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Posted
2 hours ago, woofwoof4724 said:

Yep, Devious Devices is stripping my Pip-boy from me. Any ideas of fixing it?

The easiest and best solution is to not have your Pip-boy equipped anyway. I use this mod which has it unequipped during normal walking around and fighting and only equips it when you actually use it. It's really wonderful:

 

https://www.nexusmods.com/fallout4/mods/15342

 

I didn't even know Devious Devices had a problem with Pip Boys as it's been so long since I had one equipped.

Posted
3 hours ago, woofwoof4724 said:

Yep, Devious Devices is stripping my Pip-boy from me. Any ideas of fixing it?

It's not stripping it's use Devious Devices pipboy hider. If you don't like it, try this from first post in that thread:

Q: How can make this mod not ever hide the PipBoy? I want to use my own PipBoy hider mod!
A: Set DD_PipBoyAlwaysHide to -1. This will completely disable the hider feature. Warning: Some restraints will look extremely silly with the PipBoy not hidden. Use this only if you have the PipBoy permanently hidden by another mod and do NOT use this setting when DD's hider feature is currently active.

 

Also if you use custom pipboy, restraint items like as straitjackets don't allow equip pipboy. To fix it you need add to that mod to DD as master and in DD pipboy exception list add your custom pipboy id in FO4Edit.

 

Posted
On 10/29/2020 at 9:22 PM, izzyknows said:

if they don't work, you see nothing.

Ah, well something on my end must be conflicting. Welp, I've got too many mods/scripts to account for... Anyway, thanks for your help.

Posted
18 minutes ago, TwinkiGuy said:

Ah, well something on my end must be conflicting. Welp, I've got too many mods/scripts to account for... Anyway, thanks for your help.

You can do the 50/50 test.

Grab a vanilla save to test with, and disable 1/2 your mods. If DD works you know the problem mod is in the other 1/2. If it doesn't, disable 1/2 of the  current list, or load 1/2 the disabled ones if DD is working.

Always load the original vanilla save, this keeps things clean.
But doing it this way you can very quickly find conflicting or problem mods.

Posted
On 10/31/2020 at 12:57 AM, woofwoof4724 said:

Yep, Devious Devices is stripping my Pip-boy from me. Any ideas of fixing it?

 

You need the Devious Devices Menu (search LL)  - MCM menu where you can set Pipboy appearance - or non-appearance.  This MCM file also helps with setting of lock difficulty, chance of devices and keys... couldn't live without.

 

John

Posted
8 hours ago, notamagician said:

Is there a reason why the restraint dresses are invisible no matter who it goes on?

You need to batch build of dd restraints into bodyslide.

Posted

Hello! I hope I am at the right place with my problem and would appreciate all help.

 

I seem to have several problems with my Devious Devices. I have the current ZaZ skeleton V3.5 and I built everything with morphs in Bodyslide. I also use FO4HHS but that does not really seem to be involved here (btw. I would be happy if anyone can point me to a DD-FO4HHS patch or something like that).

The common denominator is, that in the Bodyslide Preview, each item looks perfect! Just ingame it is not!

 

But as you can see on the following screenshot, there are two issues I can not get rid of:

  1. The butt/hips are too wide.
    The body seems to get overwritten. (But for some reason the upper body seems fine.) Despite Bodyslide built and in its Preview everything looks perfect, the shape aound the hips is visibly wider ingame. As you can see, my char wears a small black skirt here that clips into the skin. BUT without any DD item equipped, if fits perfectly.
  2. Legs clip through the boots. According to Outfit Studio, the boots should not have leg mesh below the knee. But ingame they  are there, including the feet.

Why is that this way??? Why is it perfect in the tools and Previews, but is messed up ingame? Why is the bodyshape different ingame?

 

I experimented a bit, even tried with removing the bodymesh from the harness NIF, but no difference.

Please help me... :(

 

https://steamuserimages-a.akamaihd.net/ugc/1688247975023211364/640826DB31B9F6B83785B567454E7EE0129D8B16/

 

EDIT: I am using CBBE! (With OCBPC physics.)

Posted
2 hours ago, effrenatus said:

I seem to have several problems with my Devious Devices. I have the current ZaZ skeleton V3.5 and I built everything with morphs in Bodyslide. I also use FO4HHS but that does not really seem to be involved here (btw. I would be happy if anyone can point me to a DD-FO4HHS patch or something like that)

You say you're using the ZeX skeleton, but what body? If it's Fusion Girl, then that's a conversion you can add, though right now it's built for FG 1.61 so would need some bone weights replaced if you want it working well with FG 1.75 (it's not hard, but unless @wdaigle updates that set, someone would need to get permission to distribute a revised version).

