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Posted
50 minutes ago, zarantha said:

I do not own the VR version or a VR headset, so I cannot test this in VR.

Technically, that is incorrect. You can test without owning a VR headset by using SteamVR's Null headset feature. And you can refund the game as long as you don't play for more than a couple hours.

 

50 minutes ago, zarantha said:

I believe it's a SexLab issue, you can try the github version of SexLab. That's the SE link, but I assume all that's needed is replacing the DLL with the VR compatible DLL.

I wasn't aware there was a more updated SexLab for SE. I'll look into this. Thank you. EDIT: These seem to have updated almost all of the scripts... so the VR patch would need to be updated.

 

50 minutes ago, zarantha said:

Netscriptframework crash logs? Papyrus is not helpful in diagnosing CTDs, all it tells you is what was logged just before the crash. By it's nature, it cannot log the crash itself, so those last lines are very likely to not be related to the CTD. (If something CTDs on access, it's not going to have time to log that it was accessed, because it's already crashed.)

https://www.nexusmods.com/skyrimspecialedition/mods/21294

I know that Papyrus is not helpful, but Netscriptframework is not available for SkyrimVR, so that will not help I'm afraid. Attempting to boot it produces an initialization error regarding the executable not being SkyrimSE.exe.

 

50 minutes ago, zarantha said:

Since you're using something like alternate start, try leaving DD out until your character is created. Then enable it and see if you're still crashing. This mod doesn't modify any of the presets or races, so I'm not sure how it's causing the CTD.

I can try this, but considering this didn't happen with DD4, something changed and I'd rather get to the bottom of it.

 

50 minutes ago, zarantha said:

HDT SMP is required for the chains. if you don't install HDT SMP, then make sure you are batch building the no HDT versions of the chains. The noHDT versions of the chains in bodyslides takes the place of DDHOTFIX.

 

DD Requirements ( all I see is sexlab and sexlab aroused in your screenshot...)

SexLab

SexLab Aroused

FNIS

RaceMenu

Body replacer and Bodyslide

XPMSSE

HDT SMP (for HDT chains)

Address Library for SKSE plugins (Required for MFG Fix)

MFG Fix (for mouths to open with gags)

The screenshot was just a small part of my list. Apologies for the confusion.

 

I have all of that installed, minus Address Library for SKSE plugins, which is not required for the VR version of MFG fix, especially since the Address Library hasn't had a database made for SkyrimVR yet. (And from what the author has told me, it may never be updated, basically saying the mod authors should all add the addresses in their own plugins)

 

39 minutes ago, JayDrizzle said:

 

Hell of a troubleshooting post with great info on your post. 

 

I did't see any comments from you in the DDVR post, but I am sure you are aware of it.  I am also working with DD4 in my skyrimVR and it work flawlessly.  I have only got DD5 working on an upgrade from DD4 in the same game world after doing a fallrim scrub.  It was working on save load and playing a bit but I never put more than a few hrs in before abandoning that test.  I was concerned about eventual CTD and didn't want to risk it.  I was also worried about compatibility with older mods (slaverun, captured dreams, etc) that haven't been updated in a long time. DD5 might have some API or function changes that might or might not cause problems with them.  Is there a feature of DD5 that you really need?

I am aware of that thread. I was hoping to have DCL working in VR, as DCL 8 and older just halts SkyrimVR in my experience. I was hoping DD5 and DCL9 might address this since it's the first version to be aware for SE's changes.

Posted

Fair enough, but I don't think I'd be able to refund since I doubt I'll get suckered into supporting only one time... :)

I'll consider it. I'm still thinking about the headset too, my pc is capable, I'm just not sure I want to use it.

 

12 minutes ago, XenoDrake said:

I wasn't aware there was a more updated SexLab for SE. I'll look into this. Thank you.

 

This is a development version, not a released version. Seems stable from the comments on the sexlab thread, but it's still use with caution.

 

14 minutes ago, XenoDrake said:

I know that Papyrus is not helpful, but Netscriptframework is not available for SkyrimVR, so that will not help I'm afraid. Attempting to boot it produces an initialization error regarding the executable not being SkyrimSE.exe.

