lesu12345 Posted August 11, 2021 Posted August 11, 2021 hi i would like to know how to free a follower from a bondage pole thank you good day
zarantha Posted August 11, 2021 Posted August 11, 2021 3 hours ago, lesu12345 said: hi i would like to know how to free a follower from a bondage pole thank you good day Did you try using the furniture interaction key with the follower in your crosshair? Some of the furniture is bugged, but I can't remember if the excessive number of keys needed (100) was for the player only or npcs too. 1
BillyG Posted August 11, 2021 Posted August 11, 2021 (How) is it possible to get the textures and meshes into bsa files? I've got far too many loose files, dragging my MO2 vfs performance and Syrim startup time down. With scripts it cannot be helped, but everything I packed into bsa works just fine so far. However, with DD all DDI, DDE, ... from the olden days seem to have been integrated into one folder - and there are just .esm, not .esp that afaik auto-load the corresponding bsa ("x.esp" loads "x.bsa" and "x - Textures.bsa"). I haven't tried packing it yet, but if it's known not to work I can save myself some needless work. Generally, unpacking bsa that are released in mods seem to be much easier than packing them :-\
zarantha Posted August 11, 2021 Posted August 11, 2021 (edited) 2 hours ago, BillyG said: (How) is it possible to get the textures and meshes into bsa files? I've got far too many loose files, dragging my MO2 vfs performance and Syrim startup time down. With scripts it cannot be helped, but everything I packed into bsa works just fine so far. However, with DD all DDI, DDE, ... from the olden days seem to have been integrated into one folder - and there are just .esm, not .esp that afaik auto-load the corresponding bsa ("x.esp" loads "x.bsa" and "x - Textures.bsa"). I haven't tried packing it yet, but if it's known not to work I can save myself some needless work. Generally, unpacking bsa that are released in mods seem to be much easier than packing them ? I haven't tried, but CAO should use one of the esm names for the BSA. It shouldn't matter which - all that matters is the BSA is loaded at around the same time as the first 3 esms. but probably the DDx would be best and should be fine. If there's more than one non texture bsa, use the other two esms. for him and brrf already have bsas, i wouldn't recommend using them to name the bsa. If you run into issues, you should unpack it again first. there's been a few mods that haven't worked right for me when i tried going on a bsa spree. Edited August 11, 2021 by zarantha 1
BillyG Posted August 11, 2021 Posted August 11, 2021 1 hour ago, zarantha said: If you run into issues, you should unpack it again first. there's been a few mods that haven't worked right for me when i tried going on a bsa spree. Thanks! I mostly pack bsa of the usual armor-clothing-follower standalone mods with one esp and loose files in textures and meshes, that are likely to be never ovberwritten or touched by anything else. For DD I'll have a look if it seems to work, but I know this is not the official(tm) way to run it.
Anunya Posted August 12, 2021 Posted August 12, 2021 Are there any settings (MCM or otherwise) I need to change to ensure that things like vaginal sex animations don't trigger when my character is wearing a chastity belt?
zarantha Posted August 12, 2021 Posted August 12, 2021 2 hours ago, Anunya said: Are there any settings (MCM or otherwise) I need to change to ensure that things like vaginal sex animations don't trigger when my character is wearing a chastity belt? As long as you have all the DD MCM options for animations enabled in DD 5.1 (they are by default), then you shouldn't see any issues. Creatures are best effort though, there may be times when it can't be avoided. If you are seeing them with all options checked, then we need the NPCs involved, the animation that's getting played and what chastity belt, and a papyrus log. 1
Anunya Posted August 12, 2021 Posted August 12, 2021 14 minutes ago, zarantha said: As long as you have all the DD MCM options for animations enabled in DD 5.1 (they are by default), then you shouldn't see any issues. Creatures are best effort though, there may be times when it can't be avoided. If you are seeing them with all options checked, then we need the NPCs involved, the animation that's getting played and what chastity belt, and a papyrus log. Cool. I'll keep an eye out if it happens again and if I manage to take useful notes I'll post them here
Anunya Posted August 13, 2021 Posted August 13, 2021 Another question: I earlier versions of DD a character could manipulate the locks before putting a device on, so they can take it off later without a key. That feature no longer seems to be available, is that correct?
