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Posted

General question, I'm still on 4.3 and haven't updated yet. If I wanted to completely disable certain devices how would I go about that? I have a few armor mods that I'm fairly sure DD is conflicting with due to shared bodyslots which are all comprised of individual pieces, I've tried going on "Devices Underneath" to see if I can disable those specific slots but doesn't seem to do the tric.

 

The issue I have is I'll equip something that occupies 49 (a very common one) but then I'll equip something else or do just about anything and it unequips again, similar to a problem I had with Immersive Armor headgear disappearing because DD had an invisible item hider occupying the same slot which I fixed by changing the bodyslot to 61 so I would imagine it's a *fairly* similar issue here.

Posted

Hello there!

I noticed an issue with straightjackets and hand tattoos/overlays. When the character is wearing a straight jacket her arms and hands disappear but somehow tattoos of said hands are still visible in an armbinder animation behind her back. I'm pretty sure that it's not my individual bug but I haven't verified it yet (would be cool if someone could try to replicate it).

P.S. Excellent job and good work with this mod btw! Hopefully this feedback helps.

ScreenShot33.png

Posted
10 minutes ago, TentacleJolly said:

Hello there!

I noticed an issue with straightjackets and hand tattoos/overlays. When the character is wearing a straight jacket her arms and hands disappear but somehow tattoos of said hands are still visible in an armbinder animation behind her back. I'm pretty sure that it's not my individual bug but I haven't verified it yet (would be cool if someone could try to replicate it).

P.S. Excellent job and good work with this mod btw! Hopefully this feedback helps.

ScreenShot33.png

Arm-binding devices make hands invisible but wont affect any overlays on said hands, I believe

Posted
9 minutes ago, Fighter12345 said:

Arm-binding devices make hands invisible but wont affect any overlays on said hands, I believe

Yeah I assumed that this is the case. Just wanted to give a note on that, maybe it could be fixed in some future update.

Posted

Hello everyone, i appear to have an animation problem. I explain, animations for the armbinder, straitjacket, elbow shackle and all that works quite well. But the cuff (rope, iron, ebony, all that) animation as well as the restrictive gloves doesn't work at all. The devices appears on the follower but doesn't trigger an animation. Does anyone have an idea?

 

Thank you.

 

Posted
25 minutes ago, sanguinius86 said:

Hello everyone, i appear to have an animation problem. I explain, animations for the armbinder, straitjacket, elbow shackle and all that works quite well. But the cuff (rope, iron, ebony, all that) animation as well as the restrictive gloves doesn't work at all. The devices appears on the follower but doesn't trigger an animation. Does anyone have an idea?

 

Thank you.

 

 

AFAIK devices on followers are just kind of like that, they'll "work" but only on a surface level. As soon as they draw a weapon or get into combat the whole thing breaks.

 

======

 

I posted earlier about asking how to completely disable certain devices to prevent conflicts with modular armors, could I just set the device hider to "none"? DD does say a slot MUST be set but I've found no problem as of yet and it has utterly fixed my problem, just wondering if it's a temporary fix and I might run into issues later

Posted
On 11/28/2020 at 4:06 PM, green365 said:

anyone else having issues with DDA claiming to be for LE?  symptoms include devices never coming off/ using furniture and it just vanishing. couple other animation issues with sexy move and elbow cuffs causing some pretty hilarious goose stepping but otherwise looking good. if i can do anymore logging to help diagnose just shout :)

 

edit: nope all DD plugins reporting as LE not just dda

 

Ignore the form 43 warning. it has nothing to do with the mod functionality issues. I stopped converting to form 44 over a year ago, it causes more problems than it fixes. You can read through the discussions on it in the SSE Conversion thread.

 

Make sure you are starting a new game.

Posted
22 hours ago, Official Kayle said:

Hi

I'm probably not the first to have this problem, thank you in advance for the solution which is surely obvious that you will give me.

 

So the problem is with physic chains.

In games they are either stoic or clipping. This is what I have on Body slide for example on an item with physic chain.

image.png.43b9f0e67c7983c06b29ac90abb5b738.png

Ask me if you need more information. Thank !?

