thedarkone1234 Posted August 28, 2022 Posted August 28, 2022 14 hours ago, Maddac said: I think your doing it the hard way. Something is odd with holding the menu until all mods load, because sexlab and apropos need you to manually click something to initialize them. Maybe specifically sexlab has an automatic trigger but it shouldn't happen if you keep standing on the menu. Also registering SLAL animation takes a while and I wouldn't advice touching the MCM while it is in progress. Same happens when you turn on creature animations in sexlab's MCM (and nothing in the MCM warns you that you are going to get stuck while things load, which is why I wrote that). And I only said to save and reload two times (one time more than you) and explicitly said that if everything was done right nothing should happen at this point. I only wrote it as a final form of verification, and in case someone in the future makes a DD or estrus dependant mod that requires another reload to trigger. Bottom line, the last thing you want is something initializing or loading into the MCM after you have talked to the Mara Statue.
Maddac Posted August 29, 2022 Posted August 29, 2022 2 hours ago, thedarkone1234 said: Something is odd with holding the menu until all mods load, because sexlab and apropos need you to manually click something to initialize them. Maybe specifically sexlab has an automatic trigger but it shouldn't happen if you keep standing on the menu. Also registering SLAL animation takes a while and I wouldn't advice touching the MCM while it is in progress. Same happens when you turn on creature animations in sexlab's MCM (and nothing in the MCM warns you that you are going to get stuck while things load, which is why I wrote that). And I only said to save and reload two times (one time more than you) and explicitly said that if everything was done right nothing should happen at this point. I only wrote it as a final form of verification, and in case someone in the future makes a DD or estrus dependant mod that requires another reload to trigger. Bottom line, the last thing you want is something initializing or loading into the MCM after you have talked to the Mara Statue. you are correct and I should clarify things. I have found that if I wait for all the menus to come up it takes some time (up to 15 minutes), whereas if i just press escape and give it 2-3 minutes, all the mcm menus except estrus chaurus load correctly. (I have no idea why its so much faster doing it that way except the game timer is paused while in menu mode). I then go in and activate (install) apropos, defeat, sexlab, sexlab eager NPCs (and Follow Slavery Mod if installed), and register SLAL animations. after that I tweak mod menus to suit my preferences, as I dont know how to create JSON files for them all to retain settings on new games. once I have everything to my liking, I save and reload, at which point DDi loads, and a minute later Estrus Chaurus menu comes up. At that point I have a stable start and I save the game before talking to Mara. btw I have devious statues which is why Mara is in bondage
thedarkone1234 Posted August 29, 2022 Posted August 29, 2022 18 hours ago, Maddac said: you are correct and I should clarify things. I have found that if I wait for all the menus to come up it takes some time (up to 15 minutes), whereas if i just press escape and give it 2-3 minutes, all the mcm menus except estrus chaurus load correctly. (I have no idea why its so much faster doing it that way except the game timer is paused while in menu mode). I then go in and activate (install) apropos, defeat, sexlab, sexlab eager NPCs (and Follow Slavery Mod if installed), and register SLAL animations. after that I tweak mod menus to suit my preferences, as I dont know how to create JSON files for them all to retain settings on new games. once I have everything to my liking, I save and reload, at which point DDi loads, and a minute later Estrus Chaurus menu comes up. At that point I have a stable start and I save the game before talking to Mara. btw I have devious statues which is why Mara is in bondage I found that using the console (~) to pause the game timer while letting some scripts work, then unpausing it every time that the console stops showing things are at work, seem to get me to that optimal 2-3 mins as well. I rather avoid the escape menu because I think it actually distrupts some things from moving, but if you say it works for you, that's great. By the way, I also open the console whenever sexlab starts looking for scenes. It is a surefire way to stop time and avoid more scripts from firing (such as DCL rape event while you are already "occupied") and I think it also speeds up the process a bit (just make sure you didn't stop time to soon or the sexlab script won't even start. It is cleary visible with a very rapid flow of text when sexlab has started looking for a scene) 1
Maddac Posted August 29, 2022 Posted August 29, 2022 I have DD5.2 Beta 7 loaded and am having a gag issue I havent seen for a while. I removed all the DD5.1 stuff from current installation before installing the latest Beta. my characters mouth isnt opening with gag in it. not sure what changed as it was working perfectly with 5.1 for me. I started a new game to test the beta.