green365 Posted August 13, 2021 Posted August 13, 2021 2 hours ago, Anunya said: Another question: I earlier versions of DD a character could manipulate the locks before putting a device on, so they can take it off later without a key. That feature no longer seems to be available, is that correct? It defaults to off now which is super unintuitive, think its in the misc tab of the MCM. also if you're using sexlab light for SE anim tags will be ignored 1
zarantha Posted August 13, 2021 Posted August 13, 2021 8 hours ago, Anunya said: Another question: I earlier versions of DD a character could manipulate the locks before putting a device on, so they can take it off later without a key. That feature no longer seems to be available, is that correct? It's right on the first page of the MCM?! 2
Anunya Posted August 13, 2021 Posted August 13, 2021 38 minutes ago, zarantha said: It's right on the first page of the MCM?! ... I swear I looked. I swear. In any case, thank you for pointing it out 1
YojimboRatchet Posted August 13, 2021 Posted August 13, 2021 6 hours ago, zarantha said: It's right on the first page of the MCM?! I don't know Zarantha.. still kind of hard to see the highlighting you made. should have maybe made it more prominent i think ?
zarantha Posted August 13, 2021 Posted August 13, 2021 24 minutes ago, YojimboRatchet said: I don't know Zarantha.. still kind of hard to see the highlighting you made. should have maybe made it more prominent i think ? I'm not doing strobes. 1
Mister X Posted August 13, 2021 Posted August 13, 2021 3 minutes ago, zarantha said: I'm not doing strobes. How about the infamous red arrows? ? 1
insanesnip Posted August 14, 2021 Posted August 14, 2021 Hey guys I'm having an issue where I order an npc to use a dd they use it but when i fast travel elsewhere and come back to release them it glitches and makes them unable to be interacted with and nothing I have done has worked
zarantha Posted August 14, 2021 Posted August 14, 2021 11 hours ago, insanesnip said: Hey guys I'm having an issue where I order an npc to use a dd they use it but when i fast travel elsewhere and come back to release them it glitches and makes them unable to be interacted with and nothing I have done has worked If you remove the device prior to fast traveling, does the npc still glitch? It may just be your save going bad, it doesn't really sound like a dd issue. Maybe try using fallrim tools to clean your save.
YojimboRatchet Posted August 14, 2021 Posted August 14, 2021 Here's a question i don't think I've ever seen asked, at least, not to the point of being to find an answer to this lol. I am planning to use 2 mods soon (once I re-install things), one of which alters the carrying capacity limitation, and the other which allows me to wear multiple rings. will any of things create any type of conflicts at all with DD and mods from the DD family ?
zarantha Posted August 14, 2021 Posted August 14, 2021 1 hour ago, YojimboRatchet said: Here's a question i don't think I've ever seen asked, at least, not to the point of being to find an answer to this lol. I am planning to use 2 mods soon (once I re-install things), one of which alters the carrying capacity limitation, and the other which allows me to wear multiple rings. will any of things create any type of conflicts at all with DD and mods from the DD family ? Not directly, and not DD itself. Changing your carrying capacity will allow you to carry more. Some parts of DCL (and likely other mods) need to parse and move your inventory somewhere else, and having a lot of items can make it very slow (think 3-5 minutes at *least*) or spazz out entirely. I ran into issues with the prison specifically, but I can see leon's initial quest being affected too, and maybe the whip and chain inn. This is mostly why i've removed the mod that changes carrying capacity and am experimenting with a bag of holding. I'm thinking that it won't process items in the bag, but have not been able to test that theory. So yes, you can change the carrying capacity, just be cautious how much you change it. I was running into problems when carrying 3k+ lbs of junk waiting to be sold. Rings don't matter, they either remove the slot from the ring, or make them share a slot through some other method. DD doesn't use the ring slot, so it shouldn't matter. 1
MTester Posted August 14, 2021 Posted August 14, 2021 Is there anyway to make the Dark Fog effect even stronger? The radius at 500 is still too wide for my taste. Like, when you're blindfolded the only thing you can sense is your own body, so I would like to make the radius just 1m or 2m around my character.