 

 

Fair enough, but it may be impossible to track down without removing everything except DD and it's requirements. So things like SLSO should be removed during testing.

 

16 minutes ago, XenoDrake said:

I can try this, but considering this didn't happen with DD4, something changed and I'd rather get to the bottom of it.

 

Nothing that would touch Racemenu. If you're crashing outside of it, i'd expect skeleton or HDT SMP. Although, those could probably affect charecter creation too. The biggest changes were made to how devices equip/unequip, the animation filter and adding new outfits.  None of those would be running during character creation.

 

For the SE version, all I did was the new bodyslides for armbinders and elbowbinders, the SE patch to add forearms and calves to multiple outfits and fix some texture ordering/paths.

 

VR, all I did was include the DLL someone gave me. You could test with the DLL that you used with 4.3, there are no changes to the DLL.

 

Changelog:

Spoiler

Version 5.1
 
- Added: New MCM Toggle "Use Animation Filter for Creatures" that if disabled, will make DD bypass the animation filter completely when creatures are present in any animation. Otherwise, the filter will at least try to hide restraints etc. This toggle is meant as a debug/fallback solution if users are experiencing filter-related issues with creature animations.
- Fixed: The animation filter is now using a workaround preventing it from occasionally replacing animations when SexLab's internal state isn't ready for it. Stuck/Stacked/T-boned etc. animations should no longer happen.
- Fixed: The API function GetWornRenderedDeviceByKeyword(Actor a, Keyword kw) no longer returns non-DD items as valid results. This will also prevent SwapDevices() from mistakenly deleting non-DD items from the inventory.
- Fixed: The MCM "Use Bound Animations" toggle actually works now!
- Fixed: The prisoner chains had its HDT setup fixed. The item should no longer glitch.
- Fixed: The Heavy Bondage effect is now removed properly upon device unlock.
- Fixed: If the DestroyOnRemove device property is set to true, the item will now also get properly removed if the device is not a quest device.
- Fixed: DD For Him had several devices fixed.
- Fixed: The vibrate effect message has been shortened to fit in one line.
- Fixed: Straitjackets that would realistically allow vaginal/anal intercourse now do so.

 

