ihatemykite Posted February 3, 2023 Posted February 3, 2023 16 hours ago, Zaflis said: About how the new gag expressions look, i'm not sure which expression you are actually changing because i can't replicate that in racemenu. When i enter racemenu it goes mouth closed anyway so it allows me to try from scratch. But doesn't it look better when you change the "Aah" or "Big aag" morphs? Hide contents If you use SE, you can install this mod https://www.nexusmods.com/skyrimspecialedition/mods/19250. Then click on player while in console, and tap tab until you see expressions. IF you have LE, it should be part of mfg console (if I remember it correctly, didn't use LE in some time). What morphs are better depends on what head mesh / sliders user uses. So if you think that it doesn't look good now, but would like it other way, you can just use console to change the morphs. In case of Large gag, you can select player (or any other NPC), then type: addfac zadExpressionPhonemeMod_Large_00 X (Aah) addfac zadExpressionPhonemeMod_Large_01 X (BigAah) Only replace the X with number from 0 to 100 (or -1 if you want to disable faction morphs) Regarding the previously used morphs, according to the zadlibs script, it was using following morphs. Can you check if they are the same? Spoiler 0,0 = Aah 0,1 = BigAah 0,11 = Oh 1,4 = BrowInLeft 1,5 = BrowInRight 1,6 = BrowUpLeft 1,7 = BrowUpRight But I currently don't have access to 2.1 version, so the script is from beta 7 (I only uncommented it so its not green). It's possible that I might have changed it when removing it. Lastly, you can use "bat" script to change all morphs at once without much typing. I have edited existing script from beta so it work for different load orders. Edit the SetGagAll ranks to change morphs. Then place the scripts to Data folder (directly in game folder, or you can create new mod for it). Lastly, open console again, click on some actor and type: bat SetGagAll You can also use RemoveGagAll.txt to reset all faction morphs bat ResetGagAll Scripts: SetGagAll.txtRemGagAll.txt 2
Ricardo-Evans Posted February 3, 2023 Posted February 3, 2023 On 2/2/2023 at 4:39 AM, Kimy said: - Added: Catsuit event. This event triggers when anything with the keyword 'suit' is worn and has 'Cat' in the name (cat suit and catsuit both work). The event is also weather sensitive (e.g. rain vs sun) On 2/2/2023 at 4:39 AM, Kimy said: - Fixed: Restrictive Collar event: Any item with "Restrictive" in the name and has the tag "Collar" will cause it to fire. Not only the default black one. Hello Kimy, you mentioned that these items have specific name requirement. Will a translation break it?
no_way Posted February 3, 2023 Posted February 3, 2023 21 hours ago, markdf said: It doesn't though. It has a different set of filenames for attacks. Overriding those files with a condition for being unarmed, will replace the MCO unarmed attacks. But there are 7 of them (and 6 power attacks) because they can chain into combos. They get named like: mco_attack1.hkx mco_powerattack1.hkx And in Conditions.txt: IsEquippedRightType(0) Seems to work by adding a NOT EQUIPPED condition to the MCO animations for all the DD devices underneath IsEquippedRightType(0) Now to figure out why certain heavy restraints still don't let me fight at all (elbowbinders, wrist shackles), and how to get dodging to work with MCO-dodge
naaitsab Posted February 3, 2023 Posted February 3, 2023 1 hour ago, Ricardo-Evans said: Hello Kimy, you mentioned that these items have specific name requirement. Will a translation break it? Yes, unless the translated name contains the same word. For example 'Black Ebonite Catsuit' in German would be something like 'Schwarzer Ebonite Catsuit' so that would still work. 'Schwarzer Ebonite Ganzanzug' will not work. It will only cause these specific name checks to fail. They are designed around a if-else check so it won't crash because of a translation or something. It will simply not show the message as it thinks you are not wearing it.
