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Devious Devices Framework Development/Beta


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Here's one case of a user reporting it. Items involved use the technique. I can recall this mentioned at least a few times. And It happens to me, maybe 1 time out of every several hours of playing. This will happen with the Zaz devices that use it too, mine are setup using Zaz assets and inherited this method for textures.

 

I think it happens much less or not at all if you never die (i.e. using a Death Alternative), so I'm not seeing it myself, or reports of it, since adding the Death Alternative in my mod (theory... most people are not dying lol). Death also appears to cause items with animations to become invisible (also rare). And death's "rag-doll" effects my anal devices, glitching them out of position. Has made me wonder if it's actually the rag-dolling that causes all of these 3 things.

 

So due to this vulnerability, I avoid using the technique and do it in the nif when I can. I've had textures that work fine in CK but wont work in the nif (example: have been unable to get the gold zaz texture into the nif so stuck with it in the CK still), but I barely know what I'm doing when it comes to nif stuff :P

 

 

The case you posted sounds more like a HDT bug or something. The user reported that items "turn black (or lose their texture)" which means they don't revert to the original but use no texture at all right? Also, he mentioned that "eyes of my character disappear" so this sounds like something more serious than just alternative textures not loading.

You also mentioned items turning invisible or glitching out of position but not the textures returning to its original state, or did I misunderstood something? Overall I am not sure yet this has anything to do with alternative texture sets.

 

I hate bugs you can't reliably reproduce :dodgy:  this makes things a lot more complicated. Please, you or anyone else who has the reverting textures issue (if there is one), make a screenshot if it occurs and a list of all the items you are currently wearing.

If your body or items you wear become invisible please check if you are wearing any HDT item. HDT items can cause this issue and there is a Fix for this (fix may cause other issues it's still in beta).

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without texture sets and meshes recycling mods like DD would become at least 2 times bigger. I am just thinking at bodyslides files lol. 6 textures sets for every DD item. Every mesh * 6 + relative bodyslide data

:lol: You're right, with all the bodyslide data DD would probably be around 1gb, if there was a copy for every texture variant.

 

Of course, even if it is bugged the method will still be used, but I still wanna know if there really is a problem with alternative texture sets. If there is maybe we can find the issue and eliminate it.

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The case you posted sounds more like a HDT bug or something.

Well it could be HDT related because at least 1 of the 3 devices that user was wearing, also have HDT chains. And when It happens to me, well I pretty much always have HDT something. But I'm certain it's the alternate textures that are vulnerable. This has never happened to items that do NOT use alternate texture. When I've replaced in the nif and stopped using alternate, the problem is fixed. Can I say 100% for certain? No as its hard to reproduce. But I've seen this over long enough period of time to believe my conclusion is pretty solid. I only have theories for cause, but I know alternate textures are vulnerable to not loading.

 

The user reported that items "turn black (or lose their texture)" which means they don't revert to the original but use no texture at all right?

Not sure. The original texture is black rust. They could be reverting to the original since black is the original.

 

Also, he mentioned that "eyes of my character disappear" so this sounds like something more serious than just alternative textures not loading. Sure but the cause could be the same. My theory is that It might be caused by ragdolling and/or death, and eyes, alternate textures, and animated items, are all vulnerable.

 

You also mentioned items turning invisible or glitching out of position but not the textures returning to its original state, or did I misunderstood something?

I only mention because my theory is they are all related. These other problems happen perhaps from the same cause but are not texture related. They do not always happen at the same time. The texture problem is the most common and most often happens on its own.

 

Overall I am not sure yet this has anything to do with alternative texture sets.

I've seen it happen with some of your Heretic items. It's harder to detect as I use only black rust ones, but you can notice that they've gone from the dull back, to a shiny black.

 

I hate bugs you can't reliably reproduce :dodgy:  this makes things a lot more complicated. Please, you or anyone else who has the reverting textures issue (if there is one), make a screenshot if it occurs and a list of all the items you are currently wearing.

Will do, but as mentioned I'm not seeing this anymore because I have my death altnernative feature in use. I suspect this is occurring due to death, or due to the ragdoll effect during death. So I'd have to purposely die and stuff to catch this happening. :) But it will happen again sooner or later.

 

If your body or items you wear become invisible please check if you are wearing any HDT item. HDT items can cause this issue and there is a Fix for this (fix may cause other issues it's still in beta).

