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Posted
9 minutes ago, Faustling said:

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?

 

 

 

Ignore the older plugin warning. Form 43 works just fine in SE, it is not what is keeping you from using the mod.

Have you got a better description of the issue than 'not working'?  No one can help you unless you describe the issue.

 

Review the troubleshooting post for known issues.

Posted

Vortex wants me to drag DD to a different mod to show dependency. It doesn't say which one. It also claims that Devious Devices SE & VR 5.1 was designed for a different game, not Skyrim SE.

 

 

Vortex Bug.jpg

Posted
16 minutes ago, Faustling said:

Vortex wants me to drag DD to a different mod to show dependency. It doesn't say which one. It also claims that Devious Devices SE & VR 5.1 was designed for a different game, not Skyrim SE.

 

 

Designed for a different game is Vortex's version of the Form 43 warning. Ignore it, form 43 works just fine in SE.

 

That icon is optional. Click the icon instead of hovering over it. You'll get more information. If you got it installed, you have the dependencies you need, that's just offering set up a rule for what mod loads first.

You don't need to define rules for DD.

image.thumb.png.339002336c8cbca7013ab706884231c1.png

 

Example of rules automatically generated for FNIS output:

image.png.62fec4f6990df933b9051666e032e1be.png

 

Click the lightning bolt to resolve conflicts. If you've got old versions of DD or patches for old versions of DD, remove them.

 

Posted

The lightning bolt reveals two conflicts with ZaZ, textures for the MetalLock01. Vortex suggest I load DD after ZaZ, but it was there already.

 

I don't know if it's related in any way, but Paradise Halls includes a remake of Lakeview Manor, and Alternate Start plunked me down there as the owner. I wondered why there was a vampire in the basement and it was crowded with prison cells, but at some point, it disappeared, leaving a big empty space (which I wasted no time refurbishing), but pahe_lakeview_manor.esp is still in the plugins. Probably, some stuff got overwritten, though I have since reinstalled DD a couple times without any conflicts.

 

Anyway, I can still access all the DD stuff with console commands, I just can't construct any of it, "path broken".

Posted
On 4/5/2021 at 6:23 PM, zarantha said:

 

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.

 

That might be the case but the straightjacket I had doesn't even have slot 38 so I don't see how there could be any conflicts for that combination. If an armor doesn't cover a certain bodypart, it shouldn't occupy a slot for it. That's a typical example of bad slot assignment. The dresses probably need to cover slot 38 to avoid clipping, but that's it.

Posted
20 hours ago, Elsidia said:

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):

 

  Reveal hidden contents

ScreenShot26.jpg.bd49ee399f41c6cc2954df438dbdc999.jpg

 

ScreenShot27.jpg.54e8d6125f3f09667d79a8394269a493.jpg

 

 

I might as well use option 1 because I reload when I get a bondage dress, but it depends on how difficult option 2 is. Can I change the priority in xEdit?

Posted
1 hour ago, Intronacious said:

Can I change the priority in xEdit?

yes. This is in armor addon section. I put example on what i tested. I not change DD itself but use SE zarantha patch. because there is two: original and patched:

Spoiler

Clipboard.jpg.70c1b9f900d10ded1f5e798fae20b237.jpg

 

Posted
2 hours ago, Intronacious said:

That might be the case but the straightjacket I had doesn't even have slot 38

Straijacket uses body slot 32 and wihout naked body your body will be invisible. But naked body have calves 38 (red in picture) That means if body don't have biped slot calves 38 then when you are without boots and in straijacket you will be missing calves - there will be gap between feets and legs. In theory you can remove calves partition from cbbe body and make this as body part. Also then you can remove from straitjacket armor addon calves biped slot 38 and there no gaps. Also pony boots then doesn't need change a priority because straitjacket not have calves but pony boots use own calves and cover body part of calves. In theory it can work but there can be problems with some boots what not cover all part of calves but still have calves biped slot.

UpD: probably then boots will be clipping with naked body because those don't have a calves, and have priority. Then game will draw all naked body with part where are calves too. And then ponyboots will draw own calves and in one place we have naked leg and pony boots texture. if texture is small there will be clipping naked body.  If straitjacket have calves and lower priority as pony boots, then body calves not draw and instead use calves from pony boots alone.

 

Spoiler

Clipboard.jpg.4a3755e35d6fe1bcf90bf56a3a0cf820.jpg

 

Posted

Hi dunno if this is a known problem, but the furniture seems to stick with npcs on release. They seem to be walking around with it.

Sorry search wasn´t succesfull. Have seen someone reporting about it in the old devious devices contraptions thread but he said he fiddled around with some scripts which i would rather nozt do :)

Posted
7 minutes ago, fit2fit2 said:

Is there any download link?

 

On the download page from the first post. Click View File, then click Download this file.

Posted
2 hours ago, therealkarlsquell said:

Hi dunno if this is a known problem, but the furniture seems to stick with npcs on release. They seem to be walking around with it.