Guest Posted August 29, 2022 Posted August 29, 2022 (edited) 1 hour ago, Maddac said: I have DD5.2 Beta 7 loaded and am having a gag issue I havent seen for a while. I removed all the DD5.1 stuff from current installation before installing the latest Beta. my characters mouth isnt opening with gag in it. not sure what changed as it was working perfectly with 5.1 for me. I started a new game to test the beta. I think it's caused by the new expression system, there was a comment on how to fit the issue a couple of pages back: Brainfart, disregard this message pls. I missed the last sentence in which you said you started a new game. Edited August 29, 2022 by RandomPufferFish
thedarkone1234 Posted August 29, 2022 Posted August 29, 2022 16 minutes ago, RandomPufferFish said: I think it's caused by the new expression system, there was a comment on how to fit the issue a couple of pages back: The message you linked to is for a similar bug that happens when updating an existing save that started on beta 6 + devious_expressions.esp into beta 7 (which had devious expressions intergrated into it). It shouldn't happen in a new game. I have beta 7 right now and on a new game everything is fine. (I'll admit I didn't take the time to try the newer devious expression because I don't have time recently and because in my opinion the one which is integrated is easier to configure), but the expressions should work normally. The only reason I can think for them not to is if you have another mod that messes with gags such as the old gag expression fix. Another posibility is that a mod set the factions that control the gagged expression (very coincidently) into 0.
Guest Posted August 29, 2022 Posted August 29, 2022 6 minutes ago, thedarkone1234 said: The message you linked to is for a similar bug that happens when updating an existing save that started on beta 6 + devious_expressions.esp into beta 7 (which had devious expressions intergrated into it). It shouldn't happen in a new game. I have beta 7 right now and on a new game everything is fine. (I'll admit I didn't take the time to try the newer devious expression because I don't have time recently and because in my opinion the one which is integrated is easier to configure), but the expressions should work normally. The only reason I can think for them not to is if you have another mod that messes with gags such as the old gag expression fix. Another posibility is that a mod set the factions that control the gagged expression (very coincidently) into 0. A fuck you are right, I missed the last part of the message. Then no idea, I am sorry!
Maddac Posted August 30, 2022 Posted August 30, 2022 7 hours ago, thedarkone1234 said: The message you linked to is for a similar bug that happens when updating an existing save that started on beta 6 + devious_expressions.esp into beta 7 (which had devious expressions intergrated into it). It shouldn't happen in a new game. I have beta 7 right now and on a new game everything is fine. (I'll admit I didn't take the time to try the newer devious expression because I don't have time recently and because in my opinion the one which is integrated is easier to configure), but the expressions should work normally. The only reason I can think for them not to is if you have another mod that messes with gags such as the old gag expression fix. Another posibility is that a mod set the factions that control the gagged expression (very coincidently) into 0. hmmm, I do have other mods like devious lore, but that was never a problem before, the only unusual mod I have installed recently is follower slavery mod. How would I know if a mod has changed the factions that control gagged expressions? is it something I can find in tes4edit?
Maddac Posted August 30, 2022 Posted August 30, 2022 on another note, having a search in Tes5edit looking for errors and have found this one appearing in various descriptions through Devious Devices - BRRF.esp as follows <Error: lstring ID is not Int32> so think there is an issue there with descriptions that needs to be resolved in the latest beta
ihatemykite Posted August 30, 2022 Posted August 30, 2022 5 hours ago, Maddac said: on another note, having a search in Tes5edit looking for errors and have found this one appearing in various descriptions through Devious Devices - BRRF.esp as follows <Error: lstring ID is not Int32> so think there is an issue there with descriptions that needs to be resolved in the latest beta That is long time problem. It should have no influence on the expressions. Do you have Mfg Console or Mfg Fix installed ? Also 15 hours ago, Maddac said: I removed all the DD5.1 stuff from current installation before installing the latest Beta. Do you mean that you are installing/uninstalling the mods directly to skyrim folder without mod organizer? If so then there is milion possible thigs that could have go wrong. 1
Maddac Posted August 30, 2022 Posted August 30, 2022 i cant stand vortex or mo2, both drive me crazy which is why I havent just gone to SE/AE. I have manually built and modified my own game since skyrim came out. I have different versions depending on what I am playing as and I just choose my own game. I know my way around tes5edit, skse and ini files pretty well now. just havent seen the gag bug for a while, but thats ok. will just go back to my non-dd version once 5.2 comes out and run install of DD5.2. I actually have my regular skyrim version with no sex mods but all the other mods i like, which works perfectly with no crashing, my sexed up version non-dd which works perfectly with no crashing, my toys/shout like a virgin extended version, works perfectly no crashing, and DD3, DD4.3a, DD5.1 versions all working with no crashing. its funny but i still like playing my dd3 with CDS and Slaverun version just for fun. if a mod doesnt for me, i just revert to version of the game without it. every time i add a mod, i go through it with tes5edit and check for errors. its why my installs are so reliable as i fix the obvious minor stuff that I find. you cant do that with mo2 or vortex. everyone has their own way of modding the game, don't disrespect me for doing it my way when it works for me.
