Luka9470 Posted December 14, 2021 Posted December 14, 2021 I installed NIO, but I still get this error:
zarantha Posted December 15, 2021 Posted December 15, 2021 18 hours ago, caqa said: 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.xml 1.29 kB · 1 download piercingVSoul.nif 24.42 kB · 1 download It should be doable. Even the clit has multiple weightings - pelvis and clit, for example, with the r/l pussy weights possibly overlapping (or coming really close) as well. I'll try playing with it over the weekend and over the next few weeks. it might actually be pretty simple to attach your bones to the breasts and adjust from there. Note - I am not making any promises here! But it would be nice for all the danglies to actually dangle.
zarantha Posted December 15, 2021 Posted December 15, 2021 15 hours ago, Will55 said: 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, Prisoner chains usually take at least two restraint keys if from DD. If it's from DCL, it might be the one that requires a master key. If you were unlucky and hit the furniture prisoner chains bug, it required 100 keys...
zarantha Posted December 15, 2021 Posted December 15, 2021 15 hours ago, Luka7777 said: I installed NIO, but I still get this error: Remove any separate DD mods you have, they are for LE. The only mod you need for SE is the DD 5.1 SE and VR download, it contains Devious Devices Assets, Devious Devices Integration, Devious Devices Expansion, Devious Devices For Him, Devious Devices Beast Race Refit, and Devious Devices Contraptions. Also make sure you do not have any patches overwriting DD. That error means you have a script that is overwriting the fixed scripts in DD SE 5.1.
Elsidia Posted December 15, 2021 Posted December 15, 2021 16 hours ago, Will55 said: I have an arch NM slave and she suddenly appeared in iron prisoner chains which I did not supply 23 minutes ago, zarantha said: If you were unlucky and hit the furniture prisoner chains bug, it required 100 keys... This can be call DD contraptions bug. It's not likely bug. Already in old versions those chains with 100 keys is added to contraptions mod and used as mark NPC for furniture. Point over a NPC with those chains and press key PageUp. Chains disappear. Point second time and press PageUp. Chains show up. Repeat how many times you want. 1
zarantha Posted December 15, 2021 Posted December 15, 2021 26 minutes ago, Elsidia said: This can be call DD contraptions bug. It's not likely bug. Already in old versions those chains with 100 keys is added to contraptions mod and used as mark NPC for furniture. Point over a NPC with those chains and press key PageUp. Chains disappear. Point second time and press PageUp. Chains show up. Repeat how many times you want. I thought it still wasn't supposed to be called in trap events, but i could be wrong. Even so, if it is supposed to be a trap, then the page up to get rid of it would be the bug. I suppose they could have fat fingered it and accidentally hit page up, but in that case i'd like to see a confirmation like we have when manually equipping items.
Elsidia Posted December 15, 2021 Posted December 15, 2021 19 minutes ago, zarantha said: I thought it still wasn't supposed to be called in trap events, I think it not call in trap events. At least i'm not hit by this trap with 100 keys. Most it's happen accidentally hit PageUp key and even that you got Debug message in left upper screen corner: "NPC name" is selected for furniture or similar. When hit second time there is message: "NPC name" is deselect for furniture or similar. 2
Will55 Posted December 15, 2021 Posted December 15, 2021 (edited) Thank you all for the above. One OT question (seeing as this page is so busy) How can I make and run a second or third Skyrim SE game if I am under Steam's thumb? I have loads of USB drives upon which I can easily place another Steam Library but Steam throws a hissy fit when I try. I am doing so as I want to try parallel runs of SSE, a cutdown SAE verson and an SSE version with limited mostly LL mods. I know that I could simply place a steam library on each of 3 USB 2.0 drives and simply plug/unplug but Steam lifts up its skirts and shrieks when I tried this before Any ideas? If this sounds moronic then my apologies. Edited December 15, 2021 by Will55
Will55 Posted December 15, 2021 Posted December 15, 2021 5 hours ago, Elsidia said: I think it not call in trap events. At least i'm not hit by this trap with 100 keys. Most it's happen accidentally hit PageUp key and even that you got Debug message in left upper screen corner: "NPC name" is selected for furniture or similar. When hit second time there is message: "NPC name" is deselect for furniture or similar. Yahoo!!! SPOT ON! Thank you! I bow to your superior knowledge.
