to be intended to block jumping. Link to comment
Roggvir Posted November 2, 2017 Share Posted November 2, 2017 Regarding blocking animations, or things like keeping the arm offset anims, is there any reason why noone seem to be using changes in the Animation Tree for this? For example, for the arm offset, you can add some keyword to the item, and insert a new animation branch wherever it is needed, having condition WornHasKeyword and set to play the appropriate offset animation.Depending on where you put this into the animation tree, it will prevent the player/npc to break the offset bound animation as long as they are wearing the appropriate item. No need for scripted periodical updates.At worst you still need an objectReference script on the item, handling the OnEquipped and OnUnequipped events, where you call SAE to make the actor play the appropriate offset bound anim (set via property on that script) when the item is equipped, and stop it when it is unequipped. scriptname ItemRestraintScript extends objectReference string property sIdleOnEquip auto event OnEquipped(actor _actor) Debug.SendAnimationEvent(_actor, sIdleOnEquip) endEvent event OnUnequipped(actor _actor) Debug.SendAnimationEvent(_actor, "OffsetStop") endEvent Now i admit i didn't spend much time testing this, but it seemed to work quite well.There seem to be only 2 issues: Jumping and falling animations...they cannot use arm offset animations in parallel, so someone would have to make a complete "falling/jumping while bound" animation and insert those into the animation branch the same way as i described earlier. How to handle swimming?You can use this method to also prevent the npc/player from swimming, but that might cause the npcs to drown, because they wouldn't know they cannot swim So, the best is probably NOT to interfere with swimming (or at least not when it is an NPC), and just insert the aforementioned new branch into the StopSwimming (or however is it called) animation branch, so the player/npc would go back to the offset obund anim right after exiting the water. Similar approach can be used to handle any other restrictive items. Is there some problem i am not seeing, or why is noone doing this? Link to comment
Monoman1 Posted November 2, 2017 Share Posted November 2, 2017 It looks like event DDI_DeviceRemoved is not sent when devices are swapped. Is this working as intended? Or is it something to do with the SkipEvents flag? Is there any way to capture swaps besides OnObjectEquipped events? Link to comment
audhol Posted November 4, 2017 Share Posted November 4, 2017 I was wondering if it would be possible to alter the shock effect ? At the moment theres the blue outline and a tzzzzzt sound together with the notification "a powerfull jolt etc etc" maybe a scream of pain could be added or a possible stagger effect like the shock boots although the stagger might break shock on edge. I have tried to look how to do it myself but I'm completely clueless probably best to leave it to the experts! Thank you. Link to comment
Nazzzgul666 Posted November 4, 2017 Share Posted November 4, 2017 How to handle swimming?You can use this method to also prevent the npc/player from swimming, but that might cause the npcs to drown, because they wouldn't know they cannot swim So, the best is probably NOT to interfere with swimming (or at least not when it is an NPC), and just insert the aforementioned new branch into the StopSwimming (or however is it called) animation branch, so the player/npc would go back to the offset obund anim right after exiting the water. Is it even possible for NPCs to drown? I've never seen it, but ofc the reason might be that they are generally able to swim. Link to comment