Ricardo-Evans Posted February 3, 2023 Posted February 3, 2023 15 minutes ago, naaitsab said: Yes, unless the translated name contains the same word. For example 'Black Ebonite Catsuit' in German would be something like 'Schwarzer Ebonite Catsuit' so that would still work. 'Schwarzer Ebonite Ganzanzug' will not work. It will only cause these specific name checks to fail. They are designed around a if-else check so it won't crash because of a translation or something. It will simply not show the message as it thinks you are not wearing it. So maybe there can be a better workaround? Such as checking keywords instead of checking names? I think checking names seems to be inconvenient and slow
naaitsab Posted February 3, 2023 Posted February 3, 2023 1 minute ago, Ricardo-Evans said: So maybe there can be a better workaround? Such as checking keywords instead of checking names? I think checking names seems to be inconvenient and slow If you have one let us know As far as I know this is the only way. The main problem is that keywords are shared between device types. So for example the standard narrow collar has the same keywords as the big shoulder covering collar. And we are not going to make a keyword for every device subtype there is for something like this. The main problem in Skyrim is that you can't get the ID of the device. So for example zad_collarPostureBlack_Inventory can't be read from code, only the display name. The ID will not change on translations but the name will. But there is no realistic alternative and as the notifications are hardcoded in another language to begin with I don't see the need to further put effort into it. If you re going to change the code for the notification translation you can just as well change the device nam check to make it compatible?
zarantha Posted February 4, 2023 Posted February 4, 2023 @Kimy I was going through the SE patch to see if anything needed carried over or removed and noticed it looks like the struggle updates and some keywords were not forwarded to For Him and BRRF. For Him was also missing some names, female weight sliders, partitions and priorities not forwarded from DDX. DD Beta 11 - forward to For Him.esp DD Beta 11 - forward to BRRF.esp 3
HyperonicX Posted February 5, 2023 Posted February 5, 2023 The new update has broken the vaginal and anal plugs inserting and removing boxes. Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything. After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again. Can you please take a look to see if it is rectifiable. I'm playing on LE, btw.
CaptainJ03 Posted February 5, 2023 Posted February 5, 2023 3 hours ago, HyperonicX said: The new update has broken the vaginal and anal plugs inserting and removing boxes. Can't confirm that. New game, new char, first automatic hard save after LAL prison cell on LE, DD 5.2.beta 11 RC2 Inserting and removing anal and vaginal plugs from the Extension worked as intended. But: the locking vaginal plug from Integration seems to be bugged. Sometimes it goes in and out w/o any popup window. Seems to unlock, but cannot put another plug in, only after reinserting and trying to take it out again, I get the window. Putting it in still has the put it in - unlock with key popup at the same time (see image) And, as I mentioned quite a while ago: when I put an anal plug in, the vaginal locking plug gets rendered, too. Spoiler
naaitsab Posted February 5, 2023 Posted February 5, 2023 5 hours ago, HyperonicX said: The new update has broken the vaginal and anal plugs inserting and removing boxes. Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything. After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again. Can you please take a look to see if it is rectifiable. I'm playing on LE, btw. Using custom or framework plugs? One of the changes to the plug message had something to do with a new message variant and/or keyword change. Which at the time seemed like a compatibility issue for mods using custom plugs.
HyperonicX Posted February 5, 2023 Posted February 5, 2023 45 minutes ago, naaitsab said: Using custom or framework plugs? One of the changes to the plug message had something to do with a new message variant and/or keyword change. Which at the time seemed like a compatibility issue for mods using custom plugs. Custom ones. I've rolled back to the previous version to rectify the issue.
naaitsab Posted February 5, 2023 Posted February 5, 2023 31 minutes ago, HyperonicX said: Custom ones. I've rolled back to the previous version to rectify the issue. Could you compare the custom ones to the framework ones in the CK/xEdit? So we can check the difference. Keyword(s), device message and possible script properties, would be my best guess. If it breaks compatibility with all modded plugs without this change I would like to vote towards a revert of this change.
Majin Buu Posted February 5, 2023 Posted February 5, 2023 (edited) 14 hours ago, HyperonicX said: The new update has broken the vaginal and anal plugs inserting and removing boxes. Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything. After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again. Can you please take a look to see if it is rectifiable. I'm playing on LE, btw. I had this issue previously because of Devious Lore - Lore Patch. Are you using that mod? I never did check if Lore Patch got updated. Edited February 5, 2023 by Majin Buu
HyperonicX Posted February 5, 2023 Posted February 5, 2023 1 hour ago, Majin Buu said: I had this issue previously because of Devious Lore - Lore Patch. Are you using that mod? I never did check if Lore Patch got updated. No, I've never used that mod.
