caqa Posted December 9, 2021 Posted December 9, 2021 5 hours ago, zarantha said: Interesting, I'll take a look. Do you mind if it's included? I wouldn't mind at all. 2
mightymagyar Posted December 9, 2021 Posted December 9, 2021 I am a noob at this, where do I find the stuff in game?
zarantha Posted December 10, 2021 Posted December 10, 2021 6 hours ago, mightymagyar said: I am a noob at this, where do I find the stuff in game? You install another mod to make use of the stuff. DD is a framework, it adds nothing to the game directly, just provides stuff for other mods to use. Deviously Cursed Loot and Laura's Bondage Shop are popular add ons.
Frayed Posted December 10, 2021 Posted December 10, 2021 (edited) I've a question regarding devious contraptions. I'm making a mod in which I would a sex scene to play when a player is locked into a contraption, but I'm having trouble getting the scene to start. I set the contraption to send a modevent when the player is locked into it, which is caught by another script that subsequently calls the contraption's PlaySexScene function. From what I found, the only contraption that currently has sex scene animations set for it is the pillory2 device. This seems to be set correctly in the contraption's script: it has its SexAnimations property set to [DDZapPillorySex01], and corresponding to what I found is the only device to have an animation set. The DD mod has files that provide these animations, FNIS files to generate them (which I did), and scripts that should register them for the Sexlab Framework. They're set to hidden and so won't show up in the SL MCM, but that's fine. So far so good. However, when I test this all ingame, the scripts fire, the modevent is caught, PlaySexScene is called, but it fails with the error message "DDC Warning: Sex Animation not found!". I think this suggests that the animations did not register properly, but I haven't been able to find where it goes wrong or what I have to do to get it working. Is this a bug, are these features not implemented yet or am I making a mistake somewhere? I'm running DD SE 5.1 on the latest pre-AE version, and from what I can tell the rest of the framework is all working correctly. EDIT because I figured it out: the DD-SL animation register script only runs on the next game load after SL framework is installed in-game. In my mod testing I always started a new game for every test, but that means the script never ran and the animations were never registered. Now everything is working correctly. ? I'll leave this up in case someone runs into a similar issue. Edited December 11, 2021 by Frayed
zarantha Posted December 10, 2021 Posted December 10, 2021 9 hours ago, Frayed said: I've a question regarding devious contraptions. I'm making a mod in which I would a sex scene to play when a player is locked into a contraption, but I'm having trouble getting the scene to start. I set the contraption to send a modevent when the player is locked into it, which is caught by another script that subsequently calls the contraption's PlaySexScene function. From what I found, the only contraption that currently has sex scene animations set for it is the pillory2 device. This seems to be set correctly in the contraption's script: it has its SexAnimations property set to [DDZapPillorySex01], and corresponding to what I found is the only device to have an animation set. The DD mod has files that provide these animations, FNIS files to generate them (which I did), and scripts that should register them for the Sexlab Framework. They're set to hidden and so won't show up in the SL MCM, but that's fine. So far so good. However, when I test this all ingame, the scripts fire, the modevent is caught, PlaySexScene is called, but it fails with the error message "DDC Warning: Sex Animation not found!". I think this suggests that the animations did not register properly, but I haven't been able to find where it goes wrong or what I have to do to get it working. Is this a bug, are these features not implemented yet or am I making a mistake somewhere? I'm running DD SE 5.1 on the latest pre-AE version, and from what I can tell the rest of the framework is all working correctly. Well beyond what I can answer. If kimy doesn't see this, try asking in the dev thread.
AGullibleCamera Posted December 11, 2021 Posted December 11, 2021 I can not for the life of me figure out what is causing the idle animations for DD to not load. I have never even touched FNIS sexy move. I have created a batch build for the assets and confirmed that they were built for the body I'm using. The gag fits just fine around the mouth, but the rest of the body is just standing in the regular idle animation. I know that this is a really common issue, but none of the solutions I found seem to work. loadorder.txt
Frayed Posted December 11, 2021 Posted December 11, 2021 14 hours ago, zarantha said: Well beyond what I can answer. If kimy doesn't see this, try asking in the dev thread. Alright np, thanks. I knew about that thread, but figured I'd ask here first. I'll try over there next, I've a suggestion to post there anyway.