Princessity Posted November 4, 2017 Share Posted November 4, 2017 Okay... I feel this needs to be put to bed once and for all: Devious Devices core mods do not use animation offsets. All devices that change the way actors move utilise FNIS Alternate Animations system. We have not been making use of ZAP-style animation offsets for roughly ever now. Neither the live version nor development version applies any arms offsets to the player, we substitute movement and combat animations directly. If you see anything that I cannot reproduce in my own tests, that is probably due to mod conflicts. I will go over the bound animation system once again before release and try to make it waterproof but that will not solve fix issues that I cannot reproduce or understand how they could occur. Link to comment
djastray Posted November 5, 2017 Share Posted November 5, 2017 I don't know if i'm not installing the right files, but I can't find the straitjacket anywhere. Link to comment
HyperonicX Posted November 6, 2017 Share Posted November 6, 2017 I don't know if i'm not installing the right files, but I can't find the straitjacket anywhere. Use the console or AddItemMenu to obtain them. Link to comment
darkevilhum Posted November 10, 2017 Share Posted November 10, 2017 Huge thread, so this may have been discussed/ mentioned earlier. I just got the Dev branch setup and installed and I have to say, the straitjacket is 10/10 amazing. What's even better is that, due to the way the straitjacket mesh works, it's essentially compatible with all character animations including movement and SexLab animations. Which is an hilariously awesome accomplishment. Now on that same track, has the same technique been considered for armbinders? At first thought, you obviously can't remove/hide the visible parts of the arms for an armbinder, but what you could do is add the visible arm parts to the armbinder mesh itself, bodyslide compatible, and then weight them all to the spine so they arn't moved via arm weights during animations. ( This 'slice' of the mesh would probably have to go from the bicep all the way to shoulder to match the arm weight paints that we want to override ). This would in theory achieve the same effect as the straitjacket in that we'd no longer need to produce bound armbinder animations and it would be compatible with most if not all anims. This could be a universal solution to animation offsets that involve equipped gear pieces. Thoughts? Edit: Quick little addition, I noticed the straitjacket appears to have its own animation set for movement/walking etc, while I can understand this for things like hobble dresses where you would expect a significant change in movement, for a straitjacket i think it's entirely unnecessary, and given what I mentioned above, it should be made a toggle/ option if possible so we can enjoy our own animation sets. Another benefit of the way the strait jacket works. 1 Link to comment
Supertin Posted November 10, 2017 Share Posted November 10, 2017 7 hours ago, darkevilhum said: Huge thread, so this may have been discussed/ mentioned earlier. I just got the Dev branch setup and installed and I have to say, the straitjacket is 10/10 amazing. What's even better is that, due to the way the straitjacket mesh works, it's essentially compatible with all character animations including movement and SexLab animations. Which is an hilariously awesome accomplishment. Now on that same track, has the same technique been considered for armbinders? At first thought, you obviously can't remove/hide the visible parts of the arms for an armbinder, but what you could do is add the visible arm parts to the armbinder mesh itself, bodyslide compatible, and then weight them all to the spine so they arn't moved via arm weights during animations. ( This 'slice' of the mesh would probably have to go from the bicep all the way to shoulder to match the arm weight paints that we want to override ). This would in theory achieve the same effect as the straitjacket in that we'd no longer need to produce bound armbinder animations and it would be compatible with most if not all anims. This could be a universal solution to animation offsets that involve equipped gear pieces. Thoughts? Edit: Quick little addition, I noticed the straitjacket appears to have its own animation set for movement/walking etc, while I can understand this for things like hobble dresses where you would expect a