Kimy Posted June 13, 2018 Author Posted June 13, 2018 Yes, I had to replace the download link. Sorry about the confusion!
PMTVSerb Posted June 14, 2018 Posted June 14, 2018 Cait got stuck in the animations from equipment shes no longer in :{ She's got her hands bound and shes hopping around with the hobble dress animation, do you know how to fix?
Locutus80 Posted June 14, 2018 Posted June 14, 2018 47 minutes ago, PMTVSerb said: Cait got stuck in the animations from equipment shes no longer in :{ She's got her hands bound and shes hopping around with the hobble dress animation, do you know how to fix? I have the same Problem since many Weeks. much testet, but nothing helps.
Exasper Posted June 14, 2018 Posted June 14, 2018 Hey, SO I've spent a few days now trying to figuring it out, and checking the forum, but I'm at a loss here. When DD items get equipped onto my character, everything works as it should, I get the prompt asking if i want to manipulate the lock, or leave it be, and then the item goes on. however, if an NPC throws the device on my character, then i don't get the usual message saying some new restraint has been equipped. That's not really a problem for me, But maybe it's connected to the main issue, which is that I can't remove the devices after that. it's not a matter of having the keys, at least I don't believe so, but the prompt to remove the devices simply doesn't pop up, and no matter what I do they cannot be unequipped (Anyone can tell you, removing them via console is... a bad idea) I've used DD for about as long as it's been out on Fallout 4, and I've never had this issue before. I haven't gotten any new mods as of late, either... someone, please help me. (PS: Sorry Kimy about PMing you on the issue, I forgot you didn't want to be directly contacted about support problems)
Guest Posted June 14, 2018 Posted June 14, 2018 Hello, I had one question, did we need Far Harbor and Automatron dlc to make this mod work correctly ? Cause I doesn't have that two dlc and the mod doesn't work ( No items and no npc at Goodneighbor ).
Roggvir Posted June 15, 2018 Posted June 15, 2018 3 hours ago, Sparta69 said: Hello, I had one question, did we need Far Harbor and Automatron dlc to make this mod work correctly ? Cause I doesn't have that two dlc and the mod doesn't work ( No items and no npc at Goodneighbor ). Yes, ALL DLCs are required. It's written on the first page under "REQUIRED MODS", learn to read these things.
Durante Posted June 15, 2018 Posted June 15, 2018 I wish I could use this mod, but it seems it always freezes the game whenever the DD assets are utilized on NPC's and I save game
zenris Posted June 19, 2018 Posted June 19, 2018 On 3/8/2018 at 5:05 AM, zenris said: Regarding thie institute leg cuffs being unremovable once they're equipped using DD 2.0, I believe I've found the issue. (Apologies if the cause has already been diagnosed and reported elsewhere - google search turned up nothing beyond "cuffs broken please fix.") Poking around the .esm using the creation kit indicates the inventory item for this restraint is set to occupy slot 50 (neck), which is not the case for most leg cuffs. (CK screengrab of item behind the spoiler tag.) Since the rendered collars all occupy this same slot, this suggests the root cause for why the cuffs are 'broken'. Testing in-game confirms this theory - the institute leg cuffs work properly by themselves, but cannot be unequipped or interacted with if the player is wearing a collar. I'm afraid making a fix-patch is a bit beyond me, but I can go through the list of other generic inventory devices and look for similar conflicts if that's of use? Reveal hidden contents Since the subject seems to have gone dormant - presumably from all the work happening on the Skyrim side - and I finally got around to it, DD inventory items with potential slot conflict issues: Institute Leg cuffs - occupies Slot 50 Iorn wrist cuffs - occupies slot 52 Everything else looks good i.e. no slot occupation assigned to the inventory items.
Varithina Posted June 19, 2018 Posted June 19, 2018 5 hours ago, zenris said: Since the subject seems to have gone dormant - presumably from all the work happening on the Skyrim side - and I finally got around to it, DD inventory items with potential slot conflict issues: Institute Leg cuffs - occupies Slot 50 Iorn wrist cuffs - occupies slot 52 Everything else looks good i.e. no slot occupation assigned to the inventory items. Fixing it should not be too hard, just look at what slot the other leg cuffs use and change the institute one to the same slot and then do the same for the iron wrist cuffs, see which slots the other wrist cuffs occupy and change the iron ones to that slot, it should then sort itself out, though it may be worth checking the armouraddon as well to see if that are different. The only problem I have found with fixing stuff in the ck with fallout 4 is that with any mod that has a esp as a master file, the ck will strip all references to that esp out which ends up leaving the mod full of errors, which is a major annoyance, there are a couple of mods I want to fix navmesh errors on but cannot due to this problem. And yes quite a few threads are pretty quite at present, it may well be that the authors are working away on the next version of this or that, though considering the number of pies kimy has her hand in I am surprised she has time for anything to be honest.