Devious Devices 5.0
 
- Added: The code handling equipping and unequipping devices has been rewritten. It's many times faster than the old implementation, and its performance isn't adversely affected by large actor inventories. The new API functions for handling items no longer require passing the rendered device or the keyword. This further reduces processing time, as CPU-expensive functions to determine these parameters for a given inventory device no longer have to be performed prior to manipulating devices.
- Added: The DD expansions "For Him" and "Beast Races Refit" (adding DD support for male and beast race characters, respectively) are now an official part of the framework. Installation of these components is optional, but recommended.
- Added: DD now has built-in support for gagged voices. When actors are gagged while having sex, appropriate gagged voices are used. 3rd party mods are no longer required for this feature.
- Added: Over hundred variants of the straitjackets made by Uneven Steven have been added.
- Added: For easy picking of random devices from the DD library, close to a hundred LeveledItem lists have been added and exposed to the API in the new zadDeviceLists script (which is attached to zadxQuest, as only DDX knows all DD devices). The lists are organized in tiers, so it's e.g. possible to pick a leather armbinder, any armbinder, or any type of wrist restraint. This feature is meant to replace the performance-expensive item database.
- Added: New library function StartValidDDAnimation() that will select and start a valid DD animation in a way that will not trigger the animation filter. The function will pre-apply most fallbacks the filter could, to maximize chances that a valid animation can be picked. DD mods are recommended to use this function to start sex scenes.
- Added: New API function SwapDevices() that can safely swap out a worn device to replace with one of the same type. If no conflicting devices are worn, the function behaves like LockDevice()
- Added: MCM toggle for the Manipulate Lock feature. If set to false, players can NOT opt to manipulate the lock of a device they're voluntarily equipping. False is also the default value.
- Added: Manipulated locks have been overhauled. Mods can now determine if a device has its lock manipulated by calling IsLockManipulated(Actor a, Keyword kw). The lock manipulation status can now bet set by calling SetLockManipulated(Actor a, Keyword kw) and SetLockUnManipulated(Actor a, Keyword kw), respectively. This obviously works for the player only, as NPCs cannot wear manipulated devices.
- Added: New API functions: GetWornRenderedDeviceByKeyword(Actor a, Keyword kw) can determine a rendered instance of a device worn in a certain slot without having to know the inventory device. IsGenericDevice(Actor a, Keyword kw) can be used to determine if the item in a given slot is a generic device, NOT tagged with blockgeneric or questitem keywords. Both functions are VERY fast and should be used instead of slower GetRenderedDevice(GetWornDevice()) combos.
- Added: zad_Material_* keywords to indicate the material of a DD device. These keywords can be used for e.g. dialogue purposes or helpful backsmiths etc.
- Added: zad_Property_* keywords can now indicate special traits of a device, such as whether it is painful to wear, or makes a lot of noise.
- Added: Moan sounds have been added to several device events.
- Added: Mod Events for inflatable plugs. See zadlibs.SendInflationEvent() for details.
- Added: The DD Contraptions NPC furniture interaction hotkey can now be configured in the DD MCM. It still defaults to PgUp.
- Added: A new MCM toggle allows the user to lock out the MCM difficulty settings while wearing restraints. This is to allow for a more hardcore experience.
- Added: The MCM configuration can now be saved, to avoid having to set the values for every new game!
- Added: Tighten/Untighten Devices: Linked DD devices can now be defined as device properties, that will replace the worn item with a "tighter" or "less tight" version (or really any arbitrary item) if it is getting unlocked. If a device has a less tight version defined, it will get automatically equipped when the player unlocks the currently worn device with a key. This allows modelling devices that have to be removed gradually. Also, tightening/untightening can be performed by script, using the new zadlibs.TightenDevice() and zadlibs.UntightenDevice() functions. Using the normal script API functions for manipulating devices will NOT trigger (un)tightening.
- Added: zadSlaveBootsScript now checks for the presence of the SKEE plugin too, to enhance SE compability.
- Added: New and cleaned up Bodyslide slider sets.
- Added: New inflatable panel gag variant
- Added: Colored variants of several catsuit models, to make the correct color model display in First Person Mode.
- Changed: Open belts now permit inserting and removing butt plugs.
- Changed: Many animation filter improvements. The animation filter will now hide any wrist bindings when an animation involves creatures, to allow the filter to select valid animations.
- Changed: Added a feature to detect device swaps (replacing a DD device in the same device slot) in progress and make sure the removal operation completes before trying to equip the new device.
- Changed: Rubber socks no longer make you trip over your heels...
- Changed: The DD animation filter can no longer be disabled, as it is essential for ensuring the game using correct animations for bound characters. Players who do not want to watch DD's limited choice of bound animations can still uncheck "Use Bound Animations" in MCM, which will make DD temporarily hide restraints that would normally require bound animations. In this case, the full selection of registered SLAL animations will be used. Restraints preventing certain kinds of intercourse (belts, gags, bras etc.) will still be respected.
- Changed: Several DD animations had some tags changed to improve animation filter behavior.
- Changed: Plugs and Suits now also check for zad_permitAnal and zad_permitVaginal keywords, which allows for creating devices that allow intercourse despite they'd normally block it.
- Removed: Code related to the deprecated DD3 escape system.
- Removed: DD Expansion items no longer register to the device database. This is the first step in deprecating and removing this feature. DDA/DDI devices will still get registered for the time being, to allow mods that pull items from the database to continue functioning. To improve backwards-compability with legacy mods, users can use the "Register Devices" toggle on the MCM debug page to force registration of DDX devices to the deprecated device database. This might help some legacy mods directly picking DDX devices to continue working until they can get updated.
- Changed/Fixed: When a DD animation is started, the code no longer simulates a Forward-key tap to end a possibly enabled auto run. This will fix a CTD commonly experienced by some players, at the expense of the workaround no longer working.
- Changed/Fixed: If the animation filter finds certain DD devices having no complete selection for animations available, it will now hide the restraints, if the first attempt to replace the animations fails.
- Fixed: NPCs no longer have their hands clip out of straitjackets and elbowbinders.
- Fixed: When removing devices from an NPC, the code now checks for all wrist restraints, and not just armbinders.
- Fixed: When the player removes a device from an NPC, their outfit is now getting reset correctly. This works for unique actors only. The outfit will also be correctly reset when a device having no key is removed from an NPC.
- Fixed: The fix for the gag effect has been fixed.
- Fixed: Timed items now work correctly.
- Fixed: Bound combat perks are no longer removed from an invalid actor (when the perk system is disabled).
- Fixed: NPCs wearing hobble skirts no longer affect the player's walking speed.
- Fixed: Chain collars now use the correct DD device slot.
- Fixed: Removed a dirty world edit from DDI.
- Fixed: DDX corsets no longer block the belt slot.
- Fixed: zadlibs.NeedsBoundAnim() now checks for the pet suit as well.
- Fixed: The obsolete "Quest" page has been removed from MCM.
- Fixed: Removing restraints from dead NPCs no longer causes them to become reanimated in funny ways.
- Fixed: Added two missing textures for the wooden DDC yoke.
- Fixed: The animation filter will no longer ignore blocked sex interactions when picking bound animations.
- Fixed: Wearing a anal or vaginal plug will now properly block "access", even when no belt is worn.
- Fixed: SelectValidDDAnimations() will now set the permitVagial, permitOral, and permitAnal flags to False if the animation would theoretically allow it but the suppress tags given manually ruled it out.