significant change in movement, for a straitjacket i think it's entirely unnecessary, and given what I mentioned above, it should be made a toggle/ option if possible so we can enjoy our own animation sets. Another benefit of the way the strait jacket works. That won't quite work, you would have to replace the entire body to make the armbinders, or yokes for that matter, to work like the straitjackets. Or you'll have 4 arms essentially. And the straitjacket has its own animation sets because hobbleskirts+straitjackets are a thing and for example unarmed punching animations dont work either etc. Link to comment
Darkpig Posted November 10, 2017 Share Posted November 10, 2017 On 11/1/2017 at 5:52 PM, donttouchmethere said: correction to my previous post about the chastity struggle animation no worn DDs prevent jumping or running NPC dialogs, its the struggle animation itself, if i am correct there are 2 chastity struggle animations: 1. animation pulling on chastity belt front -> this one prevents jumping -> endless loop -> solution: zaz MCM player control 2. animation pulling on chastity belt back -> this one can be stopped by jumping that is what confused me, sorry for the misinformation On 11/1/2017 at 7:41 PM, LazyBoot said: They did add jump blocks to 2 belt struggle animations about 2 weeks ago, so it seems to be intended to block jumping. I have noticed the belt struggle animation does have a tendency to loop so this may be a problem in and of itself. Link to comment
Ursur1major Posted November 14, 2017 Share Posted November 14, 2017 (edited) Has the way blindfolds work in any way changed in the beta from previous iterations? I'm asking because their effects seem extremely diminished for me, none of the blindfold effects seem to actually do anything besides slightly discolour the screen even at highest settings, with the exception of Dark Fog, which still requires me to max out the Dark Fog strength for the fog to even show up, and even then it's much less prominent from non-beta. MO isn't reporting any relevant conflicts and nothing I've tried seems to have solved anything, and I've run the exact same modlist with the previous versions so I'm a bit stumped on my end. I'll post my loadorder just in case as well thank you for your time and any help you might give me Spoiler Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp Lanterns Of Skyrim - All In One - Main.esm Campfire.esm SexLab.esm SexLabAroused.esm Schlongs of Skyrim - Core.esm CreatureFramework.esm RSkyrimChildren.esm hdtHighHeel.esm Devious Devices - Assets.esm Devious Devices - Integration.esm notice board.esp ZaZAnimationPack.esm daymoyl.esm Devious Devices - Expansion.esm Heretical Resources.esm ZazExtensionPack.esm DeviousFramework.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp dD - Realistic Ragdoll Force - Realistic.esp SkyUI.esp RaceMenuMorphsCBBE.esp RaceMenu.esp RaceMenuPlugin.esp Modern Brawl Bug Fix.esp EnhancedLightsandFX.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp ELFX - Exteriors.esp ELFX - Hardcore.esp RealisticRoomRental.esp Pureweather.esp ethereal_elven_overhaul.esp Book Covers Skyrim.esp RRR_ELFX-Patch.esp xazPrisonOverhaul.esp xazPrisonOverhaul - Patch.esp SD Cages - No NPCs.esp Heljarchen_Reform_ver_2_BSA.esp Ordinator - Perks of Skyrim.esp hydra_slavegirls.esp SexLab_DibellaCult.esp ELFX - Weathers.esp Captured Dreams.esp Hothtrooper44_ArmorCompilation.esp Populated Lands Roads Paths Legendary.esp SexLab-Stories.esp FtM_3.esp Point The Way.esp HentaiCreatures.esp BFT Ships and Carriages.esp SexLabSkoomaWhore.esp WayshrinesIFT.esp Cloaks.esp Run For Your Lives.esp SMIM-Merged-All.esp Frostfall.esp 1nivWICCloaks.esp 1nivWICSkyCloaksPatch.esp SOS - Smurf Average Addon.esp SimplyKnock.esp MoreNastyCritters.esp BDVanillaCritters.esp WetandCold.esp WetandCold - Ashes.esp Lanterns Of Skyrim - All In One - for Pure Weather.esp HelmetToggle2.03.esp RSChildren - Complete.esp HearthfireMultiKid.esp Mannequin.esp HearthfireMultiKid_LastName.esp HarvestOverhaul.esp Auto Unequip Ammo.esp better_torches_brighter_torchlight.esp