Jump to content

Recommended Posts

Posted
12 hours ago, MonsterHunter125 said:

How do I lock the restrictive gloves together?

if know right there is only glove why can lock itself and those are from mod DCL.

Name Rubber gloves with d ring i think.

 

 

Posted

One of my favoirte mods, though I am running into a texture/mesh issue and can't seem to find the cause or the solution.
The Black Ebonite Hood and Strong Ebonoite Hood (Black) both have a gray texture over them rather than the proper one, and I'm not sure what could be causing it or how to remedy it.

Spoiler

4ce43b6b6d92e1eb37d09b103fcaa3cc.jpg

 

Posted
9 hours ago, no_way said:

any way to increase movement speed of bunnyhop?

 

I think there should be an option in the MCM for that. Its called hobble dress speed or something like that. It also tweaks the speed of other restraints such as the pet suit.

Posted (edited)
1 hour ago, D1gitalS0ul said:

One of my favoirte mods, though I am running into a texture/mesh issue and can't seem to find the cause or the solution.
The Black Ebonite Hood and Strong Ebonoite Hood (Black) both have a gray texture over them rather than the proper one, and I'm not sure what could be causing it or how to remedy it.

  Hide contents

4ce43b6b6d92e1eb37d09b103fcaa3cc.jpg

 

 

Does it happen with any other hoods or only the black ebonite hoods (or are the black ebonite hoods the only style of hood your mods add)? Also do you have Devious Lore installed? I remember having a similar issue specifically when I was running Laura's Bondage Shop and Devious Lore + patches that ended up being caused by the devious lore patch (not the DL KS hair patch, that one is fine)

Edited by asdj1239
Posted (edited)
19 minutes ago, D1gitalS0ul said:

Just the Black Ebonite, spawned the rest in, I do have DL installed, I'll look into messing with it if not removing it and see if it fixes it.

 

 

I double-checked, there is a patch for the older DL version (called Devious Devices - Lore Patch) or something that only alters the hood. That shouldn't be enabled with the newest DL version. It might also be in the struggle idles patch and the DL AIO release. If you just use the newest version of DL (and optionally the KS hair patch) everything should work fine. Just as an aside note, DL changes the normal DD hood mesh (at least for some hoods, the one in your screenshot is the DL model). I personally like the DL mesh better but you could just overwrite the DL hood .nif with the normal DD ones and it might also fix the issue - I'm not sure if you'd need to copy the texture files over from DD into DL as well.

Edited by asdj1239
Posted

I'm having a small problem with invisible gear.

 

The various leather or ebonite elbow binders are not visable. I used Bodyslidde accordding to the troubleshooting thread, but when the "build" process of the elbowbinders is complete it only shows the "_1" file to be processed, and I cant seem to find why there is no "_0" file being built. My Pathways should work, as everything else is perfectly visable. The black leather arm binders for example have both files and are visable in game.

Posted
On 7/3/2021 at 12:43 PM, zarantha said:

 

That's a path that should have been deleted, not sure why you have it still. the correct path is the one I posted. I had duplicated that bodyslide by mistake during the conversion when I had trouble finding it in the BRRF bodyslides.

 

To resolve, you can just copy the HR_ChainHarness_kha.nif from the CalienteTools\BodySlide\ShapeData\Devious Devices - BRRF SE folder to the DDX_CBBE_SE_Redone folder and rename it to DDX - CBBE SE - ChainHarness(Khajiit).nif, or edit the bodyslide output to point to the right path and file.

 

I had a similar error message pop up with a copy of the mod I downloaded yesterday.

 

Except, for me, there's no HR_ChainHarness_kha.nif anywhere to be found.

 

 

Posted
5 hours ago, MonsterHunter125 said:

I'm having a small problem with invisible gear.

 

The various leather or ebonite elbow binders are not visable. I used Bodyslidde accordding to the troubleshooting thread, but when the "build" process of the elbowbinders is complete it only shows the "_1" file to be processed, and I cant seem to find why there is no "_0" file being built. My Pathways should work, as everything else is perfectly visable. The black leather arm binders for example have both files and are visable in game.

 

Some models are single weight.

 

I do remember i changed elbowbinders to use weight sliders, so they should have _0/_1 models. Are you using UNP? I don't recall if I went back and modified those bodyslides.

 

You can open the bodyslide in outfit studio yourself and do a 'save as'. To change it to use the _0/_1 if needed, the output name should match the screenshot and select low/high weight output. Finish saving and the relaunch bodyslide and build the outfit again.

image.png.1ee7f2b362476504f8a12d2060bbcbf8.png

Posted
4 hours ago, sen4mi said:

 

I had a similar error message pop up with a copy of the mod I downloaded yesterday.

