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Posted
On 4/3/2021 at 9:22 AM, Intronacious said:

Found another issue with the UUNP bodyslides for the pony boots. In the esp they have only slot 37 but the nif has 37 and 38, so the calves part will be invisible.

 

The esm has 37 and 38. For Him reverts that change for the red leather pony boots only, and I fixed that in my patch.

Which one don't you see it fixed for? As far as I see, they are all correct after my patch.

What may be happening is the priority for the boots is lower than the outfit, so the outfit may be taking the calves slot.

 

Spoiler

zadx_XinPonyBootAA

 

image.png.cd9c240ce2c532499b3c8564ff1e2593.png

 

zadx_XinEbonitePonyBootAA

 

image.png.be471b8a28c21ba0839d464a394fceb7.png

 

zadx_XinWTLPonyBootAA

 

image.png.2ff7913f2a245f237e28c8eb27918955.png

 

zadx_XinWTEbonitePonyBootAA

 

image.png.348aeaaea741b600aa7f881ad6856776.png

 

zadx_XinRDLPonyBootAA

 

image.png.471021947b7910706d845be670d6c619.png

 

zadx_XinRDEbonitePonyBootAA

 

image.png.eddbf031db023061fc3c5ada91509bfc.png

 

Posted
11 hours ago, DaHALOSHOCK said:

I don't know what's wrong. i have updated every mod this needs i have updated skse i have ran finis bodyslide and no matter what it refuses to install on a new character after loading the new save.

 

What do you mean by refuses to install?

 

You have the requirements?

 

SexLab SE 1.6.3: https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-8-november-22nd-2019/

SexLab Aroused Redux SE - https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/

FNIS SE 7.0 - https://www.nexusmods.com/skyrimspecialedition/mods/3038 You need to run FNIS for Users after installing this mod!!!

Racemenu: https://www.nexusmods.com/skyrimspecialedition/mods/19080

CBBE/UUNP Bodyslide compatible body (either CBBE or UUNP):
    https://www.nexusmods.com/skyrimspecialedition/mods/198

    https://www.nexusmods.com/skyrimspecialedition/mods/1699

XP32 Maximum Skeleton Special Extended: https://www.nexusmods.com/skyrimspecialedition/mods/1988

 

If it's the MCM, wait for all the messages to stop in the top left. Save and exit the game.

Wait for the new messages to finish on the top left. now check for the MCM.

If it still doesn't show, try this command in the console: SKI_ConfigManagerInstance 1

 

Is skse installed correctly?  in the console, run: skse ver

Posted
5 hours ago, Lurking_Garbage said:

Hi all.

 

I'm encountering a weird conflict with DD and FNIS Sexy Move. Whenever I select a Sexy Move, it will sometimes instead use a random DD animation. This goes for any NPC with an SM assignment. The only workaround I found right now is to make only my player character use Sexy Move animations. By this, I mean by selecting the Vanilla walk as "unexcluded," hoping NPC's use the Vanilla walk, and assigning that walk to any female NPC that has a bugged out SM animation. My player character remains unaffected by this bug as long as I don't select other SM types (currently using SM 7). 

 

I tried using FNIS Player Exclusive Animations and the Nemesis Engine counterpart, but I haven't had much luck. The animations don't play when I select the option even with all the relevant .hkx files.

 

Does anyone else have this weird problem? It's not game breaking but I'd like to have Sexy Move work together with Devious Devices.

 

Thanks.

 

Toggle player 360 move off and on. Move to a new cell after doing this to fix NPCs. This is the only workaround found. Otherwise, it's compatible  per kimy.

It's noted in the troubleshooting post.

Posted

Thanks for the help, all.

 

But even with the workarounds above, a lot of NPCs are still walking with DD animations. I've discovered it was the 360 movement option that was causing the bug. Since I use 360 Movement Behavior SE, I can assume that all other NPCs are also using 360 movement and therefore causing them to use a DD animation. I've opted to instead only have my character use SM movement; "No NPC assignment" is toggled off.

 

For some odd reason, my player character uses Sexy Move 360 movement by default, even with the option toggled off. I won't complain about that; it's one less weirdness I have to worry about. With that option off, my character is able to walk with an SM without a DD animation.