I don't see that fix as a solution. I believe it's side-effects are worse than the problem it tires to solve. It's easier to just load a save when this occasionally happens.

 

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Well it could be HDT related because at least 1 of the 3 devices that user was wearing, also have HDT chains. And when It happens to me, well I pretty much always have HDT something. But I'm certain it's the alternate textures that are vulnerable. This has never happened to items that do NOT use alternate texture. When I've replaced in the nif and stopped using alternate, the problem is fixed. Can I say 100% for certain? No as its hard to reproduce. But I've seen this over long enough period of time to believe my conclusion is pretty solid. I only have theories for cause, but I know alternate textures are vulnerable to not loading.

 

 

Okay, this sounds like there really is a problem. Maybe someone here is willing to test this? DD uses this method for all rusty iron items and Red/White variants. Equip some of those items and try to die xD

 

It makes sense I never had this happen if it is caused by dying. I almost always run around in test environments and never actually play the game, so I never die . On the other hand, I experimented with ragdolls quite a lot and most of the time the actor had some of my items equipped. Maybe dying really is the crucial part here, not the ragdoll mode? 

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I cannot understand what's going on in this log. This repeats a lot. I'm using DDi 3.3

Line 4289 referenced is the 4th line in my code below.

I'm using getrendereddevice and DDi is doing an Actor.PlaceAtMe ??

[11/28/2016 - 07:45:58PM] Error: Cannot place a None object
stack:
[ (00000014)].Actor.PlaceAtMe() - "<native>" Line ?
[zadQuest (0D00F624)].zadlibs.GetRenderedDevice() - "zadLibs.psc" Line 790
[VirginStoryMain (2D01848C)].virginmain.VirginIsHarnessBlocked() - "VirginMain.psc" Line 4289
[VirginStoryMain (2D01848C)].virginmain.OnUpdateGameTime() - "VirginMain.psc" Line 640
Bool Function VirginIsHarnessBlocked()
	If PlayerRef.wornhaskeyword(libs.zad_deviousharness)
		WornDevice = libs.getworndevice(PlayerRef, libs.zad_deviousharness)
		RenderDevice = libs.getrendereddevice(WornDevice)
		If (RenderDevice.haskeyword(blockgeneric) || WornDevice.haskeyword(blockgeneric)) && ! WornDevice.haskeyword(VirginDevice)
			Return True
		EndIf
	EndIf
	Return False
EndFunction
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I cannot understand what's going on in this log. This repeats a lot. I'm using DDi 3.3

Line 4289 referenced is the 4th line in my code below.

I'm using getrendereddevice and DDi is doing an Actor.PlaceAtMe ??

[11/28/2016 - 07:45:58PM] Error: Cannot place a None object
stack:
[ (00000014)].Actor.PlaceAtMe() - "<native>" Line ?
[zadQuest (0D00F624)].zadlibs.GetRenderedDevice() - "zadLibs.psc" Line 790
[VirginStoryMain (2D01848C)].virginmain.VirginIsHarnessBlocked() - "VirginMain.psc" Line 4289
[VirginStoryMain (2D01848C)].virginmain.OnUpdateGameTime() - "VirginMain.psc" Line 640
Bool Function VirginIsHarnessBlocked()
	If PlayerRef.wornhaskeyword(libs.zad_deviousharness)
		WornDevice = libs.getworndevice(PlayerRef, libs.zad_deviousharness)
		RenderDevice = libs.getrendereddevice(WornDevice)
		If (RenderDevice.haskeyword(blockgeneric) || WornDevice.haskeyword(blockgeneric)) && ! WornDevice.haskeyword(VirginDevice)
			Return True
		EndIf
	EndIf
	Return False
EndFunction

 

Maybe check that WornDevice isn't None before passing it to libs.getrendereddevice?

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I cannot understand what's going on in this log. This repeats a lot. I'm using DDi 3.3

Line 4289 referenced is the 4th line in my code below.

I'm using getrendereddevice and DDi is doing an Actor.PlaceAtMe ??