 

Spoiler

Attention content mod creators:


1. While the new device code is 99% backwards compatible with older DD versions, there were some regressions, not all of which I was able to perfectly eliminate. Due to the changes and because Skyrim's engine loves to derp like that, OnRemoveDevice() is no longer reliably called for NPCs when devices are removed by script. I am not aware of any DD mod actually using this function for NPCs (at least none in my own load order does), but in case yours does, please change your code accordingly, e.g. by setting up an event listener for your items if you want to get notified when the item unequips! OnRemoveDevice() is still called reliably for the player, or when devices are manually removed from an NPC by the player.
Also, the custom implementation for corsets has been removed. I do not plan to replace it with other custom code at this point. Corsets now behave like regular DD items. When a belt is worn, the corset is now worn over the belt, as one might normally expect anyway. The only slight clipping issues I noticed were the rope belts (crotch ropes), and I am not sure the issues are severe enough to justify writing special code for that item. Mods implementing custom corsets are advised to change their devices accordingly.
 
2. A big part of the time-saving effects is due to many functions no longer requiring to compute the rendered device and/or keyword for a given inventory device, which is very expensive to perform. The full effects of these optimizations can of course only be realized if modders change their code on their end and remove code used to determine these parameters when it's no longer needed.
 
3. If your mod currently includes code that for whatever reason equips or unequips devices using low-level internal DD API functions, this code will likely need to be rewritten, as several of these functions were deleted. Generally, the high-level functions should be used for such purposes.
 
Deprecated Functions:

These functions have been made obsolete by new code, but will probably never get removed due to their widespread use in existing mods. Please refer to the library source code for documentation about superceding functions.
-- Function EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false)
-- Function RemoveDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool destroyDevice=false, bool skipEvents=false, bool skipMutex=false)
 
These should NOT be used anymore and might eventually be removed in a future version. Please refer to the library source code for documentation about superceding functions.
-- Bool Function ForceEquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex = True)
-- bool Function ManipulateGenericDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false , bool skipMutex = false)
-- bool Function ManipulateGenericDeviceByKeyword(Actor akActor, Keyword kw, bool equipOrUnequip, bool skipEvents = false, bool skipMutex = false)
-- Function ManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false)
-- Function RegisterGenericDevice(Armor inventoryDevice, String tags)
-- Armor Function GetGenericDeviceByKeyword(Keyword kw)
-- Armor Function GetDeviceByTags(Keyword kw, String tags, bool requireAll = true, String tagsToSuppress = "", bool fallBack = true)
-- bool Function HasTag(Armor item, String tag)
-- bool Function HasTags(Armor item, String[] tags, bool requireAll = true)
-- zadxlibs.GetVersion()
-- zadxlibs.GetVersionString()

 

Posted
11 minutes ago, zarantha said:

Fair enough, but I don't think I'd be able to refund since I doubt I'll get suckered into supporting only one time... :)

I'll consider it. I'm still thinking about the headset too, my pc is capable, I'm just not sure I want to use it.

