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Posted
7 minutes ago, Skullriot said:

I know this more than likely isn't supported in this thread per the FAQ but I have to ask - I downloaded the package from the top post and attempted to install via MO2, but i get a message

 

Is the download maybe not working right or something?

That message is just telling you that the installer did not found SexLab in the active mods, not reporting an issue on DD side. Check if you installed SexLab and if it's active. If it is, I would reinstall it since that message indicates that DD can't find the SexLab.esm and the installation of SexLab has somehow gone wrong.

Posted
Just now, abcdefghilmn said:

That message is just telling you that the installer did not found SexLab in the active mods, not reporting an issue on DD side. Check if you installed SexLab and if it's active. If it is, I would reinstall it since that message indicates that DD can't find the SexLab.esm and the installation of SexLab has somehow gone wrong.

major facepalm.....

 

 

thanks for this. I am using MO2 and just didn't have it active, i'm rebuilding my mod list after a couple years of not modding

Posted
7 hours ago, Elsidia said:

Ok i can't see this because neck chain on my body is inside a body) HDT SMP can't read body meshes size and apply chains physics not to collide with body.

Because i prefer use my own non physics prisoner set.

 

And how you change a xyz?

 

 

I haven't figured out how to move in nifskope, but I know it's there.

 

Rename the collision mesh in the neck chain nifs to be 'body' instead of 'unpb'. Collision started working for me after that. That will be in the full 5.1 conversion.

 

In outfit studio, right click the mesh part to move, then click move. You can also use the move tool (circle with four directional arrows in a corner), but if you move it to visually align in outfit studio, it's way misaligned in game. I've been moving in increments of 2 to 4 units at a time. Just putting in things like 2 or -2 to move, then check in game to see if more adjustment is needed.

Posted
2 hours ago, zarantha said:

Rename the collision mesh in the neck chain nifs to be 'body' instead of 'unpb'.

What is collision mesh? What is neck chain nifs?

In prisoner chains nif not found any unpb.

Posted
40 minutes ago, Elsidia said:

What is collision mesh? What is neck chain nifs?

In prisoner chains nif not found any unpb.

 

I was talking about the collision mesh added into the collar chains. Basically a very low poly body with no textures. I added something similar to the male prisoner chains, i need to make sure i got the females too.

 

I'm not sure where pfiffy got the collision mesh from. What I did with the update is add a reference in, delete the textures, and then rename the reference from CBBE to body. it's higher poly than needed, but i'm hoping it won't be too much of an issue.

 

Or open up one of the collar chains, delete everything except the collision mesh, then export the collision mesh to a nif. once it's saved, you can then import it into the prisoner chains.

The white body here is the collision mesh i'm talking about.

 

image.png.30c42c590aedbba3345f5ee40a4f9c06.png

Posted
4 hours ago, zarantha said:

 

I was talking about the collision mesh added into the collar chains. Basically a very low poly body with no textures. I added something similar to the male prisoner chains, i need to make sure i got the females too.

 

I'm not sure where pfiffy got the collision mesh from. What I did with the update is add a reference in, delete the textures, and then rename the reference from CBBE to body. it's higher poly than needed, but i'm hoping it won't be too much of an issue.

 

Or open up one of the collar chains, delete everything except the collision mesh, then export the collision mesh to a nif. once it's saved, you can then import it into the prisoner chains.

The white body here is the collision mesh i'm talking about.

 

image.png.30c42c590aedbba3345f5ee40a4f9c06.png

Would it be possible to convert the collision mesh to 3BBB and build it with bodyslide morphs?

Posted
1 minute ago, Farbwerk said:

Does the collision mesh have morphs? Will we be able to build it using our bodyslide presets? 

 

I didn't conform it no. It's not visible, and SMP has not ever followed any body shape closely enough to matter. All it's there for is the chains to collide with, since there's not a good way to tag all the possible body shapes that might be in use in the xml. Without it, the chain tends to sink into the body at rest.