[11/28/2016 - 07:45:58PM] Error: Cannot place a None object
stack:
[ (00000014)].Actor.PlaceAtMe() - "<native>" Line ?
[zadQuest (0D00F624)].zadlibs.GetRenderedDevice() - "zadLibs.psc" Line 790
[VirginStoryMain (2D01848C)].virginmain.VirginIsHarnessBlocked() - "VirginMain.psc" Line 4289
[VirginStoryMain (2D01848C)].virginmain.OnUpdateGameTime() - "VirginMain.psc" Line 640
Bool Function VirginIsHarnessBlocked()
	If PlayerRef.wornhaskeyword(libs.zad_deviousharness)
		WornDevice = libs.getworndevice(PlayerRef, libs.zad_deviousharness)
		RenderDevice = libs.getrendereddevice(WornDevice)
		If (RenderDevice.haskeyword(blockgeneric) || WornDevice.haskeyword(blockgeneric)) && ! WornDevice.haskeyword(VirginDevice)
			Return True
		EndIf
	EndIf
	Return False
EndFunction

 

Maybe check that WornDevice isn't None before passing it to libs.getrendereddevice?

 

 

It would prevent the log spam. But I'm wanting to understand what's happening.

 

If this passed the test...

If PlayerRef.wornhaskeyword(libs.zad_deviousharness)

How could WornDevice be a none?

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Have you checked that your harnesses inventory device has the zad_inventorydevice keyword. I believe get Worn device will always return none if it does not have the keyword from what I can tell looking at the code of getworndevice

 

Yes that keyword is present. This function is working successfully with the device normally too. I think I will do a check for none in case it does encounter devices missing the keyword.

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Have you checked that your harnesses inventory device has the zad_inventorydevice keyword. I believe get Worn device will always return none if it does not have the keyword from what I can tell looking at the code of getworndevice

Yes that keyword is present. This function is working successfully with the device normally too. I think I will do a check for none in case it does encounter devices missing the keyword.

Very odd problem to say the least. If it were me I would burrow down into GetWornDevice to see if the correct keyword is passed in and the while loop returns the correct or any device. Then look at get rendered device the same way. Bit down in the internals but not terribly so

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Some feedback for Hæretic's idle blocker:

 

-WOHOO! This is awesome! Random idles causing people to clip out of their gear was unfortunate.

 

-So far, NPCs in gear applied before the mod was loaded seem to be able to play blocked idles. Source: Last saved next to a flock of "bound girl" NPCs from DCL before finding this thread.

 

-The block seems to apply if the gear is refreshed (pickpocked some shackles off one, replaced with red armbinder. NPC no longer raises a beer mug when a bard plays).

 

-I use ultimate follower overhaul, which adds 13 idles to PlayerFollowerPackage, some of which aren't blocked. They seem set to play every few seconds when the follower isn't moving or mounted. Nice to have in standard play, but breaks the bound anims. I could edit that mod to remove them, but is there any chance to add the following to the blocker?

IdleWipeBrow [iDLE:000977EC]

IdleDrunkStop [iDLE:000CEFD1]

idleSquat [iDLE:000D6F0A]

IdleOffsetArmsCrossedStart [iDLE:000FF7F4]

IdleStudy [iDLE:000977ED]

IdleStop_Loose [iDLE:0010D9EE]

IdleNervous [iDLE:0010ACB1]

LooseDialogueResponsePositive [iDLE:00058B45]

IdleCiceroHappy [iDLE:00103654]

IdleExamine [iDLE:00075C3D]

IdleDrunkStop [iDLE:000CEFD1]

IdleDrunkStop [iDLE:000CEFD1]

IdleStop_Loose [iDLE:0010D9EE]

 

That's how they appear in TES5Edit. Yes, DrunkStop is listed 3 times, Stop_Loose is listed twice. LooseDialogueResponsePositive is also conversational, and I don't know if that will mess up dialogue if it gets blocked. Worst case, I can get rid of those from UFO directly.

 

-Related to the above, other people testing should probably note if they have follower overhaul / NPC immersion mods, or bugfix mods that alter a bit of everything.

 

-The Unofficial Skyrim Legendary Edition Patch changes IdleSalute in WE32EscortPrisoner [PACK:000B80F4]. Not sure specifically where it shows up ingame (intro questline?) but if the bugfix patch loads last it'll undo the animation blocker. Although I haven't been saluted too often in an armbinder, so I don't think it'll be noticeable.

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Some feedback for Hæretic's idle blocker:

 

-WOHOO! This is awesome! Random idles causing people to clip out of their gear was unfortunate.

 

-So far, NPCs in gear applied before the mod was loaded seem to be able to play blocked idles. Source: Last saved next to a flock of "bound girl" NPCs from DCL before finding this thread.