I understand. :)

 

11 minutes ago, zarantha said:

This is a development version, not a released version. Seems stable from the comments on the sexlab thread, but it's still use with caution.

I did notice it was a development version. I obviously wouldn't be reporting bugs to a lot of mods since it's a lot different. The scripts have all changed so anything patching them would need to be updated. This, sadly, includes the VR patch which changed a LOT of the scripts.

 

12 minutes ago, zarantha said:

Nothing that would touch Racemenu. If you're crashing outside of it, i'd expect skeleton or HDT SMP. Although, those could probably affect charecter creation too. The biggest changes were made to how devices equip/unequip, the animation filter and adding new outfits.  None of those would be running during character creation.

 

For the SE version, all I did was the new bodyslides for armbinders and elbowbinders, the SE patch to add forearms and calves to multiple outfits and fix some texture ordering/paths.

 

VR, all I did was include the DLL someone gave me. You could test with the DLL that you used with 4.3, there are no changes to the DLL.

I believe you on that. I would rather not blame DD, especially since this is going to be near impossible to find the problem. But I have to keep my mind open.

 

The VR dll is the same hash as the old one that was posted a couple years ago on the DD VR thread. There is absolutely no difference between them.

 

 

 

Ultimately, I'm going to test making a new game without SexLab-related stuff, then install SexLab and all the other mods, and see if the game just needed to be made without all that stuff. IIRC this is they way people really should make a new game with LoversLab material, but I've rarely had issues. Perhaps I wasn't seeing issues that were actually there though. This is going to take a while to test, however.

Posted

i tried to set the VR version up with all of the 5x dd files, including le bodyslides, dcl files etc, still CTD on initial load, i then removed them, redid fnis/nemesis. game starts up with all other mods (489 left pane), loads in perfect at liveanotherlife dungeon, i can confirm its DD 5x. unfortunately i deleted all my 4.3 aio stuff when i initially downloaded the 5.1dd. So....once again spank my ass and call me charlie.

 

And to the DD mod authors, thanks for all the work you put in, the game isnt the same without DD.

Posted
15 hours ago, qweru said:

i have this problem as well I don't know when it started. Disabling a bunch of mods that I thought to be the problem didn't work out : ( I even reinstalled DD but the problem is still there. Does anyone know how to fix this? 

 

EDIT: I think I somehow fixed it by disabling the " No enchantment Restriction" mod if you have it installed then try disabling that and see if it works 

Ok I think I may have it I know I used to use that but I can't remember cause I have so many mods activated which definitely doesn't help my case lol I'll take a look and see what happens

 

Edit: I did in fact have noenchantment restrictions enabled and disabling it fixed it thanks!

Posted
16 hours ago, Elsidia said:

items id, full name?

How long you played a game, how many traps triggered?

Have mods what overwrite DD scripts like a noenchanment restrictions, remove those mods and reinstall DD 5.1 to restore original scripts.

Check troubleshooting page

https://www.loverslab.com/topic/99700-devious-devices-se-51-2021-03-24/?do=findComment&comment=2247110

Literally every item doesn't work except the standard black leather corset but I know I used to use noenchantment restrictions I just forgot if it's still active so I'll take a look thanks!

 

This is also a problem even on a new game save too if that's what you mean by how long have I played.

 

Edit: I did in fact have noenchantment restrictions enabled and disabling it fixed it thanks!

Posted
4 minutes ago, Fyourcouch said:

i then removed them, redid fnis/nemesis.

 

So I know there's issues with nemesis and DD. I've got more reports of it not working with DD than with it it working. However, the issues are mostly animations mixing up, not something I'd expect to cause a CTD.  I'd still say if you're having issues with DD, taking it out of the mix would be best until the CTD issue is figured out.

