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Posted (edited)

Thing is I did alot of conversions and I don't have a backup because I did it along time ago this is what I get for not naming the mod folder the actual name of the mod

Edited by Arastal
Posted (edited)

Hi, I've been having trouble recently with armbinder and yoke idle animations. I've had everything work effortlessly in the past, so I don't know what changed. Most of the idles aren't working for me except for the combat run and walk idles (sprinting still broken).  By broken, here's a picture of what's going on. I noticed this on my main save game, so I started a new MO2 profile with a pretty much barebones re-install of the latest DD on a brand new save file. Deleted old FNIS and Nemesis outputs, only ran FNIS, and the result is the same broken idles. Perhaps related to the issue is also my SD+ install (not here, but in the main file) won't play the kneeling or crawling animations. The messages show and functionality is there but no visuals. Any help would be greatly appreciated since something in my install somehow seemingly got bonked. Have not updated to AE btw.

Spoiler

ScreenShot0.png.297f0aff3a874504324818e1637855ad.png1080457932_Screenshot(36).png.26ab6d5b0ad5b86662ec09ced84f5863.png

 

Update: Since other idles weren't working, I went ahead and did a full re-install of FNIS and the issues have cleared up. 

Edited by hexofishy
Posted
6 hours ago, hexofishy said:

Hi, I've been having trouble recently with armbinder and yoke idle animations. I've had everything work effortlessly in the past, so I don't know what changed. Most of the idles aren't working for me except for the combat run and walk idles (sprinting still broken).  By broken, here's a picture of what's going on. I noticed this on my main save game, so I started a new MO2 profile with a pretty much barebones re-install of the latest DD on a brand new save file. Deleted old FNIS and Nemesis outputs, only ran FNIS, and the result is the same broken idles. Perhaps related to the issue is also my SD+ install (not here, but in the main file) won't play the kneeling or crawling animations. The messages show and functionality is there but no visuals. Any help would be greatly appreciated since something in my install somehow seemingly got bonked. Have not updated to AE btw.

  Hide contents

ScreenShot0.png.297f0aff3a874504324818e1637855ad.png1080457932_Screenshot(36).png.26ab6d5b0ad5b86662ec09ced84f5863.png

 

Update: Since other idles weren't working, I went ahead and did a full re-install of FNIS and the issues have cleared up. 

I have the exact same issue did re installing fnis fix it?

Posted

Bonjour, je réussi à faire fonctionner  DD 5.2Beta1 et DCL9.0 mais la plupart des tenue sont invisibles.

J'ai pourtant build plusieurs fois les tenues sur bodyslide mais rien n'y fait.

Quelqu'un saurait comment résoudre ce problème ?

Posted
1 hour ago, Opalyope1 said:

Bonjour, je réussi à faire fonctionner  DD 5.2Beta1 et DCL9.0 mais la plupart des tenue sont invisibles.

J'ai pourtant build plusieurs fois les tenues sur bodyslide mais rien n'y fait.

Quelqu'un saurait comment résoudre ce problème ?

 

Check your bodyslide configuration to see where the outfits are outputting to. Odds are it's going to the wrong place.

Bodyslide troubleshooting is on the troubleshooting post in the 'how to' bodyslide spoiler.

 

 

Posted

The animation filter seems to be glitching a bit for me. With it on when I enter an animation, the scene starts with a correct bounded animation, however it then immediately switches to another bounded animation, and I found that variety of the bounded animations that the scene switches to is much smaller than what I have actually installed. Any clue on why this may be happening? I made sure that the animation filter that comes with zaz is turned off. Furthermore, if I switch on preserve scene aggressiveness along with the animation filter in DD, then with yoke my player always play a same blow job animation.

Posted
12 minutes ago, FredOof said:

The animation filter seems to be glitching a bit for me. With it on when I enter an animation, the scene starts with a correct bounded animation, however it then immediately switches to another bounded animation, and I found that variety of the bounded animations that the scene switches to is much smaller than what I have actually installed. Any clue on why this may be happening? I made sure that the animation filter that comes with zaz is turned off. Furthermore, if I switch on preserve scene aggressiveness along with the animation filter in DD, then with yoke my player always play a same blow job animation.

 

Your scene is starting before the animation filter finishes filtering the animations I think. The smaller list is what DD has. You can try disabling some of the animation filters (they are all enabled by default) but that means you may get some animations that don't make sense, and the devices will be temporarily removed.