Elsidia Posted December 15, 2021 Posted December 15, 2021 2 hours ago, Will55 said: Any ideas? Steam is very stubborn animal. I can only guess: If you have 1 USB drive with SSE modded version and one drive with modded AE version you can try run Steam in offline mode then start Skyrim SE through SKSE64 launcher - as Steam is in offline and launcher not use trigger Skyrim update thing probably it will run a game. I'm not sure how steam will react if in logs are say that you have AE version but it's try to start SE version. But in theory it maybe work. As for me, i use steam very rare and because always start it in offline mode and if need skyrim start through skse64 launcher. Also if you accidentally run Skyrim SE skse64 launcher while steam not started instead of launcher it's start steam and hit Skyrim SE exe file, what trigger update to new version AE. But maybe there is chance that in offline mode it can't trigger update mode for Skyrim SE. If you want different modded Skyrim there is professional and hard understandable MO2 manager. It supports different profiles with different mod count into it. In theory Vortex can do it too, but not sure if it really works. As for AE version there is new SKSE launcher too. But probably for AE version not need fear about update unless this update breaks previous AE SKSE launcher. 1
aurreth Posted December 15, 2021 Posted December 15, 2021 2 hours ago, Elsidia said: If you want different modded Skyrim there is professional and hard understandable MO2 manager. It supports different profiles with different mod count into it. In theory Vortex can do it too, but not sure if it really works. Vortex allows multiple profiles for different mod setups. For FO4 I have three, one for play, one for development that contains only my vault modding files, and one for testing. Nothing right now allows for side by side installs of SE and AE, because Bethesda and Steam don't see them as different games. If you use Steam you will eventually get forced to upgrade to AE, unless you take extraordinary measures to prevent it. You must set the Skyrim "properties/updates" to "Only update this game when I launch it", and then never launch it using Steam, only use the skse_launcher with Steam in offline mode.
Will55 Posted December 15, 2021 Posted December 15, 2021 Thank you! I use MO2 but really just blunder along letting disaster teach me what I did wrong. So I might try that way using alternate USB drives as a game data source I see that I would have to swap around the My Games savefile/ini folders etc. also and god knows what else in User files I really have utter contempt for Steam but it now has absolute control over so many games that like the what is happening in RL all we can do is work out how to lessen its grip.
CommunistNinja Posted December 15, 2021 Posted December 15, 2021 Does anybody have a list of usual suspects for which DAR animations would prevent the armbinder animations from playing? Before I try to narrow down which one is doing it, I'm hoping somebody here knows. I installed a bunch a while ago and never thought to check the armbinder animations for compatibility. Thanks.
