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Posted
7 hours ago, VilLynne said:

CBBE Requirement.  So that's it.  I need to remove this since I'm using FG.

There are FG conversions.

Posted

Having a gag problem which I'm not sure is DD or something else.  I'm also running AAF, SH, elzee's Cough.  The facial animation is locked in the gagged state, even where there is no gag.  Dialogues occur normally as if not gagged, it's merely the animation.  I tried the solution below but my issue is still present.

 

On 10/8/2024 at 10:39 AM, izzyknows said:

Did you craft a similar DD gag the Gunners had put on you, equip it, while manipulating the lock, exiting the Pip-Boy, then going back in and "unlocking" it?

That should end the DD gag script properly.

 

After this I attempted to clean the save, thinking maybe the script got stuck after using the DD menu mechanics to remove the device.  The only unattached instance is as follows:
 

INSTANCE of InputEnableLayer
WARNING: OBJECT MISSING! Selecting "Remove Unattached Instances" will delete this.
ID: 0000020c78868c30 State: RefID: FORMIDX:000000 Unknown2bits: 3 UnknownShort: 0000 UnknownByte: 00 
There are zero threads attached to this script instance.
There are zero stackframes with member data referring to this script instance.
There is one instances with member data referring to this script instance.
DD:DD_Library: *Devious Devices.esm:0d004c50 (0000020bd873b900)
There are zero references with member data referring to this script instance.
There are zero arrays with member data referring to this script instance.
There are zero structs with member data referring to this script instance.

 

This points to:
 

INSTANCE of DD:DD_Library
This instance is attached to an object from Devious Devices.esm.
ID: 0000020bd873b900 State: RefID@: 0d004c50 Unknown2bits: 0 UnknownShort: FFFF UnknownByte: 01 
There are zero threads attached to this script instance.
There are zero stackframes with member data referring to this script instance.
There are 1003 instances with member data referring to this script instance.
There are zero references with member data referring to this script instance.
There are zero arrays with member data referring to this script instance.
There are zero structs with member data referring to this script instance.

 

Cleaning the save of this instance and rebooting did not fix the animation issue.  The unattached instance then appears again in the save I had just cleaned.  Anyone have an idea of what my next move should be?  Looks downright silly at the moment.

Posted
3 hours ago, Suidisir said:

Cleaning the save of this instance and rebooting did not fix the animation issue. 

So did you leave the unattached instance that is suppose to always be there?

 

Anyway, I know this works for other stuck animations/idles, not sure about facial ones. But, you can give it a try and see.

Open the console, click on your PC and run

caa animarchetypeplayer; caf

That will cancel/clear all active idles on the target. Like I said, never had a stuck facial animation other than from a KFT gag, which was just a matter of equipping a gag and removing it properly. Was a perfectly timed explosion that caused it in that case. 😜

 

Posted
On 10/28/2024 at 6:06 PM, izzyknows said:

So did you leave the unattached instance that is suppose to always be there?

Just out of curiosity, what is the unattached instance that is always supposed to be there?

 

Posted
3 hours ago, tinkerbelle said:

Just out of curiosity, what is the unattached instance that is always supposed to be there?

 

Depends on the mods you're running.

Devious Devices has one that may not be permanent, but is there a lot and needs left alone. Real Handcuffs has one. Sim Settlements has some that popup and need left alone.

Basically you only remove them if the mod author tells you to remove them. Or you really know the inner workings of a mod.

When you get a crap load of them, ReSaver isn't going to fix the save, because you have bigger issues that need addressed. 

ReSaver can check for issues, and as last ditch effort it might be able to get a save to load long enough to say, export a settlement.

Even stack dumps are not always bad and will clear out on their own. But some are signs of broken/hung scripts, mod conflicts..... Again, you have to know the difference.

Posted

Hello!

I absolutely love this mod and I want to thank the creator for all the hard work!

 

I do have a small issue that I fail to solve, it seems that plug event are not triggering for me and I would like to know if it happened to someone else and if anyone have an idea on how I could fix that please!

 

Thank you!

Posted (edited)
4 hours ago, baumort said:

Hello!

I absolutely love this mod and I want to thank the creator for all the hard work!

 

I do have a small issue that I fail to solve, it seems that plug event are not triggering for me and I would like to know if it happened to someone else and if anyone have an idea on how I could fix that please!

 

Thank you!

Are you using RC9? They seem to work a lot better.

RC9 is a complete replacement, so uninstall DD 2.0 completely, then install RC9 and rebuild the outfits.

Edited by izzyknows
Posted (edited)
2 hours ago, Dreizza said:

how or where is this found:

 

 

DD_PipBoyAlwaysHide to -1

 

Right where it's always been. ;)

Open DD with xEdit and it can be found under Global

 

Edited by izzyknows
  • 2 weeks later...
Posted
On 11/5/2024 at 5:28 PM, izzyknows said:

Are you using RC9? They seem to work a lot better.

RC9 is a complete replacement, so uninstall DD 2.0 completely, then install RC9 and rebuild the outfits.

Sorry for the delay! I was outside the country!

 

I do use the RC9 Beta 2 Hotfix one but maybe I uninstalled the previous version incorrectly...