Code Serpent Posted February 5, 2023 Posted February 5, 2023 3 hours ago, Majin Buu said: I had this issue previously because of Devious Lore - Lore Patch. Are you using that mod? I never did check if Lore Patch got updated. The patches should still only be for latest non-beta version.
kurotatsu Posted February 6, 2023 Posted February 6, 2023 Found a bug in the Red Leather Blindfold (Custom) - deviceInventory points to scripts instance instead of inventory one:
naaitsab Posted February 6, 2023 Posted February 6, 2023 (edited) Found the plug issue. Message "zad_plugsAnMsg" is either new or was before unused. This is only involves anal plugs (keyword checks on zad_DeviousPlugAnal). The old message, which is also in use by all mods that don't use custom messages (zad_plugsMsg) is now modified to only involves vaginal plugs with a check on zad_DeviousPlugVaginal. So any custom plug that relies on the old message will break unless it's tagged with the vaginal keyword. The old way by checking on either plugs keyword being present wasn't pritty but at least it would not mess with backwards compatibility. So perhaps reverting the "zad_plugsMsg" message to before this change. And add a new "zad_plugsVagMsg" message with the check/text for Vaginal only. Then modders can update their mods vag plugs with this new message and old mods that rely on the old "zad_plugsMsg" message don't break. Edited February 6, 2023 by naaitsab 1
iceta Posted February 6, 2023 Posted February 6, 2023 is there a unified changelog of what 5.2 will bring to the table?
Popular Post Kimy Posted February 7, 2023 Author Popular Post Posted February 7, 2023 Devious Devices LE 5.2 DD 5.2 has officially released. I will cross-post the release post here for your convenience: Download link: https://mega.nz/file/yF8VlAzA#jrYfyNKtr88S4_t5iQZyQ2Uv3DapOKL4bm8Y6GlRtEw After more than a year in development, here is the official release of Devious Devices LE 5.2! Looking at the changelog, it's one of the largest ever DD releases, containing a lot (and I mean a LOT) of QoL improvments, bug fixes and of course new devices! A lot of people have contributed fixes and features to this release. Big thanks to: - Taki17 for the lots and lots of fixes, improvements and additions. - UnEvenSteven for the lots and lots of model-related updates and fixes! - Audhol: Muzzle Gags and Transparent Gloves - Naaitsab for the Lustrous devices and various improvements to the event system - DeWired for the improvements to the Vibrate feature. - noone102000 (@Deviant Art) and Kziitd for the Boxbinder - ihatemykite for the revamped Gag Expressions and Device Hider systems - iivanvv for the Petsuit animations - NIND for the bodyslide-able armbinder ...and everyone I forgot to list. As usual, this version is for Skyrim LE. SE/AE versions will be released in their appropriate thread as soon as the port is ready to release. Changelog: - Added: DD Gag Expressions revamp by ihatemykite: Gag expressions now longer overwrite other expressions, The new feature only edits phonemes, without touching other expression nodes. In case that there is call to apply an expression with a lower priority than the currently applied expression, the higher priority one will be kept. Modders will not need to check if the expression should be applied at all. Gags should also get fitted to different body/head shapes much better. - Added: Vibration Patch by DeWired: The MCM Vibrate Volume sliders have been split for NPCs and for player. It will make VibrateEffect use different volumes for player and NPCs depending in MCM settings. This way, the player can have e.g. have vibrations silenced while - Added: Red, White, and Black variants of the chastity belt, chastity bra, arm cuffs, leg cuffs, posture and normal collars. Devices come in regular and "lustrous" versions. 36 new items in total. Includes beast versions of applicable items. Also exposed to API and levelled lists. 18 new items in total. - Added: New ebonite and leather muzzle gags in black, white, red and pink versions, contributed by Audhol. 8 new devices in total - Added: Collar-less harnesses by UnevenSteven! These cover the chastity and non-chastity (crotchless) versions. All materials and all color variants included. - Added: New Catsuit Boots by UnevenSteven - Added: Unblocked plugs (e.g. plugs not locked inside a chastity belt) are now automatically hidden by the animation filter, which will allow more regular SLAL animations to play. - Added: Box armbinder by noone102000 (@Deviant Art) - Added: Box armbinder outfit mashup by Raccoonity. - Added: The Devious Dagger heels by DoubleZero have been added as a DD device. Integration by UnevenSteven. - Added: Assigned suitable struggle animations to every device that lacked one, except for the petsuits. - Added: Created and assigned world models for several transparent items that lacked them - Added: New ground models for the zipsuit and the matching heels, created by @audhol - Added: The zad_ExposedBreasts keyword has been added to appropriate devices: Open Straitjackets, Open Hobble Dresses, Rope Harnesses, Breast Yoke. - Added: New keyword zad_BlockGenericEvents that can be put on a rendered device to signal DD not to play device events for this device. - Added: New keyword zad_ExposedBreasts that can be used on the rendered device of body restraints (zad_DeviousSuit) to signal to any interested mod that this device leaves the breasts uncovered. NOTE: I did NOT yet assign this keyword to DDX devices requiring it. This will happen in a later version. - Added: New API function zadlibs.HasBreastsExposed(Actor a) to determine whether a given actor's breasts are exposed. E.g. wearing no armor at all, or armor tagged with the zad_ExposedBreasts keyword. - Added: Bodyslide-able armbinder for CBBE, by NIND. - Added: Wooden Yoke. (Wearable variant of the Contraptions one) - Added: Open variants of the Golden and Silver Chastity Belts. - Added: The Rubber Sound system now has a MCM control allowing users to set the frequency the sounds are being played at. It defaults to "Never". - Added: Restrictive Transparent Gloves (contributed by Audhol), to complete the transparent set. - Added: 3 new Petsuit animations (struggle, horny, orgasm) contributed by iivanvv. - Added: Struggle animations to the steel open-back chastity belt, the newly added "lustrous" items and the transparent catsuit - Added: Open-back variants of the "lustrous" chastity belts, also added them to the appropriate levelled list - Added: New device message for all chastity corsets that mentions that they are unlocked by chastity keys - Added: Device records for a previously unused rope harness model, in all four color variants. - Added: Appropriate devices messages for all rope arm- and leg cuffs - Added: Catsuit event. This event triggers when anything with the keyword 'suit' is worn and has 'Cat' in the name (cat suit and catsuit both work). The event is also weather sensitive (e.g. rain vs sun) - Changed: Lots and lots of cleaned Bodyslide files by UnevenSteven - Changed: Catsuit Gloves, no longer have cuffs and now cover part of the forearms, so no more invisible wrists when worn without a catsuit - Changed: The animation filter now first tries to remove just the problematic animations from the originally used selection. If this doesn't work, the filter will select from all available animations as a fallback. - Changed: When the "Manipulate Locks" feature is enabled, trying to remove bondage mittens no longer carries a chance to drop the device key. - Changed: Chances to successfully unlock yourself when wearing bondage mittens or losing the key on failed attempts to do so, are no longer hardcoded. They are now properties on the bondage mittens script and can be configured by the device creator. - Changed: The Posture collar event now recognizes more posture collars other than just the DDA one. - Changed: The "white metal" buckles and locks on catsuit devices have been changed to resemble other metal locks and buckles from other devices. - Changed: Contraptions: The mod now respects the DD-wide toggle for device manipulation. Option to manipulate the locks is no longer offered when the feature is disabled in MCM. - Changed: The DD MCM logo had the obsolete "Integration" label removed. - Changed: The Device Hider doesn't make annoying noises anymore! - Changed: StartValidDDAnimation() is now temporarily removing plugs from actors when they are not blocked by a chastity belt, so their presence will not block sex animations. - Changed: The animation filter now hides devices much more aggressively if no valid animations can be found. This should prevent animations getting split up and/or actors being moved to solo animations in most cases. - Changed: The animation filter can now hide plugs as another fallback when trying to set up a valid animation. The filter will still try to hide chastity belts first. - Changed: zadlibs.HasBreastsExposed(Actor a) now checks for the keyword on all devices worn by the actor and not just on the worn chest armor. - Changed: Added a lock the Steel Posture Collar. - Changed: Optimizations for the FOMOD installer by CG!. - Changed: Extracted Beast Race Refit BSA to avoid stability issues. - Changed: Optimized textures. All textures now use 2K resolution. - Changed: Added German (by CG!) and Russian (by stas2503) MCM localization. - Changed: The Zipper Lock on catsuits is now Zap-able in BodySlide so people can hide the lock if they don't like it. - Changed: Updated Pony Boot textures by neghthraw. - Changed: Several gloves and boots have been changed to hopefully diminish clipping when worn with catsuits or birthday suits. - Changed: Added cuffs to the Restrictive Boots - Changed: Slight overhaul to the appearance of the ankle shackles, to have their looks match their names. - Changed: The shock plugs on-screen message got shortened and no longer requires