zarantha Posted December 16, 2021 Posted December 16, 2021 18 hours ago, Will55 said: Thank you all for the above. One OT question (seeing as this page is so busy) How can I make and run a second or third Skyrim SE game if I am under Steam's thumb? I have loads of USB drives upon which I can easily place another Steam Library but Steam throws a hissy fit when I try. So what I've done is I've made use of the profiles in MO2. I have 'mods' where I copied the SE BSA files and called this base game files. I have another mod for the esms. So that covers basically everything in the data folder that gets modified. I downloaded skyrim lite loader and copied the skyrim exe, skse loader and dll into the SLL folder you create in the game folder. Then I updated skyrim and created the base game and esm mods for AE in a new profile. So now I have two profiles, one for SE and one for AE. They each have their own game files that don't live in the actual install folder and are independent of any updating that may still occur in steam. Then I set up the shortcuts like the loader mod says and can now freely switch between SE and AE just by clicking the appropriate launcher. This does take a lot of work to set up, but now it's pretty seamless to switch. You should include SE/AE on your mod names - any skse plugin mods will need to be installed twice and then activated on the appropriate profile. You'll have two address libraries, two sexlab frameworks, two papyrus extenders, etc. So things look like this: Skyrim SE profile in MO2 (should work for vortex too) -- SE BSA files in 'base game' mod/folder -- SE ESMs in 'cleaned game' mod/folder -- SE skse scripts mod for 2.0.20 -- Address Library SE -- SexLab 1.63 -- Other SE mods. Skyrim AE profile in MO2 (should work for vortex too) -- AE BSA files in 'base game' mod/folder -- AE ESMs in 'cleaned game' mod/folder -- AE skse scripts mod for 2.1.4 -- Address Library AE -- SexLab 1.64b -- Other AE mods The actual game folder: \Skyrim Special Edition <snip> -- \Data (everything important from here is in the MO2 profiles) <snip> -- SLL -- patches -- post-AE (the files you get after updating) -- skse64_loader.exe -- skse64_steam_loader.dll -- SkyrimSE.exe -- pre-AE (the files you have before updating or after downgrading) -- skse64_loader.exe -- skse64_steam_loader.dll -- SkyrimSE.exe <snip> skse64_1_5_97.dll skse64_1_6_342.dll (yes the DLLs for BOTH skse64 versions) skse64_loader.exe skse64_steam_loader.dll Skyrim Anniversary Launcher.exe Skyrim Legacy Launcher.exe SkyrimSE.exe 2
zarantha Posted December 16, 2021 Posted December 16, 2021 7 hours ago, CommunistNinja said: Does anybody have a list of usual suspects for which DAR animations would prevent the armbinder animations from playing? Before I try to narrow down which one is doing it, I'm hoping somebody here knows. I installed a bunch a while ago and never thought to check the armbinder animations for compatibility. Thanks. No one has ever given me the names of the ones they disabled. The ones I have all work fine with armbinders, but I don't have a lot. You'll notice I've only got two idle animations, i think it may be the larger idle replacers that are the problem. These should all not conflict: There Is No Umbra - Chapter II [DAR] Feline Movement Animations for Khajits and Werewolves SSE [DAR] Immersive sprint animations SE [DAR] Take a Seat - New DAR Sitting Animations Faster Woodcutting Animation [DAR] Baka's DAR Motion Pack [Defeat][DAR] Sky's Mage Dagger Idle [DAR] Sky's Rogue Dagger Idle [DAR] 1
CommunistNinja Posted December 16, 2021 Posted December 16, 2021 (edited) 16 hours ago, zarantha said: No one has ever given me the names of the ones they disabled. The ones I have all work fine with armbinders, but I don't have a lot. You'll notice I've only got two idle animations, i think it may be the larger idle replacers that are the problem. These should all not conflict: There Is No Umbra - Chapter II [DAR] Feline Movement Animations for Khajits and Werewolves SSE [DAR] Immersive sprint animations SE [DAR] Take a Seat - New DAR Sitting Animations Faster Woodcutting Animation [DAR] Baka's DAR Motion Pack [Defeat][DAR] Sky's Mage Dagger Idle [DAR] Sky's Rogue Dagger Idle [DAR] Before I nuke all my DAR animations to find the "one," I'm gonna roll back to 5.1 and see if it has something to do with DD 5.2. Something weird is going on with the equip/unequip mechanism. I'll link a 90s video: This was happening with 5.2, so I rolled it back to 5.1 and it still happens. I'm wondering if this is connected to the armbinder animations not playing. Why would they play, if the device is not "actually" equipped. I didn't really notice until I started getting bounties through SLAdventures/Survival for not wearing the slave collar. It's weird that the collar shows up from certain camera views, but disappears from other views. The inventory shows that it's equipped, but I can't manipulate it to try and escape. If I initially equip it whilst setting the locks to "manipulated," the only options I have are to "put it on" or "carry on." Edited December 16, 2021 by CommunistNinja Further Testing