Jenny_Summers Posted August 14, 2021 Posted August 14, 2021 Problem with Restrictive Gloves, and the solution! zad_restrictiveGloves is in both the Devious Devices Assets & Integration files, in the armor section. In my setup, conflicts between the two are resolved in favor of Integration (tell me if that's wrong please!). In my game, when these gloves are worn the player's hands disappear. The cause turns out to be in zad_restrictiveGloves_scriptInstance. Keywords in the two files are different: Assets: zad_DeviousArmCuffs [KYWD:0D003DF9] Integration: zad_DeviousGloves [KYWD:0D02AFA1] The Integration keyword wins the conflict, but causes the disappearing hands. I used SSEEdit to change the Integration keyword to match the Assets keyword. It looks like this when you are done (the part in yellow is what changed): Looks great now! Perhaps I'm missing a patch mod? If not, and if it's correct that Assets gets loaded before Integration, then I hope this fix can be in the next DD release. If I got that backwards, then sorry for the bother!
zarantha Posted August 14, 2021 Posted August 14, 2021 37 minutes ago, mdragon.minh said: Is there anyway to make the Dark Fog effect even stronger? The radius at 500 is still too wide for my taste. Like, when you're blindfolded the only thing you can sense is your own body, so I would like to make the radius just 1m or 2m around my character. If you've got an ENB that also affects dark fog. You can't make it any stronger in the MCM, so you'll need to adjust your ENB settings or try without it. I saw mention in an old thread about console commands or editing the script, neither are supported. Things could have changed since then too.
zarantha Posted August 14, 2021 Posted August 14, 2021 30 minutes ago, Jenny_Summers said: Problem with Restrictive Gloves, and the solution! zad_restrictiveGloves is in both the Devious Devices Assets & Integration files, in the armor section. In my setup, conflicts between the two are resolved in favor of Integration (tell me if that's wrong please!). In my game, when these gloves are worn the player's hands disappear. The cause turns out to be in zad_restrictiveGloves_scriptInstance. Keywords in the two files are different: Assets: zad_DeviousArmCuffs [KYWD:0D003DF9] Integration: zad_DeviousGloves [KYWD:0D02AFA1] The Integration keyword wins the conflict, but causes the disappearing hands. I used SSEEdit to change the Integration keyword to match the Assets keyword. It looks like this when you are done (the part in yellow is what changed): Looks great now! Perhaps I'm missing a patch mod? If not, and if it's correct that Assets gets loaded before Integration, then I hope this fix can be in the next DD release. If I got that backwards, then sorry for the bother! What else do you have installed? What exactly were you wearing? List everything. Integration should always win, and I have never seen no hands with restrictive gloves. At most it could be a priority issue, but that would also depend on what else you were wearing. This may be seen with armor covering the legs and things like the pony or restrictive boots, but fixing every single combo of every device in DD is pretty much impossible. Also, keywords have nothing to do with if something is visible or not. It affects what may be applied by scripts or what list it can show up in, but not if it's visible or not. That is affected by priority, slots, and nifs, and what is in the armor addon. Basically, you're saying it belongs to the arm cuffs group (like the cuffs around upper arms) instead of the gloves group. That means when something tries to add arm cuffs, it applies gloves again. If something adds arm cuffs and gloves, you can potentially apply two gloves, which can also break things. I would expect reloading the game had more of an effect than changing the keyword. Load order is supposed to be DDa DDi DDx DDc DD for him DD BRRF DD Se patch You should only be using items from expansion when manually adding items. The expansion will use from the other two esms as needed. But manually using items from the other esms may end up with things not working as expected. I never made that change and it's working for me. Black Ebonite Restrictive Gloves:
Jenny_Summers Posted August 15, 2021 Posted August 15, 2021 3 hours ago, zarantha said: What else do you have installed? What exactly were you wearing? List everything. Integration should always win, and I have never seen no hands with restrictive gloves. At most it could be a priority issue, but that would also depend on what else you were wearing. This may be seen with armor covering the legs and things like the pony or restrictive boots, but fixing every single combo of every device in DD is pretty much impossible. Also, keywords have nothing to do with if something is visible or not. It affects what may be applied by scripts or what list it can show up in, but not if it's visible or not. That is affected by priority, slots, and nifs, and what is in the armor addon. Basically, you're saying it belongs to the arm cuffs group (like the cuffs around upper arms) instead of the gloves group. That means when something tries to add arm cuffs, it applies gloves again. If something adds arm cuffs and gloves, you can potentially apply two gloves, which can also break things. I would expect reloading the game had more of an effect than changing the keyword. Load order is supposed to be DDa DDi DDx DDc DD for him DD BRRF DD Se patch You should only be using items from expansion when manually adding items. The expansion will use from the other two esms as needed. But manually using items from the other esms may end up with things not working as expected. I never made that change and it's working for me. Black Ebonite Restrictive Gloves: Wow. I just reinstalled Devious Devices, put it right next to my previous one in the left panel of MO2, and left the keywords alone. Ran LOOT, BodySlide, and FNIS. Now the glove is appearing, just as it did for you. What is it about reloading the game that might explain what is happening here?
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