thedarkone1234 Posted August 30, 2022 Posted August 30, 2022 2 minutes ago, Maddac said: i cant stand vortex or mo2, both drive me crazy which is why I havent just gone to SE/AE. I have manually built and modified my own game since skyrim came out. I have different versions depending on what I am playing as and I just choose my own game. I know my way around tes5edit, skse and ini files pretty well now. just havent seen the gag bug for a while, but thats ok. will just go back to my non-dd version once 5.2 comes out and run install of DD5.2. I actually have my regular skyrim version with no sex mods but all the other mods i like, which works perfectly with no crashing, my sexed up version non-dd which works perfectly with no crashing, my toys/shout like a virgin extended version, works perfectly no crashing, and DD3, DD4.3a, DD5.1 versions all working with no crashing. its funny but i still like playing my dd3 with CDS and Slaverun version just for fun. if a mod doesnt for me, i just revert to version of the game without it. every time i add a mod, i go through it with tes5edit and check for errors. its why my installs are so reliable as i fix the obvious minor stuff that I find. you cant do that with mo2 or vortex. everyone has their own way of modding the game, don't disrespect me for doing it my way when it works for me. No one is dissing you for doing your own things in your own PC, but if you take your own path which nobody takes, then you should expect that no one will know how to help you. After all, no one can know what exactly does your installation folder look like, and it is too much information to go through even if you took the time to post it all up here. As far as I would guess, you removed one file too many or kept one file too many when manually removing any mod. Most people here wouldn't be able guess any further because people who use any type of mod manager can afford to consider mods as "blackboxes" without going into their folder structures. 2
Hex Bolt Posted August 30, 2022 Posted August 30, 2022 2 hours ago, thedarkone1234 said: ... if you take your own path which nobody takes, then you should expect that no one will know how to help you. "Nobody" is a bit extreme. I don't use a mod manager; I've always installed Skyrim mods manually. @Maddac isn't alone. That said, your point is well taken that those who install manually are human and can make mistakes, so their installations conceivably could have errors that others can't anticipate. 4
Maddac Posted August 30, 2022 Posted August 30, 2022 18 minutes ago, HexBolt8 said: "Nobody" is a bit extreme. I don't use a mod manager; I've always installed Skyrim mods manually. @Maddac isn't alone. That said, your point is well taken that those who install manually are human and can make mistakes, so their installations conceivably could have errors that others can't anticipate. thats why I always keep clean copies of skyrim, I add a mod and if I dont want it, i then go back to the copy that doesnt have it. I also backup the load order under my user in /appdata/local/skyrim so that I can play savegames for the version i am playing. I was lazy by just removing DD5.1 and installing DD5.2 beta 7, which is obviously how the error occurred. I could have just updated the copy with beta 6 but wasnt sure if the changes to beta 7 would break anything. anyway seeing as DD5.2 full version is close I am happy to wait for it now. btw I have started playing with AE, still deciding if i prefer vortex or mo2 for it as its a real pain to try and add mods manually. if theres a way to be able to just press escape and bring up MCM menu like LE I would love to know it.
Kimy Posted August 31, 2022 Author Posted August 31, 2022 4 minutes ago, HexBolt8 said: "Nobody" is a bit extreme. I don't use a mod manager; I've always installed Skyrim mods manually. @Maddac isn't alone. That said, your point is well taken that those who install manually are human and can make mistakes, so their installations conceivably could have errors that others can't anticipate. I don't use MO or Vortex, either. For me, it's just plain old NMM. It works for me... *shrug* 3
Shiero Posted August 31, 2022 Posted August 31, 2022 Kimy what character mods do u use for those screenshots?
Zenagia Posted August 31, 2022 Posted August 31, 2022 This may be a tad "off topic" but... I'm looking for some assistance from anyone who is experience with UV mapping. Please, DM me back. I've made some custom assets with currently unusable UV maps and I do not posess the knowledge to repair them. I now return you all to your regularly scheduled smut.
linkhero Posted September 4, 2022 Posted September 4, 2022 Is there a way to get my character to lift her head and face forward when wearing the petsuit? My gameplay and most pictures have the head down, But I've seen some pictures with the character having her head up when wearing the petsuit, so is there an option or patch I've missed?