 

Except, for me, there's no HR_ChainHarness_kha.nif anywhere to be found.

 

 

 

The mod hasn't been updated officially yet, so it's there. it should be in the beast race bodyslide slider data folder. There will be two slidersets (what you pick in bodyslide for outfits). One points to the right file the other points to a non existent file. the difference between the two is a space. uncheck all your group filters and search for khajiit or chain harness.

 

Or wait for the next version since we're in the beta now.

Posted (edited)
7 minutes ago, zarantha said:

 

The mod hasn't been updated officially yet, so it's there. it should be in the beast race bodyslide slider data folder. There will be two slidersets (what you pick in bodyslide for outfits). One points to the right file the other points to a non existent file. the difference between the two is a space. uncheck all your group filters and search for khajiit or chain harness.

 

Or wait for the next version since we're in the beta now.

 

I think I am looking at a different archive from you:

 

$ find . -iname '*.xml' -print0 | xargs -0 grep -ni chainharness.*Khaj | cat -vet
./CalienteTools/BodySlide/SliderGroups/DD Framework CBBE SE.xml:167:^I^I<Member name="DDX - CBBE SE - ChainHarness(Khajiit)"/>^M$
./CalienteTools/BodySlide/SliderGroups/DD Framework CBBE SE.xml:334:^I^I<Member name="DDX - CBBE SE - ChainHarness(Khajiit)"/>^M$

 

The two lines (here, lines 167 and 334) look identical to me.

 

Edited by sen4mi
Posted (edited)
45 minutes ago, sen4mi said:

 

I think I am looking at a different archive from you:

 

$ find . -iname '*.xml' -print0 | xargs -0 grep -ni chainharness.*Khaj | cat -vet
./CalienteTools/BodySlide/SliderGroups/DD Framework CBBE SE.xml:167:^I^I<Member name="DDX - CBBE SE - ChainHarness(Khajiit)"/>^M$
./CalienteTools/BodySlide/SliderGroups/DD Framework CBBE SE.xml:334:^I^I<Member name="DDX - CBBE SE - ChainHarness(Khajiit)"/>^M$

 

The two lines (here, lines 167 and 334) look identical to me.

 

 

Chainharness khajiit is only needed if you installed the optional plugin BRRF. If you didn't install BRRF, then ignore it, it won't affect anything for you.

 

The one in 'DD Framework CBBE SE.xml' is the busted one. The working one is in the group 'Devious Devices - BRRF SE.xml' and sliderset 'Devious Devices - BRRF SE.osp'

 

Edit: Those lines look the same because they are. If you read the file instead of searching it, you'll see that the group file. Each outfit is listed in a CBBE group and in the DD group to make them build correctly, so yes, it's listed twice. The actual files with the paths are in \CalienteTools\BodySlide\SliderSets\*.osp. Those files can also be read in a text editor if you want to look at them.

Edited by zarantha
Posted
2 minutes ago, zarantha said:

 

Chainharness khajiit is only needed if you installed the optional plugin BRRF. If you didn't install BRRF, then ignore it, it won't affect anything for you.

 

The one in 'DD Framework CBBE SE.xml' is the busted one. The working one is in the group 'Devious Devices - BRRF SE.xml' and sliderset 'Devious Devices - BRRF SE.osp'

 

That would explain it (I do not have any BRRF files, so I never saw that group). Thank you!

Posted

DD 5.2 Beta 1 converted, for anyone who wants to test. Issues with bodyslide generation come to me, bugs with the mod itself go to the dev thread.

This does contain the 3BA bodyslides, so you don't need the other file now. If you want the new 3BA bodyslides only, I've linked them on the troubleshooting post.

 

Posted (edited)
16 hours ago, zarantha said:

 

Some models are single weight.

 

I do remember i changed elbowbinders to use weight sliders, so they should have _0/_1 models. Are you using UNP? I don't recall if I went back and modified those bodyslides.

 

You can open the bodyslide in outfit studio yourself and do a 'save as'. To change it to use the _0/_1 if needed, the output name should match the screenshot and select low/high weight output. Finish saving and the relaunch bodyslide and build the outfit again.

image.png.1ee7f2b362476504f8a12d2060bbcbf8.png

 

 

That worked. Thanks. Edit... FYI, yes i am using UNP

Edited by MonsterHunter125
Posted
14 hours ago, zarantha said:

DD 5.2 Beta 1 converted, for anyone who wants to test. Issues with bodyslide generation come to me, bugs with the mod itself go to the dev thread.