Posted
7 hours ago, vaultbait said:

You say you're using the ZeX skeleton, but what body? If it's Fusion Girl, then that's a conversion you can add, though right now it's built for FG 1.61 so would need some bone weights replaced if you want it working well with FG 1.75 (it's not hard, but unless @wdaigle updates that set, someone would need to get permission to distribute a revised version).

Oh sorry, I am using CBBE! With OCBPC for CBBE if that matters.

Posted
52 minutes ago, izzyknows said:

Try this. It removes the extra body from all 3 harnesses. But, you also have to remove the extra body reference from the boots with outfit studio.

DD Reference Mesh Fix.zip 9.56 MB · 0 downloads

That worked for the harness, great thanks!

So for the boots, I just open the NIF in Bodyslide, select the body mesh and hit delete, then export to NIF I think. But let me make sure please: Should I export "with Reference" or without? Not sure what the difference is.

Posted
1 hour ago, effrenatus said:

So for the boots

Boots can't be fixed. To fix it you need add to boots body 32 slot. That means you can't wear a straitjacket and boots in one time. If you remove 32 body slot from boots, then fallout 4 always load default body into boots with feet too. To fix it you need cut off feet from default body and then, when you are naked, you will walk without feet. Also you need cut off arms from default body if you want wear boots and straitjacket in one time.

 

Posted

Okay, I found out that I also have built the DD meshes with an older body shape where the hips were wider, so this explains that other issue. Pardon my little retarded moment.

Thank you very much for your help, it seems to work now! :)

 

P.S. Could the mesh fix from Izzyknows be added to the downloads perhaps?

Posted
23 minutes ago, effrenatus said:

P.S. Could the mesh fix from Izzyknows be added to the downloads perhaps?

Nope. It's Kimy's mod and she's pretty much abandoned it. Not to mention, that's just a tiny fix in a sea of needed TLC. LOL

Posted
7 hours ago, jgnosis said:

Is there an AWKCR free version of this. I'm trying not to use any thing like AWKCR, AE, DEFUI.  I switched to simplified sorting https://www.nexusmods.com/fallout4/mods/28826 for my Icons. Tired of CTS and Game Save issues.

Have you tried using fo4edit to delete AWKCR as a master from this? I've still got too much stuff which depends on it to consider ditching it right now, but curious if that works well enough in this case.

 

Also, no idea if you've tried Buffout4 yet, but it might address some of the memory-management-related CTDs with AWKCR and DefUI (no idea what AE is).

Posted
Spoiler
On 11/7/2020 at 11:51 PM, jgnosis said:

Is there an AWKCR free version of this. I'm trying not to use any thing like AWKCR, AE, DEFUI.  I switched to simplified sorting https://www.nexusmods.com/fallout4/mods/28826 for my Icons. Tired of CTS and Game Save issues.

 

On 11/8/2020 at 7:19 AM, vaultbait said:

Have you tried using fo4edit to delete AWKCR as a master from this? I've still got too much stuff which depends on it to consider ditching it right now, but curious if that works well enough in this case.

 

Also, no idea if you've tried Buffout4 yet, but it might address some of the memory-management-related CTDs with AWKCR and DefUI (no idea what AE is).

 

There's no published (or publishable, I think, given DD's permissions) AWKCR-less version.

You can grab AWKCR, load it and DD up in xEdit and remove everything referring to AWKCR, until xEdit's 'clean masters' removes the AWKCR master for DD, save it, and you're good.

Might needa use the "Find masters" script from xEdit's menu, just to find all the shit you need to remove, but it's otherwise fairly straightforward.
Did so myself a while back.

Posted
17 hours ago, kukoricamorzsa said:

I also copied the texture by hand.

What you show not AWKCR problem. It's DD catsuit meshes problem. Somewhere in this thread i publish my own fixes for that.  Updated - found:

 

Posted

Hello, 

I have found some issue. When I put some device, like handcuffs or yoke, on NPC (companion) and then start AAF animation, hands are bound in yoke/cuffs position, just as it should be. But if I bound my character in those devices and then start AAF animation, it looks like my character doesn't really care about it. Which means, that during AAF animation, even if I wear handcuffs/yoke, hands are not bound. Does anybody know, how to make arms being bound during AAF animation? Sorry for bad english.

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