 

I don't think conforming it will get it to bounce off the npc or pc's breasts any more than it does already.

 

Posted
2 hours ago, zarantha said:

 

I didn't conform it no. It's not visible, and SMP has not ever followed any body shape closely enough to matter. All it's there for is the chains to collide with, since there's not a good way to tag all the possible body shapes that might be in use in the xml. Without it, the chain tends to sink into the body at rest.

 

I don't think conforming it will get it to bounce off the npc or pc's breasts any more than it does already.

 

Do you mind explaining to me how it manages to collide with bigger breasts for example even when the collision mesh itself seems to have really small breasts? I’ve noticed that even with bigger bodyslide presets the chains still do a decent job of colliding.

 

Edit: I realize now it might be colliding with the smp collision "outfit" from 3BA since there's no <no-collide-with> tag for it but I'm not 100% sure.

Posted
8 hours ago, zarantha said:

Or open up one of the collar chains, delete everything except the collision mesh,

Ok, i give up. My outfit studio don't allow do it. I try different bodies used as collision and even original unnp but after resave a nif chains completely broken. And even with unnp collsion chains still will be inside body because CBBE body is bigger as unnp even with zero sliders. But i have no zero sliders.

I can't update a bodyslide because i probably lose my used body and all modifications what i do but install over old bodyslide damages it and new bodyslide loses all presets.

I will wait until you made CBBE collision body with sliders)

Posted
1 hour ago, Elsidia said:

 

I can't update a bodyslide because i probably lose my used body and all modifications what i do but install over old bodyslide damages it and new bodyslide loses all presets.

 

 

All you should need to do is back up the SliderPresets folder. I've moved a custom preset I was working with for someone to my CBBE output folder, which prevents it from getting deleted on updates.

 

Posted
5 hours ago, Farbwerk said:

Do you mind explaining to me how it manages to collide with bigger breasts for example even when the collision mesh itself seems to have really small breasts? I’ve noticed that even with bigger bodyslide presets the chains still do a decent job of colliding.

 

Edit: I realize now it might be colliding with the smp collision "outfit" from 3BA since there's no <no-collide-with> tag for it but I'm not 100% sure.

 

SMP is still more an art than science. I've no idea how it works with bigger breasts under the covers.

 

I think it's mostly that it hangs down between the breasts. you're not going to see much collision with breasts except when moving, and then it will be very hard to catch. Also, for some unknown reason, the top part of the chain is stuck to the center of the chest, I still have no idea why it does that. But it makes it almost impossible for the chain to move enough to actually need to collide with larger breasts, since it can't move that way.

If  you move quickly enough, you can still get the chains caught going straight through the body and sticking out the back, so even with the collision mesh it's not perfect.

 

The 'no-collide-with' tag is looking for a shape or tag with that exact name. These should all be looking for 'body' now, so unless the 3BA collision has a shape of that exact name, that's not it. The 3BBB I use has different names for the internal shapes.

Posted
16 hours ago, zarantha said:

 

 

image.png.30c42c590aedbba3345f5ee40a4f9c06.png

 

 

 

 

Sorry to steal your picture, but I think its related to my issue.  The "No Image" floor.  What causes it to show up in game like my attached picture. I am sure the answer is somewhere in the 191 pages of posts here, but so far the 40 or so I looked at did not have it, so I hoped this lazy modder might be pointed to the right place?

 

 

20210310142306_1.jpg

Posted
5 hours ago, iquitous said:

 

 

 

 

Sorry to steal your picture, but I think its related to my issue.  The "No Image" floor.  What causes it to show up in game like my attached picture. I am sure the answer is somewhere in the 191 pages of posts here, but so far the 40 or so I looked at did not have it, so I hoped this lazy modder might be pointed to the right place?

 

 

 

 

I have never seen that anywhere.  No image means no textures so it should be invisible. Blue is not a color Skyrim uses to indicate an issue, usually that will be a purple color.