 

Ho, and what i'm supposed to do when i don't have any preset in body slide like that ?

image.png.6ca0c808c1891bd629642d4d21467d86.png

 

I'm not english, tell me if it is incomprehensible .

They look like that in the nif before the bodyslide was created, it's expected and is not a reason why they don't function.

Do you have HDT SMP installed? chains don't work with CBPC.

 

You need to select the group "DD Framework CBBE SE". Make sure you have the 'SE' on the end.

Look at the outfits starting DDX - CBBE SE - the one you have there is for LE and is looking for a cbbe advanced body group, which doesn't exist in SE.

Posted
13 hours ago, kdoggg1971 said:

In 4.3, UUNP was removed and replaced with the basic UNP option, which fits perfectly in my game. With 5.0, it is back to a UUNP setting instead and the the clipping I had from early conversions and the clothes in DCL has returned.  After some digging in the files in my game, I found my answer rather quickly as the files are completely different in size and name so I just rolled back to 4.3.

Ok, I'll take a look. What UNP are you using?

Posted
6 hours ago, Elsidia said:

@zaranta i just Found that Iron Fetters  XX 02f514 meshes path is wrong:

Need be: ZaZ-UltimateDataPack\ZaZ - HDT\ZaZAnkleChainsRagDolls_1.nif

In reality is

devious\Zaz\ZaZAnkleChainsRagDolls_1.nif

 

Probably more items can be in wrong path.

 

dammit, i've fixed those things like 6 times in the last year. ty.

the xml is all the same, as is the nif, and match the ones from ZAZ. that's the problem

Posted
10 hours ago, Elsidia said:

After try to struggle out from X-Cross it's says - you failed - not a problem. But after that struggle animation not stop - i start a new game ini mods and drop x-cross from inventory in Mara LAL cell.

It's correct?

Not sure, might need to ask in the LE thread. I spent all my time converting and didn't get to play test.

Posted
6 hours ago, YojimboRatchet said:

the main description needs to be amended. the requirements section needs to have PapyrusUtil added as it is a primary requirement and DD won't run without it. Sexlab does contain an older version of it, but i am not sure if that version alone still works fully with DD5, or if the latest version of PayprusUtil is needed (overwriting the Sexlab version of course).

 

since DD5 contains gagged voices now, any mods that most people used in prior version to add and modify gagged voices are now no longer required. not sure how much of a conflict there would be, but those mods should be listed in the compatibility section nonetheless.

 

question regarding the gagged voices. Zaz menu has some options for the voices. do those options need to be disabled now in the MCM,  if using DD5 ? will there be a conflict or not ?

The sexlab version should be enough if by some miracle this is the only mod that requires it. otherwise, papyrus always overwrites sexlab.

 

Yes, all previous patches need to be removed. I've mentioned it a few times but i'm not going to try to list every single patch people can be using.

Some scripts have been modified extensively, some not so much, depending on what the patch was based on, i'd expect it to break the game if old patches are used. This is why kimy doesn't like not having control of her mod - things like patches someone makes breaks things, and DD will get blamed for it.

 

Anything using the zaz gagged voices will still need to use zaz. All zaz dependencies should be removed from DD at this point, so it won't matter to DD if it is or isn't enabled I think. DD gag voices should be calling DD scripts specifically.

Posted
5 hours ago, SJX52020 said:

General question, I'm still on 4.3 and haven't updated yet. If I wanted to completely disable certain devices how would I go about that? I have a few armor mods that I'm fairly sure DD is conflicting with due to shared bodyslots which are all comprised of individual pieces, I've tried going on "Devices Underneath" to see if I can disable those specific slots but doesn't seem to do the tric.

 

The issue I have is I'll equip something that occupies 49 (a very common one) but then I'll equip something else or do just about anything and it unequips again, similar to a problem I had with Immersive Armor headgear disappearing because DD had an invisible item hider occupying the same slot which I fixed by changing the bodyslot to 61 so I would imagine it's a *fairly* similar issue here.

