zarantha Posted January 30, 2022 Posted January 30, 2022 12 hours ago, Addasus said: Hello! I'm having an issue with the elbowbinder on 5.1. For whatever reason, it doesn't appear on female characters (both player and NPC), but will on males. I've batch built everything in bodyslide, and have done it with the elbowbinder standalone, but neither seems to help. Anyone have any ideas? Thanks in advance! Check the bodyslide troubleshooting in the troubleshooting post and make sure that bodyslide is outputting to the correct location.
zarantha Posted January 30, 2022 Posted January 30, 2022 10 hours ago, csacskamacska said: What I and certainly many more nations want is a simple compiler file - which summarizes the text of the script. ... \ Data \ Interface \ Translations \ Devious Devices - Assets_ENGLISH.txt (... mine, you're not doing anything.) ... or whatever you call it. ... and the interface localizes: ... \ Data \ Interface \ Translations \ Devious Devices_ENGLISH.txt * say for version 5.5 or 6.0 ...? If and if the compiler makes a change to that file and that changes the way the program works, you may want to use a localization file. Otherwise irrelevant. If a Chinese or Russian translation is done ... is the program affected? Yes or no? If not, the localization method is irrelevant. This localization still doesn't solve the localization of the messages that flash in the upper left corner ... because it's written in a different location than the main file. * I tried it, but he does nothing. ------- Amit én és minden bizonnyal még sok nemzet szeretne az egy egyszerű fordító fájl -- ami a szkript szövegeit összesíti --. ... \Data\Interface\Translations\Devious Devices - Assets_ENGLISH.txt ( ...az enyém, nem csinál semmit.) ... vagy bármi ahogyan hívva. ... és ami a felületet honosítja: ... \Data\Interface\Translations\Devious Devices_ENGLISH.txt * mondjuk a 5.5 vagy a 6.0 változathoz...? Ha és amennyiben a fordító program változást okoz az adott fájlban és ez a program működését megváltoztatja, akkor érdemes a lokalizációs fájl. Különben lényegtelen. Ha kínai vagy orosz fordítás történik... a program működése befolyásolt? Igen vagy nem? Ha nem, akkor lényegtelen a lokalizációs módszer. Ez a lokalizáció akkor sem oldja meg a bal felső sarokban felvillanó közlendők honosítását... mivel ez a főfájltól eltérő helyre van írva. Nem csak nyafogok. Kipróbáltam, de nekem nem csinál semmit. ------- То, что мне и многим другим странам нужно, — это простой файл компилятора, в котором резюмируется текст сценария. ... \ Data \ Interface \ Translations \ Devious Devices - Assets_ENGLISH.txt // ...мой он ничего не делает.// ... или как вы это называете. ... и интерфейс локализуется: ...\Данные\Интерфейс\Переводы\Devious Devices_ENGLISH.txt * скажем для версии 5.5 или 6.0...? Если и если компилятор внесет изменения в этот файл и это изменит способ работы программы, вы можете захотеть использовать файл локализации. В противном случае неактуально. Если сделать китайский или русский перевод... влияет ли программа? Да или нет? В противном случае метод локализации не имеет значения. Эта локализация все еще не решает локализацию сообщений, которые мигают в верхнем левом углу... потому что они написаны в другом месте, чем основной файл. * я пробовал, но он ничего не делает для меня. Я не просто ною: Devious Devices - Assets_ENGLISH.txt 3.89 kB · 0 downloads MCM is in the zadConfig script. Try using xTranslator. We don't have any such all in one tool here. There is no one place with a summary or list of everything that needs translated. If you want to ask Kimy to make one for you, that's fine, but I don't think it will happen. You might also ask the people who are actually doing translations on the nexus or other sites how they do them. The xTranslator mod, even though it is in the LE section will also do SE. https://www.nexusmods.com/skyrimspecialedition/mods/134 From what I see, this tool should be what you want. It will translate ESM/ESP It will translate Strings It will open BSAs and check for things needing translation there. It will translate scripts (MCM is a script) Example of using the tool: Spoiler At the start, nothing will be translated. Reading the documentation for the translator would probably help, but if you dive right into it, it's fairly simple. Just time consuming. Right click on something that needs translated. Here, I've loaded the zadConfig script and right clicked Devices. Select Focus: Edit String A new window opens. At the bottom, click APITranslation It is now translated. If it's not right, you can edit it. Click ok Continue translating each string. Make sure, in a script, you do not edit the script itself, only the strings. This is all I did, the one time I translated a russian mod to english. It should be all you need.
zarantha Posted January 30, 2022 Posted January 30, 2022 1 hour ago, N.Gamma said: Is anyone working on the bodyslides for BHUNP v3 yet? Not to my knowledge. You could try checking on the actual BHUNP conversion thread.