 

I'll continue to update more on my specific problem. Otherwise, thanks again for the help.

 

Update: I'm wrong as hell. It seems that most of the SM animations have been "shuffled" around with DD animations. Only SM 6, 7, and 8 remain relatively untouched.

 

 

Posted
3 hours ago, zarantha said:

 

Toggle player 360 move off and on. Move to a new cell after doing this to fix NPCs. This is the only workaround found. Otherwise, it's compatible  per kimy.

It's noted in the troubleshooting post.

 

For this one, do I have to leave a location entirely or move through a loading screen?

Posted
2 hours ago, Lurking_Garbage said:

Thanks for the help, all.

 

But even with the workarounds above, a lot of NPCs are still walking with DD animations. I've discovered it was the 360 movement option that was causing the bug. Since I use 360 Movement Behavior SE, I can assume that all other NPCs are also using 360 movement and therefore causing them to use a DD animation. I've opted to instead only have my character use SM movement; "No NPC assignment" is toggled off.

 

For some odd reason, my player character uses Sexy Move 360 movement by default, even with the option toggled off. I won't complain about that; it's one less weirdness I have to worry about. With that option off, my character is able to walk with an SM without a DD animation.

 

I'll continue to update more on my specific problem. Otherwise, thanks again for the help.

 

Update: I'm wrong as hell. It seems that most of the SM animations have been "shuffled" around with DD animations. Only SM 6, 7, and 8 remain relatively untouched.

 

 

 

If you're using the actual 360 movement mod, I've got this in the troubleshooting post:

  • 360 move - Player and/or NPC walking or idle animations incorrect. Remove 360 move

You could try with the older version that does not require nemesis, as only a few people have gotten nemesis to work. I have not made time to vet the last suggestion to make nemesis work with DD, so for now I still consider it incompatible/too problematic.

  • Idles not working/playing as expected with Nemesis - Use FNIS only if it doesn't work for you, Nemesis usage has inconsistent results for DD users.

If you're using both 360 movement and fnis sexy move (with player 360 move) together, I would assume they conflict as they do the same thing to the player. So pick one and ditch the other. My recommendation would be to get rid of nemesis and 360 movement.

 

2 hours ago, Lurking_Garbage said:

 

For this one, do I have to leave a location entirely or move through a loading screen?

 

Should just be a loading screen or door, or just walk far enough away that you're in a new world cell.

Posted

I have a quick question, I hope, but I've noticed after updating my devious devices from like the 4th edition to the most recent that certain items are invisible. I dont have an exhaustive list, but it seems like all of the elbowbinders are effected for starters. I've gone into body slide and tried building the elbow binders there but no luck, maybe the location is wrong? It seems to be saving to Data\meshes\devious\devices\feuertin\FT_ArmbinderElbowEbonite_0.nif and 1nif and FT_ArmbinderElbow_0.nif and 1.nif respectively. Since it shows up in body slide and not the game I can only assume its pointing somewhere it shouldnt be.

Ive also noticed that some of the new rope stuff and the straightjacket catsuit was invisible for me too, which was also added in here. So I'm guessing my problem has something to do with the new DD Framework CBBE SE bodyslide group.

 

As an aside, I've been gone for a bit but Im guessing that DDX and all that has just been merged into Devious Devices? If so, good idea. I just don't know why it's not working for me~

 

So does anyone know what I can do to fix it? I still have my old ddx stuff, maybe installing that again would make the elbowbinders at least show up.

Posted
25 minutes ago, unmog said:

I have a quick question, I hope, but I've noticed after updating my devious devices from like the 4th edition to the most recent that certain items are invisible. I dont have an exhaustive list, but it seems like all of the elbowbinders are effected for starters. I've gone into body slide and tried building the elbow binders there but no luck, maybe the location is wrong? It seems to be saving to Data\meshes\devious\devices\feuertin\FT_ArmbinderElbowEbonite_0.nif and 1nif and FT_ArmbinderElbow_0.nif and 1.nif respectively. Since it shows up in body slide and not the game I can only assume its pointing somewhere it shouldnt be.

Ive also noticed that some of the new rope stuff and the straightjacket catsuit was invisible for me too, which was also added in here. So I'm guessing my problem has something to do with the new DD Framework CBBE SE bodyslide group.