 

You can try DD 5.2 beta 1 right now, or wait until this weekend for me to finish converting the beta 2. but there's not much else to do from a user perspective.

Posted
1 hour ago, zarantha said:

 

Your scene is starting before the animation filter finishes filtering the animations I think. The smaller list is what DD has. You can try disabling some of the animation filters (they are all enabled by default) but that means you may get some animations that don't make sense, and the devices will be temporarily removed.

 

You can try DD 5.2 beta 1 right now, or wait until this weekend for me to finish converting the beta 2. but there's not much else to do from a user perspective.

Thanks, will DD 5.2 improve on this issue?

 

Posted
25 minutes ago, FredOof said:

Thanks, will DD 5.2 improve on this issue?

 

 

Possibly? Some things got fixed that didn't go in the changelog, so we're not sure. If it doesn't, we need it reported again, preferably with the actors involved, the animation seen/used, and a papyrus log.

 

 

Posted

Bonjour, grâce à votre aide j'ai réussi à réparer les "tenues invisibles" et maintenant tout fonctionne. Malheureusement, vous vous en doutez si je poste encore un message ici c'est qu'il y a encore un problème. En effet, quand mon personnage porte un armbinder, ses bras sortent un petit peu du armbinder. C'est à dire que le armbinder s'affiche bien sur mon personnage et les bras sont dans la bonne position mais ils sortent un petit peu du armbinder. Je pense que c'est un problème de dimension mais je n'arrive pas à le résoudre avec bodyslide. Quelqu'un aurait-il une solution à ce problème ?

Posted
2 hours ago, Opalyope1 said:

Bonjour, grâce à votre aide j'ai réussi à réparer les "tenues invisibles" et maintenant tout fonctionne. Malheureusement, vous vous en doutez si je poste encore un message ici c'est qu'il y a encore un problème. En effet, quand mon personnage porte un armbinder, ses bras sortent un petit peu du armbinder. C'est à dire que le armbinder s'affiche bien sur mon personnage et les bras sont dans la bonne position mais ils sortent un petit peu du armbinder. Je pense que c'est un problème de dimension mais je n'arrive pas à le résoudre avec bodyslide. Quelqu'un aurait-il une solution à ce problème ?

 

Et est-ce que les autres équipements sont à mesure ?  Est-ce que tu dirais que tu t'y connais un peu en Bodyslide ou est-ce que c'est ta première fois ?

Dans tous les cas je te conseille de passer sur le discord du club francophone pour qu'on puisse mieux t'aiguiller (cf ma signature)

Posted
7 hours ago, Opalyope1 said:

Bonjour, grâce à votre aide j'ai réussi à réparer les "tenues invisibles" et maintenant tout fonctionne. Malheureusement, vous vous en doutez si je poste encore un message ici c'est qu'il y a encore un problème. En effet, quand mon personnage porte un armbinder, ses bras sortent un petit peu du armbinder. C'est à dire que le armbinder s'affiche bien sur mon personnage et les bras sont dans la bonne position mais ils sortent un petit peu du armbinder. Je pense que c'est un problème de dimension mais je n'arrive pas à le résoudre avec bodyslide. Quelqu'un aurait-il une solution à ce problème ?

 

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

 

This was reported recently on the dev thread with 5.2. It's a pose issue, not an issue with the armbinders themselves. If I recall, the user reporting it is on UNP/BHUNP, and it's not something I've seen with any of the CBBE variants. Not much to do here I think, other than trying to jump/change cells to reset the pose. No idea if this has been fixed in 5.2beta2 yet or not. I'll be working on converting beta2 for SE this weekend.

 

Report: https://www.loverslab.com/topic/69936-devious-devices-framework-developmentbeta/?do=findComment&comment=3559524

 

Posted

Okay, sorry for comming up with a new issue. I tried solving it myself by numerous searches and quite few tests. - And I just even don't seem to understand the issue in the first place -
First of all my issue relates to the LE version (which I hope is okay to be put here, otherwise I'll excuse for my dumbness and will likely relocate my issue to the fitting tnread)

I came back to LE after playing SE for a while now since i really wanted to use one or two mods, which where never ported, obviously having a dependency on Devious Devices.
I ran into the issue of my game getting either kinda frozen or directly CTD as soon as i come closer to Riverwood. If a save within a certain distance is loaded ... it just keeps loading and actually stops responding.