 

-The block seems to apply if the gear is refreshed (pickpocked some shackles off one, replaced with red armbinder. NPC no longer raises a beer mug when a bard plays).

 

-I use ultimate follower overhaul, which adds 13 idles to PlayerFollowerPackage, some of which aren't blocked. They seem set to play every few seconds when the follower isn't moving or mounted. Nice to have in standard play, but breaks the bound anims. I could edit that mod to remove them, but is there any chance to add the following to the blocker?

IdleWipeBrow [iDLE:000977EC]

IdleDrunkStop [iDLE:000CEFD1]

idleSquat [iDLE:000D6F0A]

IdleOffsetArmsCrossedStart [iDLE:000FF7F4]

IdleStudy [iDLE:000977ED]

IdleStop_Loose [iDLE:0010D9EE]

IdleNervous [iDLE:0010ACB1]

LooseDialogueResponsePositive [iDLE:00058B45]

IdleCiceroHappy [iDLE:00103654]

IdleExamine [iDLE:00075C3D]

IdleDrunkStop [iDLE:000CEFD1]

IdleDrunkStop [iDLE:000CEFD1]

IdleStop_Loose [iDLE:0010D9EE]

 

That's how they appear in TES5Edit. Yes, DrunkStop is listed 3 times, Stop_Loose is listed twice. LooseDialogueResponsePositive is also conversational, and I don't know if that will mess up dialogue if it gets blocked. Worst case, I can get rid of those from UFO directly.

 

-Related to the above, other people testing should probably note if they have follower overhaul / NPC immersion mods, or bugfix mods that alter a bit of everything.

 

-The Unofficial Skyrim Legendary Edition Patch changes IdleSalute in WE32EscortPrisoner [PACK:000B80F4]. Not sure specifically where it shows up ingame (intro questline?) but if the bugfix patch loads last it'll undo the animation blocker. Although I haven't been saluted too often in an armbinder, so I don't think it'll be noticeable.

 

I'm pretty sure I remember heretic blocking some of those animations you listed specifically (IdleNervious and wipebrow at least) so does he have to block them in a certain package?

 

When I tested with UFO I only saw two animations still breaking armbinder, and we couldn't find the animations specifically to stop them. Those animations you listed all have 00 mod index, so they're vanilla animations, are you sure UFO didn't add it's own animations specifically and those are the only changes it made?

 

Edit: it looks like IdleDrunkStop isn't among the idles changed by the armbinder test mod, and IdleStop_Loose, LooseDialogueResponsePositive. Maybe if those are added then UFO can be compatible again, since I don't see any added animations in UFO.

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Here try this, I'll try it later myself.

 

All I did was take the last three animations and added the same condition to them that were added to the other idles.

 

(at least I think that's all heretic did...)

 

Edit: I missed IdleCiceroHappy, which was still showing when I tested it. I've updated it.

 

Edit2: so far no animating, looks like UFO is playable with this change

DD_NPCAnimblock.esp

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Here try this, I'll try it later myself.

 

All I did was take the last three animations and added the same condition to them that were added to the other idles.

 

(at least I think that's all heretic did...)

 

Edit: I missed IdleCiceroHappy, which was still showing when I tested it. I've updated it.

 

Edit2: so far no animating, looks like UFO is playable with this change

 

So you added ?

IdleDrunkStop [iDLE:000CEFD1]

IdleStop_Loose [iDLE:0010D9EE]

 

I am still not sure if animations like IdleCiceroHappy need to be blogged at all because no npc would trigger that one randomly. In the CK animations window you can do rightclick>UseInfo and see which references use this animation. If it isn't used in any sandbox/master package or in an idlemarker no npc should play it while walking around skyrim. At the moment I don't see any problems with blocking these animations either, just saying we should decide which animations we really want to have blocked when this gets integrated.

 

 

Yes adding the heavybondage condition to the animations was all I did, I was a bit surprised too that the solution might be this easy and apparantly no one already did this.

That's also why I suspected to encounter problems like packages or scenes getting stuck. Has anyone of you encountered any issues yet ?

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Top of the page hijack:

I made a change to the armbinder NPC animation test mod to make it UFO friendly: http://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?p=1749741

 

So you added ?

IdleDrunkStop [iDLE:000CEFD1]

IdleStop_Loose [iDLE:0010D9EE]

And ciceroHappy, and one other animation that was in that list he posted

I think it was just 4, the only in his list that still isn't in the test mod is the squat animation, so far I haven't seen that one used ever, much less in an armbinder.