 

As an aside, I've been gone for a bit but Im guessing that DDX and all that has just been merged into Devious Devices? If so, good idea. I just don't know why it's not working for me~

 

So does anyone know what I can do to fix it? I still have my old ddx stuff, maybe installing that again would make the elbowbinders at least show up.

 

Are you UNP? Missing DD Binders bodyslides and heretical bodyslides are on the troubleshooting post.

There's four bodyslides for the binders - two elbow binders and two armbinders. The elbowbinders were the issue.

If you don't use DCL, there's missing textures too. If you do use DCL, ignore that.


 

Posted
3 hours ago, zarantha said:

 

Are you UNP? Missing DD Binders bodyslides and heretical bodyslides are on the troubleshooting post.

There's four bodyslides for the binders - two elbow binders and two armbinders. The elbowbinders were the issue.

If you don't use DCL, there's missing textures too. If you do use DCL, ignore that.


 

Nope, using CBBE. And I do use DCL too. I'll give the troubleshooting post a look tho.

 

Hmm, I assume you're talking about this? 


If so, nope, I havent seen it before now but do you think it'll help if I'm using cbbe? I mean theyre just elbowbinders, so maybe~

 

Edit: Yup those unp files for the elbowbinders made them visible again~ still have some other things invisible but at least I know why. Maybe someone should go back over the DD Framework CBBE SE bodyslide group to make sure everything is working~

Posted
11 hours ago, zarantha said:

 

The esm has 37 and 38. For Him reverts that change for the red leather pony boots only, and I fixed that in my patch.

Which one don't you see it fixed for? As far as I see, they are all correct after my patch.

What may be happening is the priority for the boots is lower than the outfit, so the outfit may be taking the calves slot.

 

  Reveal hidden contents

zadx_XinPonyBootAA

 

image.png.cd9c240ce2c532499b3c8564ff1e2593.png

 

zadx_XinEbonitePonyBootAA

 

image.png.be471b8a28c21ba0839d464a394fceb7.png

 

zadx_XinWTLPonyBootAA

 

image.png.2ff7913f2a245f237e28c8eb27918955.png

 

zadx_XinWTEbonitePonyBootAA

 

image.png.348aeaaea741b600aa7f881ad6856776.png

 

zadx_XinRDLPonyBootAA

 

image.png.471021947b7910706d845be670d6c619.png

 

zadx_XinRDEbonitePonyBootAA

 

image.png.eddbf031db023061fc3c5ada91509bfc.png

 

 

What patch? Is it one of those obscure patches in the middle of the thread?

 

I had it in the DD Expansion esm on all the scriptinstances for pony boots(I don't use male DDs), so I added slot 38 to them. I was wearing a straightjacket with the boots but it was the skirtless version. When testing I had deleted that save, so I tested it with the boots only and then they looked alright.

 

Spoiler

Untitled-1.jpg

 

Posted
13 hours ago, zarantha said:

 

I gave you the direct link to where I attached the DLL to a post in one of my replies to you. You're only the second person to ask in over a year, any mod that's still maintained has been updated. Maybe you should update your skse and drop the mods that aren't maintained anymore...

 

2.0.15 is directly attached to this post. Click the attachment. I hope you understand this time.

 

 

Thank you sir. I m really sorry. The file failed the first few time when i tried to download just like some of the other links which were down. I was mistaken that this files was down as well and ignorantly kept asking again. My bad :(

Posted
On 4/3/2021 at 4:29 AM, grimzombie said:

arachnophobia mod

About what what arachnophobia mod you talk? I'm no see any what uses DD. Will be nice see it how it's look and link.

Posted
8 hours ago, Intronacious said:

 

What patch? Is it one of those obscure patches in the middle of the thread?

 

I had it in the DD Expansion esm on all the scriptinstances for pony boots(I don't use male DDs), so I added slot 38 to them. I was wearing a straightjacket with the boots but it was the skirtless version. When testing I had deleted that save, so I tested it with the boots only and then they looked alright.

 

  Reveal hidden contents

Untitled-1.jpg

 

 

No, the patch I included in the installer in the core folder, so everyone should have it.

image.png.a8c6119b066530d1c7e5d108cdec0f0e.png

 

Shouldn't matter if it's on the armor (scriptinstances objects) or not, just the armor addon should be all that was needed.