I have no clue if this does actually only occur in Riverwood but I'd guess this might also happen closer to other towns. (Will test if needed)

 

I have made severel tests specially around DD - If I have the Mod enabled, it will crash/freeze / If DD is disabled ... I can just walk/run into Riverwood without any issues.

 

To be honest this just doesnt make any sense to me.

I am using all the latest mods available since i started modding on a fresh download, All dependencies of DD are latest version aswell.

 

I even started using FNIS_XXL as i somewhere read something about may be issue of too many Animations (but they are in Line, not too many)

 

If anyone has a clue, I'll gladly take it!

If more info is required, I'll at least try to provide it.

 

 

best regards,

 

Posted
14 minutes ago, NealOne said:

Okay, sorry for comming up with a new issue. I tried solving it myself by numerous searches and quite few tests. - And I just even don't seem to understand the issue in the first place -
First of all my issue relates to the LE version (which I hope is okay to be put here, otherwise I'll excuse for my dumbness and will likely relocate my issue to the fitting tnread)

I came back to LE after playing SE for a while now since i really wanted to use one or two mods, which where never ported, obviously having a dependency on Devious Devices.
I ran into the issue of my game getting either kinda frozen or directly CTD as soon as i come closer to Riverwood. If a save within a certain distance is loaded ... it just keeps loading and actually stops responding.

I have no clue if this does actually only occur in Riverwood but I'd guess this might also happen closer to other towns. (Will test if needed)

 

I have made severel tests specially around DD - If I have the Mod enabled, it will crash/freeze / If DD is disabled ... I can just walk/run into Riverwood without any issues.

 

To be honest this just doesnt make any sense to me.

I am using all the latest mods available since i started modding on a fresh download, All dependencies of DD are latest version aswell.

 

I even started using FNIS_XXL as i somewhere read something about may be issue of too many Animations (but they are in Line, not too many)

 

If anyone has a clue, I'll gladly take it!

If more info is required, I'll at least try to provide it.

 

 

best regards,

 

 

LE issues should go on the LE thread. This is more for the SE conversion and SE specific issues.

 

That said, check your memory settings in the skse ini, and make sure you get all the memory/stability mods for LE. DD is very script/memory intensive. If you need more help on those, looking through the LE Cursed Loot thread (even if you aren't using DCL) would be your best bet, since the Whip and Chain inn added to Riverwood is a known memory hog.

 

DD LE: https://www.loverslab.com/topic/157168-devious-devices-le-51-2021-01-19/page/45/

DCL LE: https://www.loverslab.com/topic/33986-deviously-cursed-loot-le-90-2021-03-09/page/1087/

 

Posted (edited)
12 hours ago, tasairis said:

 

Is that a pre- or post-AE version?

 

Pre AE still. I'll add AE to the zip name once I do the DLL.

Edited by zarantha
Posted (edited)
12 hours ago, nonofyodambiznes said:

im having an issue i think it has something to do with cbbe physics and bodyslide, can someone tell me which one of cbbe mods do i have to install with a step by step guide on which options to chose and when to run fnis and bodyslide?

 

 

 

 

Allegedly a photo speak a thousand words but I do not get your issue.  

  • It is the big tats?  Just make sure she is no milk drinker.
  • It is that you cant use weapons?  Just make sure you do not get devious restrained.
  • It is the gag do not open the mouth?  Make sure you have " MFG Fix" installed. There's a lot of mods trying to apply expressions and resetting to default.  Last one wins.  Is kind of normal for Skyrim.  There's also "Sexlab Survival" combined with UIExtensions, it will have a configurable hotkey for the "All-in-One" menu feature.  Its has a "Self/Open mouth" option and many more like "Cover yourself" and "tongue out".  If other features like "tolls" and "licenses" are a problem just disable them and drop the licenses you have in a chest or floor. That will remove the effects.

 

 

Survival LE beta at the bottom of list:

Spoiler

 

 

Survival SE beta:

Spoiler

 

 

 

From troubleshooting list:

 

check DD troubleshooting:

Spoiler

 

 

 

 

Edited by safado
Posted

I'm having issue with this mod. While my character is wearing cuffs or boots, feets and hands get invisible. Another problem is that animations are not playing. I have run FNIS, Bodyslide, tried unistall ZAZanimations to check if that mod was causing issue but none of these helped.