zarantha Posted December 17, 2021 Posted December 17, 2021 8 hours ago, CommunistNinja said: I didn't really notice until I started getting bounties through SLAdventures/Survival for not wearing the slave collar. It's weird that the collar shows up from certain camera views, but disappears from other views. The inventory shows that it's equipped, but I can't manipulate it to try and escape. If I initially equip it whilst setting the locks to "manipulated," the only options I have are to "put it on" or "carry on." Put it on / Carry on are normal options. Some items are not set up in a way that respects the manipulate option - I've seen this even with DCL multiple times. That by itself is unlikely to be a problem. What does indicate the device may be bugged is you get that same option even after putting it on, but not after forcefully removing it and putting it on. Try dropping the device and picking it up again to see if that fixes it. If not, what you may need to do is put your entire inventory in a container, then check your inventory in the console. If there's still items showing you can try dropping them. some are intentional - they're magic effects, and i think device hider, so they won't really drop, but if there's an invisible device stuck that should clear it. Black Waxed Harness collar is not a DD item. I don't know what mod that is from. You can do "help "black waxed harness collar"" to see what mod it's from and either remove that mod or check on it's support thread. It doesn't look quite like the fade issue I accidentally encountered recently, but if it is similar, that is a nif issue, not anything with the esp or scripts, so it shouldn't actually be related to any equip issue. it would be a strictly visual issue. If all else fails, I'd suggest trying a new game with only DD and it's requirements and make sure that's working before adding your mods back in.
CommunistNinja Posted December 17, 2021 Posted December 17, 2021 1 hour ago, zarantha said: Put it on / Carry on are normal options. Some items are not set up in a way that respects the manipulate option - I've seen this even with DCL multiple times. That by itself is unlikely to be a problem. What does indicate the device may be bugged is you get that same option even after putting it on, but not after forcefully removing it and putting it on. Try dropping the device and picking it up again to see if that fixes it. If not, what you may need to do is put your entire inventory in a container, then check your inventory in the console. If there's still items showing you can try dropping them. some are intentional - they're magic effects, and i think device hider, so they won't really drop, but if there's an invisible device stuck that should clear it. Black Waxed Harness collar is not a DD item. I don't know what mod that is from. You can do "help "black waxed harness collar"" to see what mod it's from and either remove that mod or check on it's support thread. It doesn't look quite like the fade issue I accidentally encountered recently, but if it is similar, that is a nif issue, not anything with the esp or scripts, so it shouldn't actually be related to any equip issue. it would be a strictly visual issue. If all else fails, I'd suggest trying a new game with only DD and it's requirements and make sure that's working before adding your mods back in. The only items remaining in the PC's inventory are the SoS pubic hair, unarmed, device hider, and the obis config book. The console says the device hider and pubic hair have "bad editor IDs?" They show up fine in xedit, though, so I don't know why they would be "bad." The "black waxed harness collar" is from the devious lore patch. It simply gives different display names to some of the devices. I removed that patch, thinking maybe it was adding some scripting to the devices so that they would play nice with Devious Lore's mini-game that gets initiated when trying to struggle out of a device, but nothing changed. I added an armbinder to the wardrobe in the AP starting cell and, even when I use the Devious Follower mod to remove the device, it stays on the PC. At least with the collar, it can be unequipped. Another time (on a totally different start), the armbinder got stuck in a loop of endlessly equipping-unequipping...had to restart the game. I'm sure DD is fine on it's own, have been using it forever and never had any troubles with it. It's just not playing nice with something else in the load order and I'm unsure of what would be making it bug out like this.