 

Starting a new game with that many mods can be an issue all by itself. Rather than starting a new game with everything enabled, try enabling it with just the basics first, then slowly add on more mods. I accomplished this using profiles. Framework mods initially, DLL mods, and any problem mods that I know need to initialize first go in the first profile. This includes DD and Sexlab. Next profile would be all the texture and enhancement mods. Then quests and items in a third profile. then finally the rest of the sexlab mods.  I have about a 1000 mods, but I've pruned it down to just under 700 recently while I try to finish going through the DCL stuff.

 

Before doing the stepped load, I would have crashes while trying to setup a new game. But adding the mods in chunks seems to make it more stable - probably because it's fewer scripts starting a first time setup.

 

I would recommend doing something like what xenodrake is going to do in the comment just above yours if you try it again.

Posted
10 minutes ago, H Bof said:

Literally every item doesn't work except the standard black leather corset but I know I used to use noenchantment restrictions I just forgot if it's still active so I'll take a look thanks!

 

This is also a problem even on a new game save too if that's what you mean by how long have I played.

 

No enchantment restrictions is in the incompatible mods listed in the troubleshooting post elsidia linked. Your issue is known and expected with that mod.

You can edit the json if you don't want to remove it completely.

 

image.png.189b9d7742fb9cafee4f6dad0db9ff20.png

 

Troubleshooting post:

https://www.loverslab.com/topic/99700-devious-devices-se-50-2020-11-26/page/111/?tab=comments#comment-3077930

 

Posted
3 hours ago, zarantha said:

 

No enchantment restrictions is in the incompatible mods listed in the troubleshooting post elsidia linked. Your issue is known and expected with that mod.

You can edit the json if you don't want to remove it completely.

 

image.png.189b9d7742fb9cafee4f6dad0db9ff20.png

 

Troubleshooting post:

https://www.loverslab.com/topic/99700-devious-devices-se-50-2020-11-26/page/111/?tab=comments#comment-3077930

 

Yeah I've used DD for so long that I'll admit I didn't pay attention to much more than the install requirements and process and I just figured it'd work like it always did (rookie mistake smh) but I just removed noenchantment restrictions and it works again thanks!

Posted
57 minutes ago, Ragatokk said:

hen when struggled out of the hogtie the black ebonte elbowbinder looked like this:

This is another elbowbinder and in last version is missed bodyslides files. Somewhere in thread are links to it. i can try it find.

UPD: in this first post:

https://www.loverslab.com/topic/99700-devious-devices-se-51-2021-03-24/?do=findComment&comment=3077930

 

57 minutes ago, Ragatokk said:

was built right.

This is extreme DCL body pose and for it you must fix those armbinder into outfitstudio. But when you wear this armbinder in normal pose you will see gaps between arms and armbinder it will looks not enough tight.

 

Posted
On 4/13/2021 at 3:51 PM, zarantha said:

 

Could probably just go into the fomod zip and pull them out and overwrite your current install, then run FNIS. Because there's a section to select between them in the fomod, the options each have their own folder. Not recommended if you don't understand installing manually from a fomod.

hmm I opened up the zip but couldnt find it. I'm guessing its one of the ones in here?
Vortex Mods\skyrimse\Devious Devices SE & VR 5.1\meshes\actors\character\animations
Do you know the name for the animation that the hobble dress uses? Theres like hundreds there.
Maybe you can find it and tell me where it is? Or can upload it and tell me where it goes?
I've never really installed manually from a fomod.

 

When I use the search function in the animations folder I get this list.
 

ft_surrender_hobbled.htx
ft_orgasm_hobbled_yoke_1.htx
ft_orgasm_hobbled_frontcuffs_1.htx
ft_orgasm_hobbled_elbowbinder_1.htx
ft_orgasm_hobbled_bbyoke_1.htx
ft_orgasm_hobbled_armbinder_1.htx
ft_edged_hobbled_armbinder_1.htx
ft_edged_hobbled_yoke_1.htx
ft_edged_hobbled_frontcuffs_1.htx
ft_edged_hobbled_elbowbinder_.htx
ft_edged_hobbled_bbyoke_1.htx

Maybe I'm looking for the wrong thing tho, Im guessing hobbled isnt the tight hobble dress since I'm not seeing two versions of these animations~ I'd figure there'd be two versions of these animations with the same name.