ScreenShot2.png

Posted
2 hours ago, slimak1234567 said:

I'm having issue with this mod. While my character is wearing cuffs or boots, feets and hands get invisible. Another problem is that animations are not playing. I have run FNIS, Bodyslide, tried unistall ZAZanimations to check if that mod was causing issue but none of these helped.

 

 

Check where your bodyslide is outputting files. Build one of the problem outfits and see where it's going.

What body are you using?

Any errors when running fnis?

 

What is your game version? It should be in the bottom left corner when you open the MCM.

Or right click on skyrimse.exe and look at the details tab.

Posted

Report for the new bodyslides and the 5.2 Beta (I hope it was not said before).

 

New bodyslide, from the troubleshooting post. The ebonite body harness behaves in a weird way: when equipped it does not show up on the character besides for the shadow it casts; the complete mesh however reappears if I zoom out with the 3rd person camera. The same problem appears with the bodyslide included in the beta2.

Further info: Reverting to pre-3ba bodyslide (CBBE) and building only the ebonite chastity harness solves the issue for the harness itself but not the collar (i.e., the harness is always visible, but the collar disappears if I am too zoomed in with the camera). The new no-collar harness seems instead to behave perfectly. The leather harness with collar does not seem to have any kind of problem.

I am pretty sure to have build everything correctly using BodySlide, I also checked mesh and texture paths using nifscope and .esp and everything seems to be in order.

 

Moreover, using the Bodyslides included in the Beta2 I keep crashing after a short while (say, 1 minute?) since the moment I start loading my character. I am positive there is something wrong in the bodyslides included in the beta2, since using the beta2 with the bodyslides from the troubleshooting seems to not show any kind of crashes. NetScript Framework consistently shows Catsuit_LP_body in the crash log, but I am struggling to figure out what is it. I will investigate further tonight and see if I can find something else.

Posted (edited)
9 hours ago, zarantha said:

 

Check where your bodyslide is outputting files. Build one of the problem outfits and see where it's going.

What body are you using?

Any errors when running fnis?

 

What is your game version? It should be in the bottom left corner when you open the MCM.

Or right click on skyrimse.exe and look at the details tab.

image.png.1b2ef2bb479a9a06a5e5001e7d456570.png

This is version of my game. 

image.png.285aea6df539a92e9c396051ea9d1307.png

Here output of FNIS.

Im using CBBE 3BA body. 

image.png.a7504075cdfc745bca362567c31a253d.png

Also path for outfit that doesnt appear in game.

Edited by slimak1234567
Posted
5 hours ago, RandomPufferFish said:

Report for the new bodyslides and the 5.2 Beta (I hope it was not said before).

 

New bodyslide, from the troubleshooting post. The ebonite body harness behaves in a weird way: when equipped it does not show up on the character besides for the shadow it casts; the complete mesh however reappears if I zoom out with the 3rd person camera. The same problem appears with the bodyslide included in the beta2.

Further info: Reverting to pre-3ba bodyslide (CBBE) and building only the ebonite chastity harness solves the issue for the harness itself but not the collar (i.e., the harness is always visible, but the collar disappears if I am too zoomed in with the camera). The new no-collar harness seems instead to behave perfectly. The leather harness with collar does not seem to have any kind of problem.

I am pretty sure to have build everything correctly using BodySlide, I also checked mesh and texture paths using nifscope and .esp and everything seems to be in order.

 

Moreover, using the Bodyslides included in the Beta2 I keep crashing after a short while (say, 1 minute?) since the moment I start loading my character. I am positive there is something wrong in the bodyslides included in the beta2, since using the beta2 with the bodyslides from the troubleshooting seems to not show any kind of crashes. NetScript Framework consistently shows Catsuit_LP_body in the crash log, but I am struggling to figure out what is it. I will investigate further tonight and see if I can find something else.

 

Please give the in game names for what you are testing.  I can trace it from that.

Catsuits are about to be redone again anyway, since they're changing them for a second (third) time in the dev thread.

Posted
5 hours ago, slimak1234567 said:

 

This is version of my game. 

 

Here output of FNIS.

Im using CBBE 3BA body. 

 

Also path for outfit that doesnt appear in game.

 

You have a FNIS error, scroll up to see what it is.

 

Your output path is wrong, meshes don't go in the base game folder, they go in the Data folder. When you build the outfits it should be:
D:\The Elder Scrolls V Skyrim - Special Edition\data\meshes\....

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