Immersive Weapons.esp Unique Uniques.esp Hothtrooper44_Armor_Ecksstra.esp Bounty Gold.esp more plants all extra.esp 83Willows_101BUGS_V4_HighRes_HighSpawn.esp MorrowindImports.esp Uncle Sheo.esp Imperious - Races of Skyrim.esp KS Hairdos - HDT.esp SexLabDefeat.esp SlaveTats.esp Ballet Boots.esp HeljarchenFarm.esp HeljarchenFarmReformedv1.5.esp Deviously Cursed Loot.esp sanguinesDebauchery.esp UniqueBorderGates-All.esp HarvestOverhaulCreatures.esp Schlongs of Skyrim.esp DeviouslyHelpless.esp TERAArmors_CBBE.esp Devious Loading Screens.esp SerialStrip.esp SerialStripper.esp SexLab Aroused Creatures.esp XPMSE.esp InigoPerkPointGiver.esp Celes Nightingale Armor.esp SlaveTatsEventsBridge.esp DHuntress.esp FlameAtronachArmor.esp FullBootForKKSA.esp KKFur.esp NordicSkaalHeavyFalmerWeightFix.esp KKSDGWeightSliderFix.esp KKSDrBWeightFix.esp DfwSupport.esp CD - Female Embassy Guards.esp SimpleSlavery.esp Immersive Patrols II.esp Book Covers Skyrim - Lost Library.esp Devious Cidhna.esp SexLab_Dialogues.esp Drinking Fountains of Skyrim.esp SexLab-StoriesDevious.esp ElysiumEstate.esp BlackreachRailroadNew.esp EstrusChaurus.esp TradeRoutes.esp RealisticNeedsandDiseases.esp RND_Dawnguard-Patch.esp RND_Dragonborn-Patch.esp RND_DrinkingFountains-Patch.esp HarvestOverhaulCreatures_RND_Animal_Loot_All_DLC.esp RND_HearthFires-Patch.esp TradeRoutes-RNaD-Patch.esp TradeBarter.esp Dovah Vault.esp Better Vampires.esp Cloaks - Dawnguard.esp AMatterOfTime.esp Bijin Warmaidens.esp pchs_loansharks.esp SexLab_DibellaCult_Sisters.esp Bijin Wives.esp Bijin NPCs.esp Serana.esp Werewolves.esp TheAmazingWorldOfBikiniArmor.esp Better Vampire Weapons.esp The Paarthurnax Dilemma.esp HoldBorderBanners.esp Vampirelordroyal.esp When Vampires Attack.esp Lanterns Of Skyrim - AIO - Dawnguard.esp SexLab Eager NPCs.esp Brevi_MoonlightTales.esp sandboxcylinderheight.esp Apocalypse - The Spell Package.esp Shiny Catsuits.esp LustmordVampireArmor.esp DisableRangedKillCams1.6.esp Neo's Slave Leia Renewal.esp TheEyesOfBeauty.esp Faction Crossbows.esp SD Addons.esp BVandRoyalBloodline_Patch.esp VL No AoE Drain.esp DVA - Dynamic Vampire Appearance.esp ORM-Arvak.esp mslDeviousCaptures.esp Apocalypse - Ordinator Compatibility Patch.esp The Dance of Death - Ultimate Edition.esp Devious Deviants.esp Dalish_Vallaslin_Female.esp Devious Devices - Equip.esp Dragon Lilly.esp FNIS.esp DeviousFollowers.esp SexistGuards.esp NoNakedComments.esp aMidianborn_Skyforge_Weapons.esp Alternate Start - Live Another Life.esp Deviously Cursed Loot LAL AddOn.esp Edited November 14, 2017 by Ursur1major Link to comment
Veladarius Posted November 14, 2017 Share Posted November 14, 2017 (edited) 1 hour ago, Ursur1major said: Has the way blindfolds work in any way changed in the beta from previous iterations? I'm asking because their effects seem extremely diminished for me, none of the blindfold effects seem to actually do anything besides slightly discolour the screen even at highest settings, with the exception of Dark Fog, which still requires me to max out the Dark Fog strength for the fog to even show up, and even then it's much less prominent from non-beta. MO isn't reporting any relevant conflicts and nothing I've tried seems to have solved anything, and I've run the exact same modlist with the previous versions so I'm a bit stumped on my end. I'll post my loadorder just in case as well thank you for your time and any help you might give me Reveal hidden contents Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp Lanterns Of Skyrim - All In One - Main.esm Campfire.esm SexLab.esm SexLabAroused.esm Schlongs of Skyrim - Core.esm CreatureFramework.esm RSkyrimChildren.esm hdtHighHeel.esm Devious Devices - Assets.esm Devious Devices - Integration.esm notice board.esp ZaZAnimationPack.esm daymoyl.esm Devious Devices - Expansion.esm Heretical Resources.esm ZazExtensionPack.esm DeviousFramework.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp dD - Realistic Ragdoll Force - Realistic.esp SkyUI.esp RaceMenuMorphsCBBE.esp RaceMenu.esp RaceMenuPlugin.esp Modern Brawl Bug Fix.esp EnhancedLightsandFX.