Sorry search wasn´t succesfull. Have seen someone reporting about it in the old devious devices contraptions thread but he said he fiddled around with some scripts which i would rather nozt do :)

 

Pretty sure it's been reported in the LE page. If you don't want to or can't follow the script workaround, you'll need to wait and see if it's fixed in the next version.

 

It might also be similar to the NPCs walking around without their arms bound when wearing armbinders. Sometimes they have a mind of their own and the AI package overrides the bondage device. If that's the case, there's not much that can be done without breaking the NPCs.

Posted
On 4/5/2021 at 6:57 PM, zarantha said:

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.

 

 

With UUNP and SE-patchfile the lack of weight generation within the UUNP-Bodyslide-Files (both elbowbinders) lead to invisible meshes, missing the Weight_0-Mesh. If DDforHim is activated, the elbowbinders get displayed, perhaps by overriding from the male one - don't know. Quick and dirty it could be solved by copying the Weight_1-Mesh to the zero one or delete the Weight-Requirement inside the patchfile, but that will brake the CBBE weight slider of course. Regards

Posted

I'm doing manual labor on TBD conversion (=replace the CBBE slider to TBD one).
All I'm doing right now is:

load reference "CBBEtoTBD"-conform all-turn CBBEtoTBD slider to 100%

-set base shape-load reference "TBD Body"-conform all- save

It'll be done soon.

 

I'll postpone TBD SMP because

It's quite difficult for beginner like me.

I can make character's clothes go jiggle w/o clipping right now

by deleting covered-behind-clothes body parts

but I'm not sure how to set virtual ground to run for gravity effects

even though I've browsed lots of guides.

Posted
6 hours ago, Heulsuze said:

 

 

With UUNP and SE-patchfile the lack of weight generation within the UUNP-Bodyslide-Files (both elbowbinders) lead to invisible meshes, missing the Weight_0-Mesh. If DDforHim is activated, the elbowbinders get displayed, perhaps by overriding from the male one - don't know. Quick and dirty it could be solved by copying the Weight_1-Mesh to the zero one or delete the Weight-Requirement inside the patchfile, but that will brake the CBBE weight slider of course. Regards

 

Sounds inconsistent on if the weight slider is enabled or not. Depending on the file name all that should need to be done is enable low/high weights for the bodyslide. I'll double check that.

 

Posted
39 minutes ago, Kikaxe said:

I'm doing manual labor on TBD conversion (=replace the CBBE slider to TBD one).
All I'm doing right now is:

load reference "CBBEtoTBD"-conform all-turn CBBEtoTBD slider to 100%

-set base shape-load reference "TBD Body"-conform all- save

It'll be done soon.

 

I'll postpone TBD SMP because

It's quite difficult for beginner like me.

I can make character's clothes go jiggle w/o clipping right now

by deleting covered-behind-clothes body parts

but I'm not sure how to set virtual ground to run for gravity effects

even though I've browsed lots of guides.

 

You shouldn't need to mess around with virtual ground. Out of the Heretic stuff, only do the chain harness. Don't mess with the collar chains or prisoner chains. Those are body agnostic - we use the same files for CBBE and UNP.

(Basically, if it's in the DD Framework HDT or NoHDT chains group, leave it alone)

 

For the other outfits, physics is handled by the bone weights and having the reference shape in the outfit. updating the bone weights should be sufficient for most.

Some bodies are chopped up, you may need to do this. make sure there's no mesh explosion after deleting vertices on the reference shape. Leaving a modified reference shape and deleting vertices from it was done to help with clipping on the outfits.

 

Posted

Continuing my odyssey to get DD working, I had no remaining alternatives other than exploring the mysteries of Bash. The secrets of Bash installation were guarded by fierce creatures beyond my power, but I was able to use Bash simply by reinstalling it every time I used it, a rather awkward procedure.

 

Having penetrated its inner sanctum, I forced Bash to remove the last veil and discovered that the problem lay with the DD patch: "This plugin loads before one or more of its masters. This will either cause the game to crash or cause mods to load in unexpected ways and must be corrected." The patch is in position 49. the CBBE patch at 50 and the FNIS patch in position 55, behind the patch and the other DD plugins as well.

 

This sounds like it might be valuable information, but I'm not sure what to do with it. The load order was set by Vortex, and it is difficult to change in Vortex. If I messed around with the load order, I could easily get DD working, but mess up something else.  Does anyone have any advice?

Bash Bug.jpg

Posted
2 hours ago, Faustling said:

Continuing my odyssey to get DD working, I had no remaining alternatives other than exploring the mysteries of Bash. The secrets of Bash installation were guarded by fierce creatures beyond my power, but I was able to use Bash simply by reinstalling it every time I used it, a rather awkward procedure.

 

Having penetrated its inner sanctum, I forced Bash to remove the last veil and discovered that the problem lay with the DD patch: "This plugin loads before one or more of its masters. This will either cause the game to crash or cause mods to load in unexpected ways and must be corrected." The patch is in position 49. the CBBE patch at 50 and the FNIS patch in position 55, behind the patch and the other DD plugins as well.