Clockwinding Posted September 5, 2022 Posted September 5, 2022 (edited) On 9/4/2022 at 4:35 AM, linkhero said: Is there a way to get my character to lift her head and face forward when wearing the petsuit? My gameplay and most pictures have the head down, But I've seen some pictures with the character having her head up when wearing the petsuit, so is there an option or patch I've missed? That's not a DD thing. there's a mod called "Look what you see" that is exactly what you're looking for, though. edit: maybe not exactly, but it lets your PC look to the camera if that's what you want for your screencaps. Edited September 5, 2022 by Clockwinding
Hex Bolt Posted September 5, 2022 Posted September 5, 2022 I have a question about the unblocked plug removal feature (and thank you, Kimy, for adding it to DD 5.2). Right now, StoreUnblockedPlugs() is only called from StartValidDDAnimation(), in zadBQ00. That's good, but unfortunately, it's going to miss most SexLab animations that are started generically. @Kimy, would it be possible to add a StoreUnblockedPlugs() call to the OnAnimationStart in zadBQ00 to handle unblocked plugs for all sex? Its counterpart, RetrievePlugs(), is already in the OnAnimationEnd event handling, so this would be parallel, removing and restoring unblocked plugs at the start and end of animations. (Or, for somewhat better efficiency, StoreUnblockedPlugs() could instead be inserted into Logic() after the IsValidAnimation check, and then retry IsValidAnimation.) Without this change, sex started from most mods would not benefit from unblocked plug removal, and therefore encounter restrictions in the animation filter (e.g., vaginal sex would be blocked by a simple removeable vaginal plug with no chastity belt equipped). 2
lolic Posted September 5, 2022 Posted September 5, 2022 I was looking through the zadLibs API (5.2 Beta 7) for a project of mine and stumbled upon something strange in GetSlotMaskForDeviceType() Spoiler GetSlotMaskForDeviceType(Keyword kw) ... elseif kw == zad_DeviousHeavyBondage If playerRef.wornhaskeyword(zad_DeviousStraitJacket) return Armor.GetMaskForSlot(32) Else return Armor.GetMaskForSlot(46) EndIf ... Doesn't this create a weird edge-case? Suppose we want to check the rendered "zad_DeviousHeavyBondage" device on a NPC with armbinders and the player happens to wear a Straitjacket, then this function would falsely return slotmask 32 for the NPC, correct? This could potentially lead to "UnlockDevice()" removing the wrong or no device from a NPC if the player wears a Straitjacket and modders don't explicitly pass the rendered device. I think you could fix it by moving the Straitjacket check into the "GetWornRenderedDeviceByKeyword" function, since the actor we are checking is present there as an input. I had something like this in mind Spoiler Int Function GetSlotMaskForDeviceType(Keyword kw) ... elseif kw == zad_DeviousHeavyBondage ; Only return slotmask 46 for things like armbinders return Armor.GetMaskForSlot(46) elseif kw == zad_DeviousStraitJacket ; Make explicit check for StraitJacket in case someone uses it return Armor.GetMaskForSlot(32) ... Armor Function GetWornRenderedDeviceByKeyword(Actor a, Keyword kw) Int i = GetSlotMaskForDeviceType(kw) if i == -1 return None EndIf Armor x = a.GetWornForm(i) As Armor if x && x.HasKeyWord(zad_Lockable) ; for Straitjackets, x would be 'None' here if kw is HeavyBondage, ; since you cant equip both straits and armbinders return x EndIf if !x && kw == zad_DeviousHeavyBondage ; Don't catch cases where x was 'None' for other keywords ; Now check the body slot for a device i = GetMaskForSlot(32) x = a.GetWornForm(i) as Armor if x && x.HasKeyWord(zad_Lockable) && x.HasKeyword(kw) return x EndIf return none EndFunction where GetWornRenderedDevice would now work as before, returning the correct device, and if you check for HeavyBondage and nothing is found on slot 46, it would check slot 32 for straitjackets. Cheers