fyredraken Posted December 17, 2021 Posted December 17, 2021 Okay, I'm assuming this has been covered and I just can't find it. Since the 1.423 update and the AE release I have been having an issue with many devices, all of them in fact, where they will equip and I can unlock or struggle out but the game isn't registering the unlock and they stay equiped/locked. Also, even with fully updated mods, i.e. Netimmerse and racemenu, I'm getting the error x boot requires nimmerse overide and it's not installed. Does anyone know how to fix these two things?
safado Posted December 17, 2021 Posted December 17, 2021 (edited) 1 hour ago, fyredraken said: Okay, I'm assuming this has been covered and I just can't find it. Since the 1.423 update and the AE release I have been having an issue with many devices, all of them in fact, where they will equip and I can unlock or struggle out but the game isn't registering the unlock and they stay equiped/locked. Also, even with fully updated mods, i.e. Netimmerse and racemenu, I'm getting the error x boot requires nimmerse overide and it's not installed. Does anyone know how to fix these two things? DD is no SkyrimSE 1.6 (AE) compatible, yet. Roll back to SkyrimSE 1.5 to fix the issue. Edited December 17, 2021 by safado
Magus123456789 Posted December 17, 2021 Posted December 17, 2021 (edited) When I install devious devices, almost all females NPC in cities are using a restrained animation (armbinder, ankles bound, whatever). I don't care to see sometime a woman using a devious device. But why almost all of them? Is there any way to control this probability? Edited December 17, 2021 by Magus123456789 1
Will55 Posted December 18, 2021 Posted December 18, 2021 10 hours ago, safado said: DD is no SkyrimSE 1.6 (AE) compatible, yet. Roll back to SkyrimSE 1.5 to fix the issue. AE is the proof of what we can now expect from Bethesda now that it is owned by Microsoft and gates. An old, outdated heap, resprayed, sawdust in gearbox and diff and oil leaks plugged with glue but supplied with sparkling gewgaws and a minimally few useful addons to suck in the naive. All this INSTEAD of doing something useful such as making TES6
safado Posted December 18, 2021 Posted December 18, 2021 49 minutes ago, Will55 said: AE is the proof of what we can now expect from Bethesda now that it is owned by Microsoft and gates. An old, outdated heap, resprayed, sawdust in gearbox and diff and oil leaks plugged with glue but supplied with sparkling gewgaws and a minimally few useful addons to suck in the naive. All this INSTEAD of doing something useful such as making TES6 During the release of Skyrim SE half a decade ago in an interview Todd Howard said that the next Elder Scrolls need new engine tech to expand content creator options and make more interactive worlds, and they are concentrating on Starfield first. Currently, they are jerking the cash cow "Intellectual Properties" to feed Starfield development and have good numbers for shareholders. When they finish TES 6 it will look dated with any other game using Unreal Engine 5. ?
Elsidia Posted December 18, 2021 Posted December 18, 2021 (edited) On 12/17/2021 at 9:55 AM, CommunistNinja said: I added an armbinder to the wardrobe in the AP starting cell and, even when I use the Devious Follower mod to remove the device, it stays on the PC. 1) Remove ALL DD old patch from another mods and reinstall DD 5.1 2) Devious followers remove system maybe use old engine from DD 4.3 and not work with DD 5.1 3) Remove Skyrim AE Edited December 18, 2021 by Elsidia 1
zarantha Posted December 18, 2021 Posted December 18, 2021 On 12/17/2021 at 2:55 AM, CommunistNinja said: The "black waxed harness collar" is from the devious lore patch. Devious lore and it's patches have been problematic for some users in the past. Try removing DL. I wasn't able to replicate the incompatibility, but there were enough people with problems that it's entirely possible i just hadn't hit the right device. Bad editor id will show sometimes even when a device is working. don't take it as gospel that something is bad if that's there. If you're manually adding devices, do not add any from DDa or DDi. Only add devices from DDx. The others don't always get the scripts attached if you add them manually from those esms. 1
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