qtpie Posted June 19, 2018 Posted June 19, 2018 How do you add collars to NPC outfits without getting the "you lack the key to unlock the collar" notification when you enter their cell? The notification pops up if you add the collars with an onload script too
zenris Posted June 20, 2018 Posted June 20, 2018 On 6/19/2018 at 8:19 AM, Varithina said: And yes quite a few threads are pretty quite at present, it may well be that the authors are working away on the next version of this or that, though considering the number of pies kimy has her hand in I am surprised she has time for anything to be honest. Agreed. I just wanted to have the information recorded and available here so it can get fixed in the .esm when the next update comes.
leszakadt_plafon Posted June 21, 2018 Posted June 21, 2018 On 8/4/2017 at 7:37 PM, Kimy said: Az új DD verzió készen áll a kiadásra. A sok változás miatt elhatároztuk, hogy először nyilvános béta verziót bocsátunk ki, így a felhasználók megnézhetik és megnézhetik, hogy minden működik-e, vagy valószínűleg minden a pokolba megy! Vedd ide: https://mega.nz/#!idFBnSpK!Hn2Uyg7dICCL3MFxzD_o41hXQy6DVysE0bx1hecPA5E Kérjük, jelentsen minden problémát ebben a témában! Fontos megjegyezni, hogy ez a verzió fontos kiadás, és valószínűleg tiszta / új játékra van szüksége. Légy szórakoztató! Változási napló: Version 2.0 Beta 1 - Hozzáadva: Készülék modding / crafting (hozzájárult AG12). A játékosok most már képesek a DD eszközöket a munkaállomásokon. (Megjegyzések modders: Az új rendszer következtében a színmodákat hozzá kell adni a tervezési időben, amikor a tételeket tartályokba helyezzük!) - Hozzáadva: Manipulálja az Eszköz párbeszédet. Amikor önként felszerel egy eszközt, akkor már manipulálhatja, így bármikor eltávolíthatja. Ez a funkció nem működik nem általános eszközökkel (pl. Küldetés vagy egyéni eszközök). Az elemkészítő a generikus eszközökre is letilthatja, ha úgy dönt.- Hozzáadva: Nehézségi módosító! Szereted a rabságot, de nem szeretnéd a felét az életedben korlátozni? Vagy úgy gondolja, hogy nem szinte büntetik eléggé? Örüljetek! Az új globális változó, a DD_Config_DifficultyModifier lehetővé teszi, hogy a menekülési rendszert tetszés szerint állítsa be, és számos beállítást érint, csak egy egyszerű vezérléssel! Csökkentse az értéket a nagyobb nehézségek esetén, és növelje annak csökkentését. Az alapértelmezett érték 4 (ami 1,0-es módosítót eredményez és az eszközön megadott beállításokat fogja használni). Ne állítsa ezt a változót 9-nél vagy annál alacsonyabb értéknél. A szorzó maximális tartománya +/- 75%. Ne feledje, hogy ez a funkció még mindig nem engedi teljesen letiltani a menekülési rendszernek a sajátosságait.- Hozzáadott: A lockpicking minigépe (amelyet az AG12 is támogat). Állítsa a DD_Config_lockPickSystemt 1-re, hogy engedélyezze, vagy 0-ra (alapértelmezett) folytassa az RNG alapú rendszert. - Javítva: Az eszközkezelés többé nem hagy zombi szkripteket sütve a savegame-ben. - Javítva: NPC-támogatás most - tényleg működik. - Javítva: A geg hangok már nem állhatják le a motort. - Javítva: Az eszköz párbeszéd használatakor az elem fel van szerelve. The file you are trying to download is no longer available. This could be due to the following reasons: The file has been removed because of a ToS/AUP violation. Invalid URL - the link you are trying to access does not exist The file has been deleted by the user.
skyrimpow Posted June 29, 2018 Posted June 29, 2018 The file you are trying to download is no longer available. Halp!
Apap Posted June 30, 2018 Posted June 30, 2018 Hey guys, I have an issue with the workbench. Recently I deleted a mod which also used the raider tab in the workshop menu and as a result the entire tab disappeared. I used the method similar to the one in this video to restore it, and the raider tab is available again. However, I cannot craft the restraints workbench anymore. I checked on a newly created character and it's there, but for some reason it remains missing in my old game. Does anyone know how to fix this? Thanks in advance!