Breachyboi Posted December 11, 2021 Posted December 11, 2021 Do we have an idea when this mod will be converted to the Anniversary edition.
zarantha Posted December 11, 2021 Posted December 11, 2021 1 hour ago, Breachyboi said: Do we have an idea when this mod will be converted to the Anniversary edition. I've got a DLL now, thanks to pugwash, but haven't been able to do more testing other than make sure it loads without error. I will probably toss it into the next beta, since I think I'll be able to try it some before 5.2beta3 comes out. If you want to test, DM me. I do not intend to make it retroactive for DD 5.1. It should make it into DD 5.2 when it's out of beta.
zarantha Posted December 11, 2021 Posted December 11, 2021 10 hours ago, AGullibleCamera said: I can not for the life of me figure out what is causing the idle animations for DD to not load. I have never even touched FNIS sexy move. I have created a batch build for the assets and confirmed that they were built for the body I'm using. The gag fits just fine around the mouth, but the rest of the body is just standing in the regular idle animation. I know that this is a really common issue, but none of the solutions I found seem to work. If you have DAR animations, try disabling them. If it works, enable them one by one until you find the culprit. If you use FNIS + Nemesis, try without Nemesis.
AGullibleCamera Posted December 11, 2021 Posted December 11, 2021 24 minutes ago, zarantha said: If you have DAR animations, try disabling them. If it works, enable them one by one until you find the culprit. If you use FNIS + Nemesis, try without Nemesis. I'm assuming that you're talking about Dynamic Animation Replacer. I do have DAR animations, but I have two Vortex profiles: one for normal play, and the NSFW one(where I'm having problems with DD). I do use both mods that use DAR and Nemesis, but none of them are enabled or have been enabled on the profile I use DD on. The other Sexlab animation packs play just fine. It's just DD I'm having problems with.
zarantha Posted December 11, 2021 Posted December 11, 2021 2 minutes ago, AGullibleCamera said: I'm assuming that you're talking about Dynamic Animation Replacer. I do have DAR animations, but I have two Vortex profiles: one for normal play, and the NSFW one(where I'm having problems with DD). I do use both mods that use DAR and Nemesis, but none of them are enabled or have been enabled on the profile I use DD on. The other Sexlab animation packs play just fine. It's just DD I'm having problems with. Some DAR packs (yes, dynamic animationo replacer) conflict with DD's animations. Not all of them, but I don't have a list of what people were using when they said removing DAR worked. And in my experience, even if nemesis has been disabled, it still fucked up FNIS animations if it's ever been run. To really remove nemesis, I've had to reinstall all my FNIS mods. If you have no DAR packs or Nemesis enabled now, then reinstall DD to see if that fixes the issue.
AGullibleCamera Posted December 12, 2021 Posted December 12, 2021 3 hours ago, zarantha said: Some DAR packs (yes, dynamic animationo replacer) conflict with DD's animations. Not all of them, but I don't have a list of what people were using when they said removing DAR worked. And in my experience, even if nemesis has been disabled, it still fucked up FNIS animations if it's ever been run. To really remove nemesis, I've had to reinstall all my FNIS mods. If you have no DAR packs or Nemesis enabled now, then reinstall DD to see if that fixes the issue. Reinstalling DD and all of it's addons and hotfix didn't fix it. I'm honestly going to just 50/50 my modlist and see if I can spot which mod is causing it.
aurreth Posted December 12, 2021 Posted December 12, 2021 I just found this problem. DD depends on SkyUI. SkyUI implements Favorites groups for quickly changing equipment with hotkeys. Here's the issue: SkyUI can be configured to unequip everything before equipping a group. Because it is higher on the dependency chain than DD, it does not respect DD locks. This means that, if you check a particular box, you can create Favorites groups that will strip off bondage devices. They may still show as equipped in your inventory, but they aren't. They vanish from the character model, you can unequip them in the inventory pane without issue, and they won't reattach, so things like quests break. This is with the latest DD and SkyUI 5.2 SE.
Breachyboi Posted December 12, 2021 Posted December 12, 2021 Is the beta out for DD 5.2. I've been looking for the link but cannot find it.
zarantha Posted December 12, 2021 Posted December 12, 2021 4 hours ago, aurreth said: I just found this problem. DD depends on SkyUI. SkyUI implements Favorites groups for quickly changing equipment with hotkeys. Here's the issue: SkyUI can be configured to unequip everything before equipping a group. Because it is higher on the dependency chain than DD, it does not respect DD locks. This means that, if you check a particular box, you can create Favorites groups that will strip off bondage devices. They may still show as equipped in your inventory, but they aren't. They vanish from the character model, you can unequip them in the inventory pane without issue, and they won't reattach, so things like quests break. This is with the latest DD and SkyUI 5.2 SE. Report this on the Dev thread please. You may need to get kimy a papyrus log too.
zarantha Posted December 12, 2021 Posted December 12, 2021 1 hour ago, Breachyboi said: Is the beta out for DD 5.2. I've been looking for the link but cannot find it. I'm sticking it on the troubleshooting post as well as in the dev thread. It gets buried in the dev thread pretty quick.
Mud Posted December 13, 2021 Posted December 13, 2021 Would there happen to be a quick reference anywhere about what armor slots each type of device generally uses? I'm trying to figure out what slots I have available to change some items without conflicting with DD.