 

I am still not sure if animations like IdleCiceroHappy need to be blogged at all because no npc would trigger that one randomly. In the CK animations window you can do rightclick>UseInfo and see which references use this animation. If it isn't used in any sandbox/master package or in an idlemarker no npc should play it while walking around skyrim. At the moment I don't see any problems with blocking these animations either, just saying we should decide which animations we really want to have blocked when this gets integrated.

 

I made a version without he CiceroHappy animation condition and it was firing on the NPC, then I tried manually testing that animation on the player with playidle and it was the exact same idle the NPC was using that I couldn't find earlier. If you still have that short video I posted earlier that showed the two animations I couldn't account for, the one where he looks like he's trying to hurry the player along, that's the happy animation.

 

Doesn't look "happy" to me, but then cicero was deranged...

 

Yes adding the heavybondage condition to the animations was all I did, I was a bit surprised too that the solution might be this easy and apparantly no one already did this.

That's also why I suspected to encounter problems like packages or scenes getting stuck. Has anyone of you encountered any issues yet ?

 

I haven't, but then I haven't played but with very few mods where this is likely to show up. Pretty sure we're worried about edge case conflicts here, hard to find.

 

I mean, the situation has to match: 1) NPC or follower can find themselves in an armbinder or a DD based item that has the keyword, 2) needs to use one of those animations you blocked to do something.

 

I don't think it's actually going to cause issues to other mods because that's pretty special breaking case. If one of the animations breaks it's probably going to be one where the NPC is inspecting something, or reading something in a scene, but the armbinder shouldn't be there in any vanilla/dlc case, exception: mod that adds random DD to various NPCs in the world, and I don't think any of them do that with armbinder/yoke anymore (FTM/DCL are fine I think)

 

I'm more concerned about problems the other way, ergo some other mod changes the same animations and now we have a conflict that causes these animations to work on NPCs again, but that sounds like a far smaller issue. It'll be a bigger issue if we merge these changes into DD proper because we can't move DDi in the load order very easily because its master file, but the test mod is a bit more flexible in load order position.

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I am much more concerned about vanilla quests getting stuck because of this than any quest mods. That's why I asked to play quests with this enabled.

 

About conflicts with other mods, I don't think this is a big issue at all. First of all, only very few mods alter anything about the animations, second even if another mod adds another condition to any animation this wouldn't remove our condition. As far as I know there is absolutely no problem with multiple mods adding conditions to the same animation.

 

 

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I'm making a mod that uses several devious devices, but I have different textures in mind than the vanilla ones. Currently what I've done is copied the meshes into a separate folder and then applied my own modified textures, but this was back when DD was for UNP. Now that it's gone bodyslide, my meshes will be out of date on many (most?) users bodies.

 

Rather than make multiple copies of the mesh to include in my mod, would it be better that I upload my textures and have them as part of the base DD items? If it's not too gauche a request? Or is there a better way to do this?

 

You don't need to include any meshes to retexture items. You can just make new texturesets in the creation kit and new ArmorAddon entries, change the textures in the window where you choose the nif for the armor addon.

 

I've used this. Sometimes I find a texture will work that way and not work when done in the Mesh. 

 

But I avoid using this method if it works directly in he mesh. This is because I find (and others have reported), that it will sometimes glitch out causing the item to revert to whatever's in the nif. This glitch will go away when you reload a save, or sometimes you have to restart the game.

You're kidding. I thought I had to change the entries in the NiTriShape/BSLightingShaderProperty/BSShaderTextureSet block!

 

 

All of the custom Captured Dreams devices use this method to change the textures.

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I am much more concerned about vanilla quests getting stuck because of this than any quest mods. That's why I asked to play quests with this enabled.

 

About conflicts with other mods, I don't think this is a big issue at all. First of all, only very few mods alter anything about the animations, second even if another mod adds another condition to any animation this wouldn't remove our condition. As far as I know there is absolutely no problem with multiple mods adding conditions to the same animation.

 

I thought if two mods modified the same vanilla object then the one lower in load order would overwrite the changes from the first.

 

I thought the same would happen to conditions, but that makes sense for them to merge.

 

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More testing, not on quests with idles yet (sorry, haven't had much playtime today).