Boots are fine without the straitjacket, so it's a priority issue. There's too many combinations to make sure everything works together from what I understand on the priority discussion on the LE thread.

Which means: I can try to fix it for that combo on the next version, but I might break it for something else.

Posted
12 hours ago, unmog said:

Nope, using CBBE. And I do use DCL too. I'll give the troubleshooting post a look tho.

 

Hmm, I assume you're talking about this? 


If so, nope, I havent seen it before now but do you think it'll help if I'm using cbbe? I mean theyre just elbowbinders, so maybe~

 

Edit: Yup those unp files for the elbowbinders made them visible again~ still have some other things invisible but at least I know why. Maybe someone should go back over the DD Framework CBBE SE bodyslide group to make sure everything is working~

 

You downloaded the updated version that has VR in the file name right?

 

I don't see sliders on the ebonite elbowbinder. I do see them for the leather elbowbinder and the two armbinders. They are in the group, and the sliderset exists otherwise.

I must have not finished it, i wonder how come it looked alright when I was testing these. I blame bodyslide fatigue...

It shouldn't be invisible, but probably has a lot of clipping.

 

What's in the group:
DDA - CBBE SE - Armbinder

DDX - CBBE SE - EboniteArmbinder

DDX - CBBE SE - EboniteElbowbinder

DDX - CBBE SE - LeatherElbowbinder

 

I attached the updated sliderset, you should already have the nif and group. let me know if that works.

DDX_CBBE_SE_Redone.osp

 

If you have a list of what's invisible, i'll double check. everything showed up in testing, but i could have missed files when I was copying over to the fomod.

I'll try testing after work, it's about time for me to start.

Posted

is there any way to enchant devious devices via enchanting in game? as in the enchanting system and adding enchants to the items you have? 

 

really like the devices and some of them i never take off a character like piercings and some of the others, there are mods that add those piercings to the game without the lock and other special effects and it would be nice to be able to have the dd items enchantable the locking effect is nice, also is there a way to break a lock so it can never be removed?

Posted
1 hour ago, Zellgarith said:

is there any way to enchant devious devices via enchanting in game? as in the enchanting system and adding enchants to the items you have? 

 

really like the devices and some of them i never take off a character like piercings and some of the others, there are mods that add those piercings to the game without the lock and other special effects and it would be nice to be able to have the dd items enchantable the locking effect is nice, also is there a way to break a lock so it can never be removed?

As far as I know, you cant enchant an already enchanted item and all the devious items have devious enchantments. But, really, I have no idea if it's "possible" at all.

As far as to break a lock so it can never be removed... sorta~ you can jam a lock so it can't be unlocked with a key. You can also repair it to unjam it tho... so technically it isnt "broken forever". One thing you could do that's close to what you want tho is to greatly increase the chance to break a lot, and then increase the difficulty so it's harder to fix when it jams. While I dont think you can make it so it jams 100% of the time, you can make it quite often by changing your keybreak modifier in the devious devices mcm to Born Slave [Hardest] so it happens quite often. If you do the same with the Difficulty Modifier it will make it quite hard to repair, I think. And if you change Cooldown Modifier to Born Slave as well, it should make it so you have to wait quite awhile before you can even try fixing it again.

With all three of those options set to the highest difficulty and some patience reloading, it shouldn't take long to get all the items you want locked on and broken. One thing you might like, is to make your life extra difficult the MCM menu for devices become inaccessible when wearing restraints so you won't be able to cheat it later and make it easier on yourself to escape.

Posted

is anyone else having trouble getting the DD framework to work with nemesis? I was trying to do the fnis, nemesis merge tutorial thing and I always get a ctd on startup. and I know DD is the issue because when I have the DD framework disabled I don't get the ctd. idk. I don't have this issue when I'm only using fnis. 

 

Edit:

Apparently I'm not the only one having issues with nem and DD. probably just going to not use nem then. because even though I want cool combat animations losing DD is a no from me.

Posted
10 hours ago, Zellgarith said:

is there any way to enchant devious devices via enchanting in game? as in the enchanting system and adding enchants to the items you have? 