Kimy Posted September 5, 2022 Author Posted September 5, 2022 2 hours ago, HexBolt8 said: I have a question about the unblocked plug removal feature (and thank you, Kimy, for adding it to DD 5.2). Right now, StoreUnblockedPlugs() is only called from StartValidDDAnimation(), in zadBQ00. That's good, but unfortunately, it's going to miss most SexLab animations that are started generically. @Kimy, would it be possible to add a StoreUnblockedPlugs() call to the OnAnimationStart in zadBQ00 to handle unblocked plugs for all sex? Its counterpart, RetrievePlugs(), is already in the OnAnimationEnd event handling, so this would be parallel, removing and restoring unblocked plugs at the start and end of animations. (Or, for somewhat better efficiency, StoreUnblockedPlugs() could instead be inserted into Logic() after the IsValidAnimation check, and then retry IsValidAnimation.) Without this change, sex started from most mods would not benefit from unblocked plug removal, and therefore encounter restrictions in the animation filter (e.g., vaginal sex would be blocked by a simple removeable vaginal plug with no chastity belt equipped). Let me have a look at that! 3
Code Serpent Posted September 6, 2022 Posted September 6, 2022 I"m making some new dress devices for the next Devious Lore update, and I noticed something. It looks like the first-person mesh for all dresses is just the standard black hobble dress. Since the dresses don't have any fabric on the arms, it's probably best to replace this with a standard bare arms first person mesh. The vanilla model 'Armor\Bandit\1stPersonBody1F_1.nif' should do this nicely. 5
Derenriche Posted September 6, 2022 Posted September 6, 2022 18 hours ago, lolic said: I was looking through the zadLibs API (5.2 Beta 7) for a project of mine and stumbled upon something strange in GetSlotMaskForDeviceType() Reveal hidden contents GetSlotMaskForDeviceType(Keyword kw) ... elseif kw == zad_DeviousHeavyBondage If playerRef.wornhaskeyword(zad_DeviousStraitJacket) return Armor.GetMaskForSlot(32) Else return Armor.GetMaskForSlot(46) EndIf ... Doesn't this create a weird edge-case? Suppose we want to check the rendered "zad_DeviousHeavyBondage" device on a NPC with armbinders and the player happens to wear a Straitjacket, then this function would falsely return slotmask 32 for the NPC, correct? This could potentially lead to "UnlockDevice()" removing the wrong or no device from a NPC if the player wears a Straitjacket and modders don't explicitly pass the rendered device. I think you could fix it by moving the Straitjacket check into the "GetWornRenderedDeviceByKeyword" function, since the actor we are checking is present there as an input. I had something like this in mind Reveal hidden contents Int Function GetSlotMaskForDeviceType(Keyword kw) ... elseif kw == zad_DeviousHeavyBondage ; Only return slotmask 46 for things like armbinders return Armor.GetMaskForSlot(46) elseif kw == zad_DeviousStraitJacket ; Make explicit check for StraitJacket in case someone uses it return Armor.GetMaskForSlot(32) ... Armor Function GetWornRenderedDeviceByKeyword(Actor a, Keyword kw) Int i = GetSlotMaskForDeviceType(kw) if i == -1 return None EndIf Armor x = a.GetWornForm(i) As Armor if x && x.HasKeyWord(zad_Lockable) ; for Straitjackets, x would be 'None' here if kw is HeavyBondage, ; since you cant equip both straits and armbinders return x EndIf if !x && kw == zad_DeviousHeavyBondage ; Don't catch cases where x was 'None' for other keywords ; Now check the body slot for a device i = GetMaskForSlot(32) x = a.GetWornForm(i) as Armor if x && x.HasKeyWord(zad_Lockable) && x.HasKeyword(kw) return x EndIf return none EndFunction where GetWornRenderedDevice would now work as before, returning the correct device, and if you check for HeavyBondage and nothing is found on slot 46, it would check slot 32 for straitjackets. Cheers I'm not sure if this is a concern since Heavy Bondage gear in it's current design iteration is mutually exclusive. You cannot have more than one equipped.
lolic Posted September 6, 2022 Posted September 6, 2022 3 hours ago, Derenriche said: I'm not sure if this is a concern since Heavy Bondage gear in it's current design iteration is mutually exclusive. You cannot have more than one equipped. I'm aware of that. The situation I describe involves the player and a NPC: if both are wearing Heavy Bondage gear like armbinders, everything is fine. If the player wears a Straitjacket and the NPC an armbinder, the slotmask function would return slot 32 for the NPC (instead of 46) because of the "playerRef.HasWornKeyword(Straitjacket)" check even though the NPC is wearing an armbinder. What the player is wearing should not affect the outcome for other actors.
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