PastaGun Posted December 13, 2021 Posted December 13, 2021 My game keeps CTD whenever I get close to a settlement. Papyrus logs are telling me it has to do with the scripts from Devious Devices, saying the following: Spoiler [12/13/2021 - 02:02:23AM] ERROR: Cannot call HasKeywordString() on a None object, aborting function call stack: [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.HasKeywords() - "zadEventBoots.psc" Line 4 [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.filter() - "zadBaseEvent.psc" Line 38 [zadEventsQuest (0B03E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 79 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 152 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 157 [zadEventsQuest (0B03E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 138 [12/13/2021 - 02:02:23AM] WARNING: Assigning None to a non-object variable named "::temp2" stack: [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.HasKeywords() - "zadEventBoots.psc" Line 4 [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.filter() - "zadBaseEvent.psc" Line 38 [zadEventsQuest (0B03E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 79 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 152 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 157 [zadEventsQuest (0B03E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 138 [12/13/2021 - 02:02:24AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered up Or: Spoiler [12/13/2021 - 02:10:57AM] error: Unbound native function "FormHasKeywordString" called [12/13/2021 - 02:10:57AM] WARNING: Assigning None to a non-object variable named "::temp7" stack: [alias PlayerRef on quest zadDevicesUnderneathQuest (0B041472)].zadDevicesUnderneathPlayerScript.Logic() - "zadDevicesUnderneathPlayerScript.psc" Line 17 [alias PlayerRef on quest zadDevicesUnderneathQuest (0B041472)].zadDevicesUnderneathPlayerScript.OnObjectEquipped() - "zadDevicesUnderneathPlayerScript.psc" Line 48 From what I can understand, Devious Devices is trying to use certain functions that cannot be found. My suspicion is that it has to do with the fact that I'm running AE, but I haven't seen any mentions to AE in this thread so that leads me to believe it could be something else. Can anyone more experienced with errors like these help me figure it out? Attached: Load order as sorted by LOOT. LoadOrder(LOOT).txt
TrickyK Posted December 13, 2021 Posted December 13, 2021 On 12/8/2021 at 5:13 PM, caqa said: The static clit piercing always looked weird to me during some sex animations, but mostly when using the crawl sneak animation replacer. So spend some time to figure out how to configure it for HDT-SMP. It worked out quite well in my opinion. piercingVSoul.nif 25.1 kB · 14 downloads piercingVSoul.xml 1.37 kB · 14 downloads Any way you could do this, or show us how to do it for the nipple piercings? With bounce physics I think it would look great.
zarantha Posted December 14, 2021 Posted December 14, 2021 18 hours ago, Mud said: Would there happen to be a quick reference anywhere about what armor slots each type of device generally uses? I'm trying to figure out what slots I have available to change some items without conflicting with DD. not many slots are free. https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference 1
zarantha Posted December 14, 2021 Posted December 14, 2021 12 hours ago, PastaGun said: My game keeps CTD whenever I get close to a settlement. Papyrus logs are telling me it has to do with the scripts from Devious Devices, saying the following: Reveal hidden contents [12/13/2021 - 02:02:23AM] ERROR: Cannot call HasKeywordString() on a None object, aborting function call stack: [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.HasKeywords() - "zadEventBoots.psc" Line 4 [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.filter() - "zadBaseEvent.psc" Line 38 [zadEventsQuest (0B03E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 79 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 152 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 157 [zadEventsQuest (0B03E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 138 [12/13/2021 - 02:02:23AM] WARNING: Assigning None to a non-object variable named "::temp2" stack: [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.HasKeywords() - "zadEventBoots.psc" Line 4 [alias PlayerRef on quest zadEventsQuest (0B03E3F3)].zadEventBoots.filter() - "zadBaseEvent.psc" Line 38 [zadEventsQuest (0B03E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 79 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 152 [zadEventsQuest (0B03E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 157 [zadEventsQuest (0B03E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 138 [12/13/2021 - 02:02:24AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered up Or: Reveal hidden contents [12/13/2021 - 02:10:57AM] error: Unbound native function "FormHasKeywordString" called [12/13/2021 - 02:10:57AM] WARNING: Assigning None to a non-object variable named "::temp7" stack: [alias PlayerRef on quest zadDevicesUnderneathQuest (0B041472)].zadDevicesUnderneathPlayerScript.Logic() - "zadDevicesUnderneathPlayerScript.psc" Line 17 [alias PlayerRef on quest zadDevicesUnderneathQuest (0B041472)].zadDevicesUnderneathPlayerScript.OnObjectEquipped() - "zadDevicesUnderneathPlayerScript.psc" Line 48 From what I can understand, Devious Devices is trying to use certain functions that cannot be found. My suspicion is that it has to do with the fact that I'm running AE, but I haven't seen any mentions to AE in this thread so that leads me to believe it could