Posted
21 hours ago, zarantha said:

I would recommend doing something like what xenodrake is going to do in the comment just above yours if you try it again.

Unfortunately, I tested a new game without DD, then loading DD after saving and it didn't help. Game still crashed once I had DD loaded. However, in my case both DD5 and DD4 caused it to crash.... I tried with both, which leads me to believe that something is hooking into it and causing it to crash, or one of the dependencies for VR do not have everything implemented the same way, but did with an older update.

 

Either that or DD crashes because of changes in the SexLab VR patch. (it changes a lot of the SexLab scripts, sometimes in a hacky way since it's needed to get animations to work)

 

I will try later with a barebones setup with just DD5 and just DD4 and see if I get the same results.

Posted
40 minutes ago, Dr.p345 said:

Is it fine to update DD during a playthrough? Also, are there bodyslide files to go alongside the latest version of DD?

1) update to 5.0 req new game.

2) try to read 

 this. Maybe you will find some answers in that post

Posted
2 hours ago, unmog said:

hmm I opened up the zip but couldnt find it. I'm guessing its one of the ones in here?

 

 

You went too far. Everything in one of these folders, to be copied into the mod folder or into \data. Make sure you're at the top level of the mod and don't paste meshes into meshes (\mod name or data\meshes\meshes is wrong).

 

image.png.ab650e3ccd452c4c742bcc4c89b532e8.png

Posted
1 hour ago, Dr.p345 said:

Is it fine to update DD during a playthrough? Also, are there bodyslide files to go alongside the latest version of DD?

 

No update mid game.  Requires a new game, or a game that never had DD.

 

There are bodyslides. 3BBB and BHUNP require downloading the converted bodyslides separately.  The 3BBB/BHUNP do not currently cover the new outfits in DD 5.0, but will cover everything else.

If you use UNP, there's a patch to the bodyslides. If you don't use Cursed Loot, you will also need the texture patch.

 

Troubleshooting post for known issues and patches:

https://www.loverslab.com/topic/99700-devious-devices-se-50-2020-11-26/page/111/?tab=comments#comment-3077930

 

Posted
3 hours ago, zarantha said:

 

You went too far. Everything in one of these folders, to be copied into the mod folder or into \data. Make sure you're at the top level of the mod and don't paste meshes into meshes (\mod name or data\meshes\meshes is wrong).

 

image.png.ab650e3ccd452c4c742bcc4c89b532e8.png

Thanks for pointing me at it.

Uhm, I can guess what the bunny hop folder does since thats what I have now. Whats the difference between cedec0, feuertin alt, and maikcg if you dont mind me asking? I do remember there was two different versions to choose from, but I don't remember 4 tho...

Posted
1 hour ago, unmog said:

Thanks for pointing me at it.

Uhm, I can guess what the bunny hop folder does since thats what I have now. Whats the difference between cedec0, feuertin alt, and maikcg if you dont mind me asking? I do remember there was two different versions to choose from, but I don't remember 4 tho...

 

All I know is based off of the screenshots and the installer descriptions. I've just stuck with defaults on these always. One set is the struggle and bound animations styles (FeuerTin default and alt, Cedec0, MaikCG), the other set is walking/hopping (walking, bunnyhopping).  Defaults don't have separate folders, they're in the core folder with everything else.

 

From the installer:

FeuerTin (default): Animations by FeuerTin. Feminine but not exaggerated, upright posture. Choose this for maximum consistency.

FeuerTin (alternative): Animations by FeuerTin. Similar to default but changes directional animations (left, right, back) to forward-facing.

Cedec0: Animations by cedec0. Copious upper body movement. Overrides: armbinder, yoke.

MaikCG: Animations by MaikCG. More emphasised hip movement. Overrides: armbinder, yoke.

 

Walking(default): Animations by Feuertin. Slowly pushing feet forward one at a time. Optimised for low movement speed.

Bunnyhopping: Animations by Feuertin. Hop, hop, hop! Optimised for high movement speed.

 

Posted

Alright, so I need the FeuerTin folder, since I was using the default anyway. It makes sense now, those are "all" the animations then not just the bunny hop ones. Thanks Z ❤️Now at least I know where to look.