 

really like the devices and some of them i never take off a character like piercings and some of the others, there are mods that add those piercings to the game without the lock and other special effects and it would be nice to be able to have the dd items enchantable the locking effect is nice, also is there a way to break a lock so it can never be removed?

There was an LE mod that did this but it spammed the shit out of your game. I dont know if any one converted it but it did what it said. Just too many items for the mod to look after.

Posted
52 minutes ago, BigOnes69 said:

There was an LE mod that did this but it spammed the shit out of your game. I dont know if any one converted it but it did what it said. Just too many items for the mod to look after.

Actually I just ran into a mod that, says, it makes devious devices enchantable. I havent tried it yet, but its a patch for Devious Lore so I figured Id come back and post my findings. ?

 

Specifically, it says you need to use the Devious Devices - Lore Patch SE. Again tho, I havent used it yet so can't confirm.

Posted
On 4/5/2021 at 10:24 AM, Intronacious said:

What patch? Is it one of those obscure patches in the middle of the thread?

There is two solutions for this problem: simple and bad or difficult and probably good or very good.

1) simple and bad:  remove from that boots armor addon calves and remove in outfit studio partition calves from this boot. No more cutting calves. But those boots will be visible through straitjacket dress and clipping.

2) difficult and probably good or very good: rework all dd items priority, all other mods custom dd items priority what they use and avoid disappearing necessary parts in different combinations.

Example you need higher priority for dresses (default all body items 20) as boots (default 5 or 6) and lower priority as boots for straitjackets. But not too low as other dd items and default body priority (i don't know what is default body priority) As example simple solution is add to that straitjacket priority 5 (6 is for pony boots) and then boots will be visible. And hope that this straitjacket dress not have less priority to lost part if another instance is equipped. As example. other boots that havent calves then you will be without calves. In theory you can raise those boots pony boots priority to 8 (????) and straitjacket to 7.

Anyway it will be hard work to combine different priorities to make it work 100% correct.

 

UPD: green part correct my words.

 

UPD2: At first sight nothing is broke if you use jacket priority 5 - boots are visible and calves too (but i not test many diferent combinations: only: naked straijacket without boots, with pony boots and with ballet boots. Also if you have on device hidder corsets not see too - i disable a corset hider in that picture):

 

Spoiler

ScreenShot26.jpg.bd49ee399f41c6cc2954df438dbdc999.jpg

 

ScreenShot27.jpg.54e8d6125f3f09667d79a8394269a493.jpg

 

Posted
7 hours ago, unmog said:

Actually I just ran into a mod that, says, it makes devious devices enchantable. I havent tried it yet, but its a patch for Devious Lore so I figured Id come back and post my findings. ?

 

Specifically, it says you need to use the Devious Devices - Lore Patch SE. Again tho, I havent used it yet so can't confirm.

 

If you do try this, let me know if you run into issues with DCL traps. We've got a few reports of Lore breaking DCL traps. Also let me know which patch(es) you use for Lore. I think the DD one may be the issue, and I'm testing it with the struggle patch only. I'm waiting to finish the DCL quest arc before deciding if mine are working or not.

Posted
7 hours ago, zarantha said:

 

If you do try this, let me know if you run into issues with DCL traps. We've got a few reports of Lore breaking DCL traps. Also let me know which patch(es) you use for Lore. I think the DD one may be the issue, and I'm testing it with the struggle patch only. I'm waiting to finish the DCL quest arc before deciding if mine are working or not.

Which traps? You mean literal traps like on chests and doors when you disable them and still have a chance to trigger DCL? Or just when a container is "trapped" and triggers generically?

Posted
23 minutes ago, unmog said:

Which traps? You mean literal traps like on chests and doors when you disable them and still have a chance to trigger DCL? Or just when a container is "trapped" and triggers generically?

 

Just generic DCL traps when opening containers and doors, not the actual traps where you need a lockpick to remove.

Posted

In my eternal quest to get Devious Devices to work in Skyrim SE, I resorted to Bash. This was listed as a tool in Vortex, but wasn't linked to anything. I assume installation failed because of Windows file protection. I finally got it installed and working, but it is hideously esoteric and full of dark mysteries I wot not of.  Bash reports an Older Plugin Record Version for my DD plugins, which is apparently what keeps them from working. I have no idea what that means nor what to do about it.  Can someone please help me?

bash record.jpg

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