This does contain the 3BA bodyslides, so you don't need the other file now. If you want the new 3BA bodyslides only, I've linked them on the troubleshooting post.

 

Not sure if I should report here or via pm, new boxbinder bodyslide seems to have missing textures. I think there is a misplaced folder, I managed to fix the issue by moving the content of /texture/kziitd/cloth and /sack to /texture/devious/kziitd

Posted
35 minutes ago, RandomPufferFish said:

Not sure if I should report here or via pm, new boxbinder bodyslide seems to have missing textures. I think there is a misplaced folder, I managed to fix the issue by moving the content of /texture/kziitd/cloth and /sack to /texture/devious/kziitd

 

I think that was a result of the recent change done to them. I'll double check the paths and make sure to add/find them again. I'll be uploading a new archive soon anyway since vortex is being silly.

Posted
1 hour ago, zarantha said:

 

I think that was a result of the recent change done to them. I'll double check the paths and make sure to add/find them again. I'll be uploading a new archive soon anyway since vortex is being silly.

Great, thank you! The elbowbinder seems to be broken as well, once equipped the mesh goes completely crazy (I'll attack a screenshot later if needed). I am sure it worked fine with 5.1.

Posted
3 hours ago, RandomPufferFish said:

Great, thank you! The elbowbinder seems to be broken as well, once equipped the mesh goes completely crazy (I'll attack a screenshot later if needed). I am sure it worked fine with 5.1.

 

The elbowbinders look weird until your character gets in the actual armbinder pose. It's a new mesh and acts differently from the old, if i'm thinking of the right issue.

If it's weird after getting into the pose, please let me know. Yes, this means that when NPCs break out of the armbinder pose, they will probably look weird too. not sure how to address that yet.

Posted
10 hours ago, zarantha said:

The elbowbinders look weird until your character gets in the actual armbinder pose.

Can i ask why SE elbowbinder have added body and bones is rework to hands and arms while original LE version is without body and with only one bone spine?

 

Posted (edited)

 

12 hours ago, zarantha said:

 

The elbowbinders look weird until your character gets in the actual armbinder pose. It's a new mesh and acts differently from the old, if i'm thinking of the right issue.

If it's weird after getting into the pose, please let me know. Yes, this means that when NPCs break out of the armbinder pose, they will probably look weird too. not sure how to address that yet.

It looks weird (exploded I would say) even after being worn - I attached a screenshot. It's definitely the new mesh (the old one works perfectly, bar a little clipping on the forearms that has always been there as far as I know), does not show up in Bodyslide but only in game. Could it be a weight issue? Also, it seems to affect both the Leather and the Ebonite version (tested on the black one only, but I assume it's the same mesh for red and white since I see only one item in bodyslide)

 

Spoiler

Elbowbinder.png.cd9e62a498a76bd56492cb32482f1e6a.png

 

 

Edited by RandomPufferFish
Moved screen into spoiler and more info
Posted
2 hours ago, Elsidia said:

Can i ask why SE elbowbinder have added body and bones is rework to hands and arms while original LE version is without body and with only one bone spine?

 

 

Because Roggvir redid the model for SE to make it easier to conform. If it's really bothersome, I can redo the weighting.

Posted
35 minutes ago, RandomPufferFish said:

 

It looks weird (exploded I would say) even after being worn - I attached a screenshot. It's definitely the new mesh (the old one works perfectly, bar a little clipping on the forearms that has always been there as far as I know), does not show up in Bodyslide but only in game. Could it be a weight issue? Also, it seems to affect both the Leather and the Ebonite version (tested on the black one only, but I assume it's the same mesh for red and white since I see only one item in bodyslide)

 

  Reveal hidden contents

Elbowbinder.png.cd9e62a498a76bd56492cb32482f1e6a.png

 

 

 

I'll recheck them. They were fine last time I checked some months ago, but I haven't looked recently.

Yes, all the colors will use the same mesh.

 

What body are you using? UNP, BHUNP, CBBE, 3BA, CBBE 3BBB?

Posted
12 minutes ago, zarantha said:

 

I'll recheck them. They were fine last time I checked some months ago, but I haven't looked recently.

Yes, all the colors will use the same mesh.

 

What body are you using? UNP, BHUNP, CBBE, 3BA, CBBE 3BBB?

Having the same problem with elbowbinder on my end too.

 

Using 3BA body

Posted
11 minutes ago, zarantha said:

If it's really bothersome, I can redo the weighting.

I don't put those into game, but in nifscope it looks strange)

UPD: maybe i will somehow extract this shape from archive and check it in game

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...