Open up everything you're wearing in outfit studio to see what has a 'ground' or 'virtualground' mesh. If there's no bodyslide project, you can import the mesh once you open outfit studio. If the outfit is not HDT, it can be deleted. If it is HDT, make sure there's no textures attached. right click on the ground on the meshes sidebar, select properties, click the textures button.

 

For DD I've only included a virtualground in some of the heretic chains (collar chain, prisoner chains).

Posted

Converting from form 43 to 44 is done through opening the ESP in the Creation Kit and resaving it as form 44.

 

It's good practice but honestly if you're feeling lazy form 43 is fine most of the time.

Posted
29 minutes ago, Buridan said:

Converting from form 43 to 44 is done through opening the ESP in the Creation Kit and resaving it as form 44.

 

It's good practice but honestly if you're feeling lazy form 43 is fine most of the time.

 

It's not as much of a good practice as it used to be. In fact, it's typically recommended against because (a) 43 versus 44 doesn't matter and (b) going through Creation Kit is a hassle and comes with the risk of breaking something that was not broken before.

 

So

 

49 minutes ago, Alchen said:

Do I need to convert the mod to form 44 or does it run fine with form 43.

 

No, you don't need to convert it.

Posted

Hey sorry if this has been discussed before, is there a way to disable the animation filter? It used to be an option on previous iterations of DD on LE (not bundled together) but the option is completely gone on SE.

 

For what it's worth I'm using a device that only covers the front, but should still allow anal. However, I only ever get "DDD belt solo" as an animation option. Also I'm doing the animations with creatures, if that's relevant.

 

It sounds like 5.1 is going to have an option to disable filters for creatures specifically...? Maybe that would fix my problem? But from what I understand, there is only LE 5.1 as of now.

 

Sorry again if this has been discussed, I tried to poke through the topic to see if it has been discussed but following entire conversations for context is a little difficult.

Posted

Is there a way to "pack up" the contraptions from the DD Contraptions (the gallows, cross, restraint post etc)?

 

Or are they intended to be permanent fixtures that you put down in a home?

 

(Also are there plans to consolidate all the gallows (for example) into one item that can cycle through the different kinds of bondage?)

Posted
29 minutes ago, Frosty01 said:

Hey sorry if this has been discussed before, is there a way to disable the animation filter? It used to be an option on previous iterations of DD on LE (not bundled together) but the option is completely gone on SE.

 

For what it's worth I'm using a device that only covers the front, but should still allow anal. However, I only ever get "DDD belt solo" as an animation option. Also I'm doing the animations with creatures, if that's relevant.

 

It sounds like 5.1 is going to have an option to disable filters for creatures specifically...? Maybe that would fix my problem? But from what I understand, there is only LE 5.1 as of now.

 

Sorry again if this has been discussed, I tried to poke through the topic to see if it has been discussed but following entire conversations for context is a little difficult.

Kimi still needs to update the SE page for DD5.1, but you can find the delta patch here, just install this over the 5.0.

I don't know about creatures as I tend to disable basically all creature animations as soon as I start a new game, but in 5.1 there is an option for animation filter for creatures, maybe it'll help.

 

Keep in mind that (as far as I understand, so don't quote me on this please) since DD5.0 the animation filter is permanent regardless of the MCM option. The MCM option allow temporary device removal in order to allow for more variety in animations.

Posted
On 3/11/2021 at 5:02 PM, zarantha said:

 

I have never seen that anywhere.  No image means no textures so it should be invisible. Blue is not a color Skyrim uses to indicate an issue, usually that will be a purple color.

Open up everything you're wearing in outfit studio to see what has a 'ground' or 'virtualground' mesh. If there's no bodyslide project, you can import the mesh once you open outfit studio. If the outfit is not HDT, it can be deleted. If it is HDT, make sure there's no textures attached. right click on the ground on the meshes sidebar, select properties, click the textures button.

 

For DD I've only included a virtualground in some of the heretic chains (collar chain, prisoner chains).