There is no change here. There is no way to disable the use of items by body slot. If you have a mod conflicting, you'll need to patch it to change bodyslots or remove one of the mods.

 

Slot usage is here:

https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference

 

Since slot 49 is chastity belts, you'd be disabling a critical part of DD if it were an option. Maybe change to the device hider slot, or something not used much, like ears.

Posted
4 hours ago, TentacleJolly said:

Hello there!

I noticed an issue with straightjackets and hand tattoos/overlays. When the character is wearing a straight jacket her arms and hands disappear but somehow tattoos of said hands are still visible in an armbinder animation behind her back. I'm pretty sure that it's not my individual bug but I haven't verified it yet (would be cool if someone could try to replicate it).

P.S. Excellent job and good work with this mod btw! Hopefully this feedback helps.

 

I *think* the issue here is that straitjackets use the 'armbinder' pose, but the body reference actually has no arms to make it easier to fix clipping.

 

Probably not immediately fixable, and may not be a DD bug at all, since I'd expect the overlays should respect when the body part is hidden. Maybe ask on racemenu to see if it's their bug, or if there's a better way to hide the body part. I've recently discovered posing in outfit studio, and that may be a possible workaround, but it's a lot more time consuming to do instead of deleting that part of the shape, which is what they've done in LE.

Posted
4 hours ago, Official Kayle said:

Well I noticed that it depends on the chains. On the complete prisoner set it looks like it worked

The only chains that can completely fix themselves on completing reloading the game are the ankle chains. Anything else, physics will work, but the chains either don't connect together, or are only approximately connected (like prisoner chains). Chains are 'working' as good as they'll get at this point, as long as they have physics.

 

This is expected behavior until someone with enough skill can fix the meshes or tweak the xmls I created further, or aers has another breakthrough on SMP physics.

Posted
2 hours ago, zarantha said:

There is no change here. There is no way to disable the use of items by body slot. If you have a mod conflicting, you'll need to patch it to change bodyslots or remove one of the mods.

 

Slot usage is here:

https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference

 

Since slot 49 is chastity belts, you'd be disabling a critical part of DD if it were an option. Maybe change to the device hider slot, or something not used much, like ears.

I tried changing the item hider to "none", is that liable to cause problems later? Because it immediately fixed my issues with modular armors. I tried the "tie me up" debug function from DCL and that all worked, everything equipped no issue, I'm just wondering how vital that item hider is

Posted
10 minutes ago, SJX52020 said:

I tried changing the item hider to "none", is that liable to cause problems later? Because it immediately fixed my issues with modular armors. I tried the "tie me up" debug function from DCL and that all worked, everything equipped no issue, I'm just wondering how vital that item hider is

no, device hider shouldn't cause issues, it's one reason why it's there. I'm just not that experienced with using it. :)

Posted
4 hours ago, zarantha said:

Ok, I'll take a look. What UNP are you using?

I just use the basic UNP Renewal. 4.3 fit it perfectly with zero clipping even though the slider files say UUNP. Not sure if it's a case of those slider sets needing to be adjusted for SE the way CBBE needs something different. And thank you in advance for taking a look.

Posted
2 hours ago, SJX52020 said:

I tried changing the item hider to "none", is that liable to cause problems later? Because it immediately fixed my issues with modular armors. I tried the "tie me up" debug function from DCL and that all worked, everything equipped no issue, I'm just wondering how vital that item hider is

I toggle Device Hider a lot during my game because of modular armors. The only issue you will ever see is things like belt and bras showing through catsuits or single pieced armor and clothing while it's off, so you just toggle it back on when locked up for visual reasons. 

Posted

When I put a straight jacket on my followers and try to use vaginal animations sexlab gives me this error no usable animations available and switches to a lesbian animation instead, while this is not a bad thing I am a male character any ideas how to fix this? I did not give them any belts or plugs just the non leg binder version of the straight jack, a ring mouth gag, and a blindfold.

Posted
10 hours ago, zarantha said:

no, device hider shouldn't cause issues, it's one reason why it's there. I'm just not that experienced with using it. :)

Is there or is someone working on a bodyslide conversion for CBBE 3BBB for 5.0

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