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDB.esp SexLabNudeCreaturesDG.esp ELFX - Exteriors.esp ELFX - Hardcore.esp RealisticRoomRental.esp Pureweather.esp ethereal_elven_overhaul.esp Book Covers Skyrim.esp RRR_ELFX-Patch.esp xazPrisonOverhaul.esp xazPrisonOverhaul - Patch.esp SD Cages - No NPCs.esp Heljarchen_Reform_ver_2_BSA.esp Ordinator - Perks of Skyrim.esp hydra_slavegirls.esp SexLab_DibellaCult.esp ELFX - Weathers.esp Captured Dreams.esp Hothtrooper44_ArmorCompilation.esp Populated Lands Roads Paths Legendary.esp SexLab-Stories.esp FtM_3.esp Point The Way.esp HentaiCreatures.esp BFT Ships and Carriages.esp SexLabSkoomaWhore.esp WayshrinesIFT.esp Cloaks.esp Run For Your Lives.esp SMIM-Merged-All.esp Frostfall.esp 1nivWICCloaks.esp 1nivWICSkyCloaksPatch.esp SOS - Smurf Average Addon.esp SimplyKnock.esp MoreNastyCritters.esp BDVanillaCritters.esp WetandCold.esp WetandCold - Ashes.esp Lanterns Of Skyrim - All In One - for Pure Weather.esp HelmetToggle2.03.esp RSChildren - Complete.esp HearthfireMultiKid.esp Mannequin.esp HearthfireMultiKid_LastName.esp HarvestOverhaul.esp Auto Unequip Ammo.esp better_torches_brighter_torchlight.esp Immersive Weapons.esp Unique Uniques.esp Hothtrooper44_Armor_Ecksstra.esp Bounty Gold.esp more plants all extra.esp 83Willows_101BUGS_V4_HighRes_HighSpawn.esp MorrowindImports.esp Uncle Sheo.esp Imperious - Races of Skyrim.esp KS Hairdos - HDT.esp SexLabDefeat.esp SlaveTats.esp Ballet Boots.esp HeljarchenFarm.esp HeljarchenFarmReformedv1.5.esp Deviously Cursed Loot.esp sanguinesDebauchery.esp UniqueBorderGates-All.esp HarvestOverhaulCreatures.esp Schlongs of Skyrim.esp DeviouslyHelpless.esp TERAArmors_CBBE.esp Devious Loading Screens.esp SerialStrip.esp SerialStripper.esp SexLab Aroused Creatures.esp XPMSE.esp InigoPerkPointGiver.esp Celes Nightingale Armor.esp SlaveTatsEventsBridge.esp DHuntress.esp FlameAtronachArmor.esp FullBootForKKSA.esp KKFur.esp NordicSkaalHeavyFalmerWeightFix.esp KKSDGWeightSliderFix.esp KKSDrBWeightFix.esp DfwSupport.esp CD - Female Embassy Guards.esp SimpleSlavery.esp Immersive Patrols II.esp Book Covers Skyrim - Lost Library.esp Devious Cidhna.esp SexLab_Dialogues.esp Drinking Fountains of Skyrim.esp SexLab-StoriesDevious.esp ElysiumEstate.esp BlackreachRailroadNew.esp EstrusChaurus.esp TradeRoutes.esp RealisticNeedsandDiseases.esp RND_Dawnguard-Patch.esp RND_Dragonborn-Patch.esp RND_DrinkingFountains-Patch.esp HarvestOverhaulCreatures_RND_Animal_Loot_All_DLC.esp RND_HearthFires-Patch.esp TradeRoutes-RNaD-Patch.esp TradeBarter.esp Dovah Vault.esp Better Vampires.esp Cloaks - Dawnguard.esp AMatterOfTime.esp Bijin Warmaidens.esp pchs_loansharks.esp SexLab_DibellaCult_Sisters.esp Bijin Wives.esp Bijin NPCs.esp Serana.esp Werewolves.esp TheAmazingWorldOfBikiniArmor.esp Better Vampire Weapons.esp The Paarthurnax Dilemma.esp HoldBorderBanners.esp Vampirelordroyal.esp When Vampires Attack.esp Lanterns Of Skyrim - AIO - Dawnguard.esp SexLab Eager NPCs.esp Brevi_MoonlightTales.esp sandboxcylinderheight.esp Apocalypse - The Spell Package.esp Shiny Catsuits.esp LustmordVampireArmor.esp DisableRangedKillCams1.6.esp Neo's Slave Leia Renewal.esp TheEyesOfBeauty.esp Faction Crossbows.esp SD Addons.esp BVandRoyalBloodline_Patch.esp VL No AoE Drain.esp DVA - Dynamic Vampire Appearance.esp ORM-Arvak.esp mslDeviousCaptures.esp Apocalypse - Ordinator Compatibility Patch.esp The Dance of Death - Ultimate Edition.esp Devious Deviants.esp Dalish_Vallaslin_Female.esp Devious Devices - Equip.esp Dragon Lilly.esp FNIS.esp DeviousFollowers.esp SexistGuards.esp NoNakedComments.esp aMidianborn_Skyforge_Weapons.esp Alternate Start - Live Another Life.esp Deviously Cursed Loot LAL AddOn.esp Do you use an ENB? If so have you change to a different one or changed any settings? Edit: I know that with nightvision you need to enable UseOriginalpostProcessing and the same may be true of the blindfolds since they use image space modifiers (I believe) Edited November 14, 2017 by Veladarius Link to comment
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