 

Couldn't get Verstort's modded .esm to stop UFO from playing idles (even on a fresh character), so I edited UFO itself to remove them. Everyone is now staying happily bound when standing still.

 

Odd behavior with dialogue:

On dialogue enter or exit, followers (and non-follower NPCs) seem to like playing an idle animation that breaks the armbinder animation until the NPC moves. The fix for this is to gag and ungag the character. They then stop playing that animation with dialogue and stay bound (or rather they stop period, also when not bound). Happens on a fresh character started with the esm active, as well as the save I had before installing. I'm guessing there's something baked in to the NPCs to play the idle, but it gets stripped when gagged because of changes (from whichever mod changes audio to the ZaZ female gag talk sounds) the gag makes to dialogue. Once gagged the fix seems pretty permanent. NPCs didn't start breaking the armbinder animation on dialogue again even after zoning or a save & reload. Also not a huge problem, any NPC that finds themselves with tied hands will probably also get a gag

 

Should have some more intensive testing of the actual idles in quests tomorrow, and possibly narrowing down of the dialogue + gag oddities. I can say that nothing broke so far while wreaking havoc in whiterun.

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I thought if two mods modified the same vanilla object then the one lower in load order would overwrite the changes from the first.

 

I thought the same would happen to conditions, but that makes sense for them to merge.

 

 

Correction, other mods do overwrite the animation conditions, I am pretty sure I saw this working in TESVEdit but maybe I just remember bullshit.

But how this works might be a little different than you assume, If another mod adds a custom condition to an animation the last one in the list gets overwritten not the entire list. This means if I put the same condition 3 times in there, as long as no other mod adds his own 3 custom conditions only 1 or 2 will get overwritten the others stay intact. 

 

So this indeed is a problem because like you already mentioned DD is a master and is always low in the load priority. Almost every other mod will overwrite the conditions if it adds its own.

 

For the Dialogue tree I already found a solution by adding a custom DD dialogue tree with a higher priority. I did this because I wanted to add emotion dialogue animations like in the vanilla tree but customized for yokes/armbinders. This has the lucky side effect that this tree will get triggered before the vanilla tree if the conditions are met, so we don't need to add any custom conditions to other trees in the same branch as long as our custom trees have a higher priority.

But of course, this doesn't work for loose animations because they get triggered directly by an object, not by an animation variable. They don't have any hierarchical structure like everything else.

 

I see some ways to workaround this issue but most of them are kind of dirty solutions.

1. We could add the same conditions multiple times to assure no other mod overwrites them all, this might work without any problem but it's kind of an ugly way to do solve this.

2. We could add child animations to every loose animation we want to block, these play the actual animation and we add our condition to the child. This way other mods could still add their conditions to loose animations, it would check those conditions go to our child tree and check our conditions and then plays the animation. Also, an ugly solution plus I could see how this might cause other issues so I would not try this first.

3. We could proceed with just adding one condition per animation, and hope no other mods touches the loose animations. It's also not hard to find out if any mod changes animations DD has already modified. If another mod uses DD as a master our conditions will be shown and they could add their own so in this case there isn't any problem.

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NPC animation block does not work in taverns. Outside tavern works.

 

Can you specify which inn, which armbinder if not the standard DDi armbinder, and which NPC you saw it on if the NPC was not from the base game?

 

Mod load order might be important, papyrus might have something useful.

 

I only saw the animation break once for me, it was a male NPC follower and would only break on COC into inn, not regular door use. Not sure what to make of it, but since it only happens on COC I doubt it's the same bug you have, since adding regular armbinder to NPC and follower in nightgale and banneredmare worked fine.

 

 

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NPC animation block does not work in taverns. Outside tavern works.

 

Can you specify which inn, which armbinder if not the standard DDi armbinder, and which NPC you saw it on if the NPC was not from the base game?

 

Mod load order might be important, papyrus might have something useful.

 

I only saw the animation break once for me, it was a male NPC follower and would only break on COC into inn, not regular door use. Not sure what to make of it, but since it only happens on COC I doubt it's the same bug you have, since adding regular armbinder to NPC and follower in nightgale and banneredmare worked fine.

 

Solitude, The Winking Skeever, NPC Lisette, Erdi and other visitors. I used "Black Armbinder" and "Yoke (iron)" from DDi (not in one time). Also I tried "Touch of control" spell from DCL.

Same thing in Bannered Mare in Whiterun.

All bound NPC use furniture, sits, cooks etc.

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