The color will actually change to match whatever is closest to the horizon.  So at sunset/sunrise its a nice orange/red.  This is why I suspect it has to do with A) Rudy ENB (which is not my first choice for causes as lots of people use Rudy)  or B) qUINT (a.k.a. Marty McFly's) Ray Tracing Shader (though turning off the shader did not solve the problem),  

On a reload new game, the outfits that had the issue also changed... which I find VERY odd.  The outfit in the picture no longer has issues, but the full rope restrictive outfit does now.

 

 

Posted
7 minutes ago, iquitous said:

The color will actually change to match whatever is closest to the horizon.  So at sunset/sunrise its a nice orange/red.  This is why I suspect it has to do with A) Rudy ENB (which is not my first choice for causes as lots of people use Rudy)  or B) qUINT (a.k.a. Marty McFly's) Ray Tracing Shader (though turning off the shader did not solve the problem),  

On a reload new game, the outfits that had the issue also changed... which I find VERY odd.  The outfit in the picture no longer has issues, but the full rope restrictive outfit does now.

 

 

 

Hmm, I use Silent Horizons for an ENB, so I can't say if that's from Rudy or not. I don't use that shader either. If you just disabled the esp or the option though, but didn't disable the entire mod, some of the meshes could still be used.

 

There's no virtual ground with the full rope, so it's not coming from DD. It might be an interaction with this mod.

Does it show if you aren't wearing any DD's?

 

Maybe make sure your ENB binaries are up to date, and update Rudy too, if you aren't on the latest?

I'm thinking it might be something similar to the footprints or blood decals bugs, where those textures get squares around them.

Something like this (hope the search results work for you) https://forums.nexusmods.com/index.php?app=core&module=search&do=search&fromMainBar=1

 

Posted
6 hours ago, Buridan said:

Is there a way to "pack up" the contraptions from the DD Contraptions (the gallows, cross, restraint post etc)?

 

Or are they intended to be permanent fixtures that you put down in a home?

 

(Also are there plans to consolidate all the gallows (for example) into one item that can cycle through the different kinds of bondage?)

I use this mod https://www.nexusmods.com/skyrimspecialedition/mods/13090?tab=description

To pickup and move objects around and it does work with the furniture after you have placed it.

Also the fact you can place and adjust is really handy at times.

Posted
9 hours ago, abcdefghilmn said:

Kimi still needs to update the SE page for DD5.1, but you can find the delta patch here, just install this over the 5.0.

I don't know about creatures as I tend to disable basically all creature animations as soon as I start a new game, but in 5.1 there is an option for animation filter for creatures, maybe it'll help.

 

Keep in mind that (as far as I understand, so don't quote me on this please) since DD5.0 the animation filter is permanent regardless of the MCM option. The MCM option allow temporary device removal in order to allow for more variety in animations.

 

Hmm the creature animation filter doesn't seem to be doing anything and I still get left with no animations. Sometimes it will start a normal animation, stage 1, but advancing the stage will end the interaction altogether. Opening up the animation list just has an empty list with only >>> as an option.

Posted
On 3/13/2021 at 3:28 PM, zarantha said:

 

Hmm, I use Silent Horizons for an ENB, so I can't say if that's from Rudy or not. I don't use that shader either. If you just disabled the esp or the option though, but didn't disable the entire mod, some of the meshes could still be used.

 

There's no virtual ground with the full rope, so it's not coming from DD. It might be an interaction with this mod.

Does it show if you aren't wearing any DD's?

 

Maybe make sure your ENB binaries are up to date, and update Rudy too, if you aren't on the latest?

I'm thinking it might be something similar to the footprints or blood decals bugs, where those textures get squares around them.

Something like this (hope the search results work for you) https://forums.nexusmods.com/index.php?app=core&module=search&do=search&fromMainBar=1

 

Only happens with SOME DD costumes. Never happens any other time.

 

I just avoid those outfits now.

 

 

 

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