 

This sounds like it might be valuable information, but I'm not sure what to do with it. The load order was set by Vortex, and it is difficult to change in Vortex. If I messed around with the load order, I could easily get DD working, but mess up something else.  Does anyone have any advice?

 

 

All I use Wrye Bash for is for the bashed patch.

Wrye Bash should be installed to the actual skyrim se folder, and not in the data folder. To launch it, create a shortcut in vortex to the exe in \Steam\steamapps\common\Skyrim Special Edition\Mopy

 

The esm/esp order should be like the screenshot below. Since Vortex uses Loot rules, I doubt it's setting the order incorrectly. But if it is, then just create a rule for the esp.

Should be something like 'Devious Devices SE patch loads after xxx'. Or set it to the late loaders group.

The DD SE patch does not depend on CBBE or FNIS. Those can come before or after for all we care. The only important order for the DD SE patch is the other DD esms and esps.

 

This is sorted by load order.  I have no warnings in Wrye Bash with the DD mods in this order.

image.png.d830ee628750b6ae80abb9ca680fc6c4.png

 

What, exactly, do you think is still broken? I see mention of constructing stuff, what, exactly are you trying to make?

 

For constructing, looks like you need the devious smithing perk. Do you have that? It should be obtained by reading a book.

I don't think constructing is being developed anymore, it's kept around for those who want to construct keys. So it may not be possible to construct everything.

Posted

I keep getting this message every few minutes. I don't know what it means, but it sounds bad, and it interrupts the game. I'm in a life-or-death conflict, my hit points are getting low, and suddenly this pops up. I can't produce any of the devices, except with console commands. That is, I type player.placeatme and the number for a pillory and the pillory does show up (sometimes), but usually it's tilted at a funny angle, or buried a foot in the earth or hanging in empty space. I don't know what the normal procedure is, but it's not this. No one seems to know what causes this, and the programs that are supposed to fix it either can't detect it at all, or give me false and misleading information.

Bug-Screenshot.jpg

Posted
3 hours ago, Faustling said:

I keep getting this message every few minutes. I don't know what it means, but it sounds bad, and it interrupts the game. I'm in a life-or-death conflict, my hit points are getting low, and suddenly this pops up. I can't produce any of the devices, except with console commands. That is, I type player.placeatme and the number for a pillory and the pillory does show up (sometimes), but usually it's tilted at a funny angle, or buried a foot in the earth or hanging in empty space. I don't know what the normal procedure is, but it's not this. No one seems to know what causes this, and the programs that are supposed to fix it either can't detect it at all, or give me false and misleading information.

 

 

You shouldn't need to manually produce devices. I'm still stuck on why you're doing that. DD devices will be used when another mod calls for them. DD is a framework and does nothing on it's own, you need other mods to make full use of it. Basically, it's a box of stuff. To use the stuff, you need another mod to open the stuff and pull something out. Otherwise, stuff just sits in the box doing nothing.

 

Do you also have DCL? Try disabling the combat surrender in the rape options for DCL. If you have another mod that triggers DD in combo with combat surrender, you could also try disabling those.

 

What I found for that error was related to plugin order, but if your plugins are sorted as above that shouldn't be it.

Did you upgrade DD to 5.0 or 5.1 from 4.3 on the same game? This isn't supported. New game only.

Do you see the issue on a new game?

 

You could try a clean save - completely disable DD and any dependencies (not just the plugins, the entire mod), load the game, wait a bit for scripts to finish, then save and exit. Load up fallrim tools, clean the unattached and undefined instances. If DD is available in the dropdown still next to filters, filter on each DD plugin in turn and delete any remaining scripts. Load the cleaned save in game, wait a few minutes again, and save and exit. re-enable DD and it's dependencies and see if it starts up correctly this time.

 

Have you posted your mod list yet? If you don't want to take multiple screenshots of all your mods, do this:
https://forums.nexusmods.com/index.php?/topic/7771113-exporting-the-full-mod-list/#entry71333493

Posted

I'm having an issue where I can't unequip DD items, anyone know any fix? When I choose to remove a device, it feigns being unequipped, but isn't removed from the character, and upon exiting the menu and reentering the menu, the item is equipped again. It also cycles me through the same context menu of "Unlock, struggle, give up" anyone know anything?

Posted
4 hours ago, Finallywon said:

I'm having an issue where I can't unequip DD items, anyone know any fix? When I choose to remove a device, it feigns being unequipped, but isn't removed from the character, and upon exiting the menu and reentering the menu, the item is equipped again. It also cycles me through the same context menu of "Unlock, struggle, give up" anyone know anything?

Which items? I have noticed I sometimes have a similar issue with the custom blindfolds, making me think there's a problem with them specifically. But if you mean all your items are experiencing that problem I'm not sure.

Posted
7 hours ago, Finallywon said:

I'm having an issue where I can't unequip DD items, anyone know any fix? When I choose to remove a device, it feigns being unequipped, but isn't removed from the character, and upon exiting the menu and reentering the menu, the item is equipped again. It also cycles me through the same context menu of "Unlock, struggle, give up" anyone know anything?

 

Make sure you don't have no enchantment restriction or iequip.

 

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