be something else. Can anyone more experienced with errors like these help me figure it out? Attached: Load order as sorted by LOOT. LoadOrder(LOOT).txt 3.43 kB · 0 downloads DD 5.1 is not supported on AE. DD has a DLL which needs to be converted. I have this for the next release, but I have no intentions of back porting it for DD 5.1 at this time, especially since it hasn't been tested. All papyrus tells you when you CTD is what was the last thing it processed before the crash which is usually NOT what causes the crash. It's useless for troubleshooting CTDs. A net script framework crash log, or the new fudgyduff crash logger might help you out. If it's DD, remove it and all mods requiring DD until it has been updated (the upcoming DD 5.2 release probably). Or roll back to SE. If you have other mods with script extender plugins that have not explicitly been updated for AE remove them. even if they don't cause an issue with loading, they can cause other problems with your game. https://www.nexusmods.com/skyrimspecialedition/mods/59596 https://www.nexusmods.com/skyrimspecialedition/mods/21294
zarantha Posted December 14, 2021 Posted December 14, 2021 5 hours ago, TrickyK said: Any way you could do this, or show us how to do it for the nipple piercings? With bounce physics I think it would look great. I can do another beta bodyslide update this weekend and put it in there. I intend to make it an option for DD 5.2 since caqa is ok with including it. It will be v0.3 for the 5.2 bodyslides when I update. 1
caqa Posted December 14, 2021 Posted December 14, 2021 (edited) 12 hours ago, TrickyK said: Any way you could do this, or show us how to do it for the nipple piercings? With bounce physics I think it would look great. Not sure nipple piercings would work tbh. Also I am only a casual modder, and not an expert 3d modeler at all, so most likely there are much better ways of doing this. In short I did it like this. When you open the piercings file in nifskope you see a bone (ninode) it's attached to. In de case of the clit piercing that is NPC Pelvis. The idea is to create nested ninodes that you set up for HDT with the xml file for movement. You need at least 2 new ninodes, the first you (probably) move the point where the two rings meet. Once you figure out the XYZ offsets in nifskope for that first node it's easier to switch to outfitstudio. In outfit studio you add a new custom bone (I named that Clit Piercing 1), with the NPC Pelvist as origin and the offsets you figured out in nifskope. Then the second bone (which I named Clit Piercing 2) you attached to the first, and since it's meant to just dangle it only needs a Z offset of something like -2. Then remove all the NPC Pelvis weighting from the dangling parts of the mesh, and add weighting for Clit Piercing 2. Then set up the xml stuff. First make sure you have the nif point to the correct xml. You can see the example in any nif that has HDT set up, it needs the NiStringExtraData node at the top in nifskope, with the name "HDT Skinned Mesh Physics Object" and the string data pointing to the xml file. In nifskope you can just add your own NiStringExtraData, rename and add string data, and move it to the top by selecting it and ctrl+up until it's number 1. Then lastly change the bone names in the xml file to fit the new bones you created, and adjust the angular limits so it doesn't clip to much while moving around. There are 2 reasons why I think it is going to be much more difficult for breasts Firstly the nipples aren't 100% weighted for the breasts bones. The clit piercing was 100% weighted to begin with, so weight painting is super easy. I am not sure how to do that for the breasts. And breasts often have much stronger morphs applied, which changes the actual mesh. I have no idea if that interacts with bones scaling, weighting and HDT perfect enough to make things look good. Improved the clit piercing a bit (changed: the lower part doesn't slide over the ring, but in return has movement in all axes.) piercingVSoul.xmlpiercingVSoul.nif Edited December 14, 2021 by caqa 1
Will55 Posted December 14, 2021 Posted December 14, 2021 I have an arch NM slave and she suddenly appeared in iron prisoner chains which I did not supply (I had 2 in my inventory but after some other DD key problems I had not been game to use them and still only have 2) . My standard is the black leather harness which she was wearing and which disappeared visually but when I checked she was still wearing. I removed the leather harness then tried to place it back but was told that this was not possible because of the chain harness????? I additem'd a every DD key, including a "restraint" key which supposedly unlocks items and tried to do so but when I looked at her, they were still present. But, when i tried again it then said I lacked the key. I grabbed another "restraint" key and it failed also. I can find NO other keys that will absolutely remove the chains, and I have no idea of what to do here. I have searched EVERY DD file via additem search for said key and I can find NO trace of it and yes, I grabbed every item that said "key". Any help would be appreciated as she is rightly p*ssed about it and iIcannot blame her. Do note that this happened in the LVM cellar mod (east room) and I already had a chain problem there when a master vampire somehow found ceiling chains attached to her manacles and hung there like a fly in a web and only by removing the manacles entirely could I free her. Something strange about that room. I will post this on the PAH page also,
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