Is there a way to double check that this version is correctly installed please?

Posted (edited)
8 hours ago, baumort said:

Sorry for the delay! I was outside the country!

 

I do use the RC9 Beta 2 Hotfix one but maybe I uninstalled the previous version incorrectly...

Is there a way to double check that this version is correctly installed please?

The simplest way would be to completely uninstall it, making sure no files are left over, then reinstall it.

Keep in mind, its a RNC when the effects trigger. Sometimes it take awhile, others it gets really annoying. LOL

Edited by izzyknows
Posted (edited)

Is there anyway to disable this nonsense with forcing you to wait an hour when trying to remove these devices? I say nonsense because it is. It's a bloody key. The average key weighs between 14-30 grams. I don't care how tired, arm less, disabled, bound, or broken you are. Turning a key does not exhaust you for an hour. If it does you have a serious medical condition, and need to seek immediate medical attention. This is more unrealistic than pretty much anything in the game itself. I mean that entire Children of Atom scenario where you drink radiated water and go on a drugged out run in Far Harbor is actually more realistic than this.

Edited by Nightlistic
Posted
2 hours ago, Nightlistic said:

I mean that entire Children of Atom scenario where you drink radiated water and go on a drugged out run in Far Harbor is actually more realistic than this.

I was thinking more along the lines of a 210+ year old bag of cement sitting outside, and still being usable. 😜

Personally, I just give my PC the master lock pick perks and just pick the lock. oh, and I have a 100% sweet spot. you'll have to pick it around 3 times for each item.

Sexual Harassment also has a hot key to remove items via willpower. I use the lock/hack part, and just pick the DD items.

Posted

Quick question.  I am running Devious Devices 2.0 with no issues, but I see everyone talking about RC9.  Now I found the file and downloaded it but I found the description confusing.  So before I try installing this, what exactly is RC9 and what will it do to my game?

Posted
1 hour ago, DTESSurvivor said:

Quick question.  I am running Devious Devices 2.0 with no issues, but I see everyone talking about RC9.  Now I found the file and downloaded it but I found the description confusing.  So before I try installing this, what exactly is RC9 and what will it do to my game?

 

Posted
8 hours ago, DTESSurvivor said:

Quick question.  I am running Devious Devices 2.0 with no issues, but I see everyone talking about RC9.  Now I found the file and downloaded it but I found the description confusing.  So before I try installing this, what exactly is RC9 and what will it do to my game?

RC9 is a complete replacement for DD 2.0.

So if you've installed DD, you need to completely remove it, install RC9, rebuild the outfits, with morphs checked.

As to what it'll do to your game... it will probably create a black hole, but don't worry it'll be a tiny one. 😜

 

Posted
18 minutes ago, izzyknows said:

RC9 is a complete replacement for DD 2.0.

 

 

Thank you for the blatantly obvious, but the merely obvious will be good enough.  The question is why should I replace one perfectly working mod with another, more WIP mod?

Posted
Just now, DTESSurvivor said:

Thank you for the blatantly obvious, but the merely obvious will be good enough.  The question is why should I replace one perfectly working mod with another, more WIP mod?

To be blatantly obvious yet again,

Because the original has a lot of bugs (aka NOT perfectly working) that were fixed through RC1 to RC9. Plus a few added goodies and with more come, hence the WIP.

Once all the planned updates/fixes/additions are done, the files will be given to Kimmy to upload as an "official" new version.

 

Posted (edited)
2 hours ago, izzyknows said:

To be blatantly obvious yet again,

Because the original has a lot of bugs (aka NOT perfectly working) that were fixed through RC1 to RC9. Plus a few added goodies and with more come, hence the WIP.

Once all the planned updates/fixes/additions are done, the files will be given to Kimmy to upload as an "official" new version.

 

Okay, that was an explanation.  I was wondering why there were essentially two different competing versions on the same message board, now I know.

Edited by DTESSurvivor
  • 2 weeks later...
Posted

So, my understanding is the RC9 version includes face morphs to accomodate gags, but they aren't appearing when I equip one, the gag still just clips into the mouth.  Tried on a brand new save, even, same problem.  Am I missing something to make it work correctly (I probably am, and it's probably really stupid, but I'll appreciate anyone pointing it out to me).

Posted

Hi!

 

There are some other mods with plugs. Does anyone know, how to modify them in xEdit, so they do the DD's vibrate animation without adding the locking properties of the DD's plugs?

Posted
On 12/11/2024 at 8:07 PM, deathmorph said:

The lady has had plugs again for a long time. However, they look pretty strange. Flat, as if squeezed together. Does anyone know the problem?

Make sure you're using DD RC9 and have rebuilt the outfits. That was fixed a long time ago, well for CBBE, not sure about Fusion Girl.

Posted
20 minutes ago, izzyknows said:

Make sure you're using DD RC9 and have rebuilt the outfits. That was fixed a long time ago, well for CBBE, not sure about Fusion Girl.

 

Yes, both apply. But just to be on the safe side, I'll run my FG profile through it again.

Posted (edited)

Is there any sound mod for npc/settlers using the gag-ball? just so they speak in a way similar to the player using one?
that would be hilarious.

Edited by aliveagain002

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