HytekDragn Posted June 30, 2018 Posted June 30, 2018 On 4/22/2018 at 7:39 PM, colonolpoopscoop said: I ended up taking a look in Outfit Studio. For some reason, the harnesses and chastity belts had been installed with their reference shapes still on. I just removed those via Outfit Studio and everything was right as rain. Can someone give instructions how exactly to remove the reference shape? I've had no luck trying to do so in Outfit Studio, never really used it before.
ack4445 Posted July 1, 2018 Posted July 1, 2018 On 3/11/2018 at 11:54 AM, lijadlkajli said: Still struggling to get this to work. I have the requirements installed. I built everything in bodyslide. I started a new game and built the restraints workbench. I crafted a few items. Activated them in my inventory. Nothin'. I used FO4Edit to see if I had any odd conflicts and I didn't find any. Halp I've been having similar issues. Deactivated every single one of my other mods one by one to see if there was any conflict... One thing I noticed is that the objects have no stats when viewed in the Pip-boy. No armor value, no image, nothing showing on the armor slots or anything. You try to put anything on and there are no messages about locks and nothing appears on your character, but it's still counted as "equipped" by the Pip-boy. I can't figure it out. Weird thing is Kimy is wearing her dress just fine, so I know that the models are installed somehow. My character just can't use them. Any ideas anybody has would be helpful. I've tried re-downloading the file, looked for mod conflicts, double checked the prerequisites, I need a new direction to look.
zenris Posted July 1, 2018 Posted July 1, 2018 12 hours ago, JThor15 said: I've been having similar issues. Deactivated every single one of my other mods one by one to see if there was any conflict... One thing I noticed is that the objects have no stats when viewed in the Pip-boy. No armor value, no image, nothing showing on the armor slots or anything. You try to put anything on and there are no messages about locks and nothing appears on your character, but it's still counted as "equipped" by the Pip-boy. I can't figure it out. Weird thing is Kimy is wearing her dress just fine, so I know that the models are installed somehow. My character just can't use them. Any ideas anybody has would be helpful. I've tried re-downloading the file, looked for mod conflicts, double checked the prerequisites, I need a new direction to look. The no image thing when viewed in inventory is normal. No stats (weight/value) is less so. Sounds like the DD script(s) associated with the inventory items aren't firing, which I've only seen on items I store in a settlement and come back for later. So I'm stumped beyond 'try and get the papyrus log so the more scripting-savvy types can look at it' ...
ack4445 Posted July 2, 2018 Posted July 2, 2018 Welp.... it's a mess. I've never actually looked at a Papyrus log, so I'm not sure if this is normal, but there does seem to be an awful lot of depressing statements. Phrases like "can't find," and "JThor15 sucks..." seem to be frequent. Papyrus.0.log
mashup47 Posted July 2, 2018 Posted July 2, 2018 1 hour ago, JThor15 said: Welp.... it's a mess. I've never actually looked at a Papyrus log, so I'm not sure if this is normal, but there does seem to be an awful lot of depressing statements. Phrases like "can't find," and "JThor15 sucks..." seem to be frequent. Papyrus.0.log Your Papyrus log will alway's look a mess but then again it's not a crash report file? So could you give more info of what seem to be the problem, were do thing's go wrong? ?
ack4445 Posted July 2, 2018 Posted July 2, 2018 5 hours ago, mashup47 said: Your Papyrus log will alway's look a mess but then again it's not a crash report file? So could you give more info of what seem to be the problem, were do thing's go wrong? ? Well I'm not having many issues with crashing thank goodness, I just can't get any items from this mod to equip properly. I can build the item on the workbench, buy it from Kimy, console it in, or yoink it from ESP Explorer, but never actually put it on. The bullet point to the left of the item turns on sure, it just doesn't show up on the character. Like I said in my previous post I went through my mod list and deactivated them one by one to see if there was a conflict, which got me nowhere. Zenris had a good idea, which was that the scripts to equip the item weren't firing right, especially because I feel like I run a lot of script heavy mods, so I posted the 5 minute papyrus log to see if that had any clues I was missing.
mashup47 Posted July 2, 2018 Posted July 2, 2018 40 minutes ago, JThor15 said: Well I'm not having many issues with crashing thank goodness, I just can't get any items from this mod to equip properly. I can build the item on the workbench, buy it from Kimy, console it in, or yoink it from ESP Explorer, but never actually put it on. The bullet point to the left of the item turns on sure, it just doesn't show up on the character. Like I said in my previous post I went through my mod list and deactivated them one by one to see if there was a conflict, which got me nowhere. Zenris had a good idea, which was that the scripts to equip the item weren't firing right, especially because I feel like I run a lot of script heavy mods, so I posted the 5 minute papyrus log to see if that had any clues I was missing. what is you load order? did you build with morph's selected? , can npc's wear any of the Item's?
zax Posted July 3, 2018 Posted July 3, 2018 Not sure if this mod is still supported, but heres some issues/suggestions: Issues: Follower's combat package overrides your packages (perhaps you need to adds your own DoNothing combat override)? Follower's activation menu (which is hardcoded pre-dialogue feature) still allows them to talk Sandbox package ignores everything and lets them use furnitures + normal animations when running to furniture jumping animation from leg cuffs is bugged on NPCs (they do it at full speed?) Design: is this clunky rendered/equip device from Skyrim even needed anymore? OnUnequipped event seems to be fixed now and items aren't unequipped from followers OnUnload anymore. need to listen to 7263153 lines of "Kimy's" unvoiced dialogue everytime I want to buy something 4 messageboxes to equip/test each device is annoying as fuck 1
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