 

Edit:

Well just to make sure, this is the folder for the normal hobble dress animations in the FOMOD right?

Devious Devices SE & VR 5.1.7z\02 Feuertin Alt\meshes\actors\character\animations\DD\
 

And I put them here in my game folder, right?
Skyrim Special Edition\Data\meshes\actors\character\animations\DD

 

Because after I replaced my bunny hop animations with the animations there, ran FNIS, went back into the game, gave myself a hobble dress... and I still bunny hop. I've tried it twice just to make sure I didn't use the wrong folder. So I must be doing something wrong~

 

Edit2:

Now that I notice it, I have the bunny hop animations (DD2 folder) AND the normal animations (DD folder) already installed. Maybe it already installed both, and it just changes which folder it looks for? So, there must be something telling it to look in the DD2 folder for animations instead of the DD folder. Hence why replacing the animations in the DD folder wouldnt do anything, it's not looking for them there.

Im guessing if I replace the animations in the DD2 folder it will change the animation from bouncing. But I wonder, do you know where whatever the "pointer" is so I could just tell it to look in the other folder? If not no biggy, I'll try replacing the anims in DD2 instead, tho it seems like I'll have to rename them so it matches.

Makes me wonder if we're already installing all the animations anyway, why we cant have a MCM option to just point to which set of animations we want to use so we can change it mid game~

Posted

how bad is plugin 43 warning? Should I myself convert it to 44 or ingore it?

Posted
10 hours ago, unmog said:

Alright, so I need the FeuerTin folder, since I was using the default anyway. It makes sense now, those are "all" the animations then not just the bunny hop ones. Thanks Z ❤️Now at least I know where to look.

 

Edit:

Well just to make sure, this is the folder for the normal hobble dress animations in the FOMOD right?

Devious Devices SE & VR 5.1.7z\02 Feuertin Alt\meshes\actors\character\animations\DD\
 

And I put them here in my game folder, right?
Skyrim Special Edition\Data\meshes\actors\character\animations\DD

 

Because after I replaced my bunny hop animations with the animations there, ran FNIS, went back into the game, gave myself a hobble dress... and I still bunny hop. I've tried it twice just to make sure I didn't use the wrong folder. So I must be doing something wrong~

 

Edit2:

Now that I notice it, I have the bunny hop animations (DD2 folder) AND the normal animations (DD folder) already installed. Maybe it already installed both, and it just changes which folder it looks for? So, there must be something telling it to look in the DD2 folder for animations instead of the DD folder. Hence why replacing the animations in the DD folder wouldnt do anything, it's not looking for them there.

Im guessing if I replace the animations in the DD2 folder it will change the animation from bouncing. But I wonder, do you know where whatever the "pointer" is so I could just tell it to look in the other folder? If not no biggy, I'll try replacing the anims in DD2 instead, tho it seems like I'll have to rename them so it matches.

Makes me wonder if we're already installing all the animations anyway, why we cant have a MCM option to just point to which set of animations we want to use so we can change it mid game~

 

As far as I know, it's just replacing the animations. There's normally a DD, DD2, DD3, DDC, and DDSL folder, that's why I said copy from the meshes folder. that way you don't mix up the DD and DD2. the pointer would either be in the esp and/or in the scripts and not easily changeable.

 

You aren't installing all the options. The files in the different options just have the same names to make them interchangeable.

 

To replace the bunny hop, you'd need to copy DD2 from the Core folder into DD2 in your install folder. Remember, the walking is default and bunnyhop has it's own folder. Since bunnyhop is DD2, that means you want the DD2 from the default install, which is the stuff in the 00 Core folder. The others are for the struggle types and other things dealing with yokes and the like.

 

Honestly, it's easier to just reinstall and replace the files with the new options, at least in MO2.

Posted
7 minutes ago, Futarrari said:

how bad is plugin 43 warning? Should I myself convert it to 44 or ingore it?

 

Form 43 doesn't matter. Ignore it.

Posted

For those attempting DD 5.x (or 4.3) in VR:

 

I found that removing ConsoleUtilVR 1.2 from my load order resolved CTD on game start. YMMV

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