two lines to display. - Changed: With the inclusion of a proper world object for the zipsuit and its matching heels, the stand-in "box" objects have been removed from the archive. - Changed: Adjusted device messages for rope restraints, so now rope gags, blindfolds, armbinders and harnesses will all be properly referred to as such, and there will be no more mention of keys where they aren't applicable. "Unlock" options were changed to "Untie", and "Lock" options were changed to "Tie", consistently accross all rope restraint items. - Changed: Added the full body rope restraints to the new zad_dev_suits_hobbledresses_rope levelled list. It is nested inside the zad_dev_suits_hobbledresses levelled list. - Changed: The previously unused and empty zad_dev_blindfolds_cloth levelled list was renamed to zad_dev_blindfolds_rope to hold all the rope blindfold variants. - Changed: Added the ball and chain shackles to the ankle shackles levelled list - Changed: Reworked device hider. It should from now on hide only Devious Devices, not third party armor using DD slots. It should also update faster now. - Changed: Reworked how Gag expression is updated on NPCs. In comparison to the previous implementation, this should be much safer and less stressing on the engine. - Changed: Updated Dark fog blindfold effect and made it more ENB friendly. - Changed: Updated GetRandomDevice() in zadDeviceLists.psc to make the random device selection function safer and prevent an edge case where it could hang the game. - Changed: Script properties on several rope harnesses that still referred to them as non-rope harnesses - Changed: Added a lot more device types to the struggle event. Also reworked the array so items with multiple animations don't overcrowd the array and mess with the randomnes. - Changed: The restrictive collar events will no longer use two notification lines. - Fixed/Added: New device message for anal plugs that checks if an anal plug is worn, unlike the generic old message. - Fixed: Restrictive Collar event: Any item with "Restrictive" in the name and has the tag "Collar" will cause it to fire. Not only the default black one. - Fixed: The sneak penalty from ankle shackles and pony boots was not showing correctly on the player's active effects screens - Fixed: Assigned the proper ground models and texture sets for all open-crotch, collared variant slave harnesses - Fixed: Replaced the legacy device interaction messages on 4 sets of nipple piercings to have them use the same as the rest of the nipple piercings - Fixed: Improved several restraints messages (for example: a pair of boots will say "Put them on", a pair of nipple piercings will say "Put them in" and an armbinder will say "Put it on") - Fixed: Removed obsolete build batch file from script sources. - Fixed: The UUNP steel slave boots are no longer invisible. - Fixed: Device removal events are now being sent reliably. - Fixed: A few of the Chain Harness devices were shiny when they shouldn't be. - Fixed: The mounted chastity gear event no longer triggers when the actor isn't mounted. - Fixed: Mining a node no longer displays the "sitting with a chastity belt" message. - Fixed: NPC getting equipped with devices will no longer overwriter player controls in some situations. - Fixed: Corrected numerous inventory device descriptions and messeges - Fixed: Added the correct rope world models for rope restraints that had red leather models assigned - Fixed: Added missing world models that had their file paths still pointing to a ZAP directory. - Fixed: Assigned the correct world model to the breast yoke - Fixed: The ringed slave boots for UUNP are no longer invisible - Fixed: Fixed the elbow shackles not being able to be unequipped due to an incorrectly assigned message popup and keyword checks - Fixed: Removed an unused effect from the "Pierced Nipples" perk that modified spell cost by exactly 0.0 points - Fixed: All slave harnesses are now using restraint keys, and all chastity harnesses use chastity keys. - Fixed: Device messages for harnesses have been corrected. - Fixed: Assigned the correct file path for the AA record for the "simple yoke", making it appear correctly. - Fixed: Added the wooden yoke to the yoke leveled list - Fixed: Corrected several misnamed animation names that caused elbow shackles walk and sneak animations not to work correctly. - Fixed: Beast Races: The padded collar is now using the correct texture. - Fixed: The jammed lock status is now reliably removed when a device is removed by script. - Fixed: Resetting the difficulty modifiers to the default value now works correctly. - Fixed: Tightening/untightening devices works reliably now. - Fixed: Contraptions: After a sex scene, the user is now correctly positioned back into the device. - Fixed: Contraptions: Passerby actions now display a correct text when triggered for an NPC. - Fixed: Loads and loads of fixes and improvements for various models, contributed by UnevenSteven - Fixed: DD events no longer happen while the player is locked in a furniture device, potentially breaking the furniture state. - Fixed: Contraptions: When selecting a NPC for furniture action, prisoner chains are no longer equipped if the actor is already wearing leg or arm cuffs. - Fixed: Iteration bug in DDI_DebugFixDevices() that prevented it from removing some devices. - Fixed: Faulty comparison instead of assignment in several piercings scripts. - Fixed: Misleading log message in zadBQ00.StoreGags() that suggested belts were stored instead of gags. - Fixed: The ankle chains from the Chain Harness Restrictive Boots now have proper HDT. - Fixed: A flaw in the installer that lets people install Beast Race support for some DD content mods only if these mods are installed, which makes no sense, as the framework is typically installed first... - Fixed: Added all the wrist shackle items to the wrist shackles levelled list that were previously missing from it - Fixed: Created a levelled list for ankle shackles and nested it inside the new zad_dev_legrestraints leveled list that now contains all leg restraints. - Fixed: Corrected the file path of the world object model for the ankle shackles. - Fixed: A bug in zadlibs.GetSlotMaskForDeviceType() that prevented straitjackets from being properly unequipped by script. - Fixed: Added conditions to the vaginal plugs that check for the presence of vaginal plugs. - Fixed: Added the transparent chastity corset and its open-back variant to the appropriate levelled list - Fixed: Moved some devices into their appropriate levelled lists. - Fixed: Rubber hoods with open eyes and mouth no longer gag the person wearing them. 28
ChandraArgentis Posted February 7, 2023 Posted February 7, 2023 On 11/3/2022 at 1:19 PM, ChandraArgentis said: The "Large Ball" seems to be incorrectly sized for beast races. "The Silencer" also doesn't seem to be placed correctly for beast races as well. Tested as a kitty. This is still an issue with the release of 5.2 "The Silencer" doesn't open the mouth of a Khajit, and merges with their chin.
naaitsab Posted February 7, 2023 Posted February 7, 2023 27 minutes ago, thvedis said: Is new game required? Should not be required if you are upgrading from 5.0 or 5.1. But it's still recommended with an update that brings a lot of script update/fixes to do a new game.
serranna Posted February 8, 2023 Posted February 8, 2023 13 hours ago, thvedis said: Is new game required? I will say that when I upgraded to one of the SE beta versions, if I loaded a save game with a character that was wearing a gag, all the DDs were broken. I had to roll back to a previous save to one where the character was not wearing a gag and everything was fine.
hellagain Posted February 8, 2023 Posted February 8, 2023 On 1/29/2023 at 1:47 PM, zarantha said: I keep them in the troubleshooting post too, for convenience, so i don't have to find it by going back x number of pages... In this thread, it's back here: https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=3943633 I love you, I've spent way too long going back in pages.
naaitsab Posted February 9, 2023 Posted February 9, 2023 On 2/5/2023 at 6:13 AM, HyperonicX said: The new update has broken the vaginal and anal plugs inserting and removing boxes. Trying to insert an anal plug when already having a vaginal plug equipped will only spawn a "take it out" box for the vaginal plug, which doesn't do anything. After removing a vaginal plug and attempting to take the anal plug out if one is equipped will ask to remove the vaginal plug again. Can you please take a look to see if it is rectifiable. I'm playing on LE, btw. Can you check if this patch fixes the problem? It has the changes I proposed in my post. With a new message "zad_plugsVagMsg" and reverting (and thus unbreaking) the old message for pre DD5.2 mods. The new message also had a keyword check on the player only so this can also cause issues with NPC. Spoiler On 2/6/2023 at 2:11 PM, naaitsab said: Found the plug issue. Message "zad_plugsAnMsg" is either new or was before unused. This is only involves anal plugs (keyword checks on zad_DeviousPlugAnal). The old message, which is also in use by all mods that don't use custom messages (zad_plugsMsg) is now modified to only involves vaginal plugs with a check on zad_DeviousPlugVaginal. So any custom plug that relies on the old message will break unless it's tagged with the vaginal keyword. The old way by checking on either plugs keyword being present wasn't pritty but at least it would not mess with backwards compatibility. So perhaps reverting the "zad_plugsMsg" message to before this change. And add a new "zad_plugsVagMsg" message with the check/text for Vaginal only. Then modders can update their mods vag plugs with this new message and old mods that rely on the old "zad_plugsMsg" message don't break. PlugMessageFix.esp 2
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