Elsidia Posted January 31, 2022 Posted January 31, 2022 (edited) On 1/30/2022 at 2:41 AM, Talesien said: What is required to create an item that prohibits use of crafting stations and other activations, Remove crafting recipes from DDI and DDX of match item in xedit. Spoiler UPD: What you mean for other activation's? Edited January 31, 2022 by Elsidia
csacskamacska Posted January 31, 2022 Posted January 31, 2022 19 hours ago, zarantha said: It will translate scripts (MCM is a script) If a fraction had dealt so much with grammar and linguistics, he would have tried to put the conversation here in a non-misleading way ... However, it is difficult to explain to someone such that Ukrainian is not Russian and Hungarian is not English! The point does not change ... And that's equal to it: you can't translate most * pex material because it's pointless! You need a freely editable file for that thing! To create such a thing, the ... pex material must also be prepared properly! Most of the present thing .... English specific and can NOT be translated .... meaningfully! ---- Ha töredék ennyit foglalkozott volna a nyelvtannal és a nyelvészettel, akkor nem félrevivő lehetőséget próbálna itt a társalgásba tenni... Ámde és azonban nehéz elmagyarázni valaki ilyen személynek, hogy az ukrán az nem orosz és a magyar nem angol! A lényeg az nem változik ... És az pedig egyenlő avval: NEM lehet lefordítani a legtöbb * pex anyagot mivel értelmetlen! Ahhoz a dologhoz egy szabadon szerkeszthető fájl kell! Egy ilyen dolog létrehozáshoz a ... pex anyagot is megfelelően kell elkészíteni! A jelen dolog többsége .... angol nyelv specifikus és NEM fordítható.... értelmesen! -----racsni----- Na mindegy... Úgy tűnik valami olyasmi felé akar terelni, amit már évek óta gyakorlok. Ahol lehet és van értelme ott a *pex anyag is lefordításra kerül... de a legtöbb esetben ez a dolog a program halálát hozza. A működése megborul. A fordítás nem jelenik meg... és hasonló dolgok. A készítő sokszor nem, veszi figyelembe a másik nemzeteket... Eszébe sem jut az, hogy nem az angol az egyetlen a bolygón... hanem még van 2500 másik nyelv is! Még, van... közel ezer, amit használnak! Az utóbbi 100 évben majdnem egy tucat végleg eltűnt anélkül, hogy bárki feltérképezte vagy részletesen lejegyezte volna. Viszont csináltak két szinte mindenki által ismertet. A Klingon és a Sárkány nyelvet.... Angol nyelvtannal... természetesen. Az ismert mindenségben 35-10 ezer éve a MAG nyelv volt az egyetlen... és vagy talán a legelterjedtebb az egészen apró közösségek kivételével ahol talán még egy saját "helyi" dialektust is beszéltek. A filmes képzelgés és a mindenhol angolul beszélő gondolkodás... túlzóan is a "Made in Tajvan" feliratos dolgok állandó közvetítője. Ahol ez a felirat nem olvasható az hamisítvány. Avagy rá kell tenni a billogot... majd minden rendben van vele. Senkinek nem kell IQ bajnoknak lenni. Elég ha a 16. századi útleírásokat és beszámolókat olvassa vagy a régi kalendáriumok és lexikonok "tudását" lapozza és rátaláhat olyan feljegyzésre amit el sem képes hinni, hogy lehetséges vagy valóságos! Ma szinte mindenre csak azt mondják, hogy "manipulált". ÉS... bizonyára ez sok esetben igaz is lehet... De nem minden esetre igaz!
RevanCathal Posted January 31, 2022 Posted January 31, 2022 (edited) On 1/30/2022 at 12:46 AM, zarantha said: The 5.2 bodyslides work for 5.1 as well. If they 'aren't working' for you anymore, then you are doing something wrong with bodyslide. The troubleshooting post also has a section has a short guide for troubleshooting bodyslide, try going through that. If you want more help, you're going to have to better explain what you have an issue with. Not working is never a helpful description. The link I initially found lead to a mega file download that had been removed from mega, hence the not working part. After a little further digging, I found a mega link that lead to a working download for the bodyslide files. The issue was that I coudn't find a working download link, not that bodyslide files weren't working. Edited January 31, 2022 by Jgoftl
Talesien Posted January 31, 2022 Posted January 31, 2022 12 hours ago, Elsidia said: Remove crafting recipes from DDI and DDX of match item in xedit. Reveal hidden contents UPD: What you mean for other activation's? Guess I've been unclear, sorry. I'm not about crafting DD items. I've created a custom "DD" items and now I'm trying to apply the effect from yoke and armbinders ellbo cuffs, etc. to it which prevents the use of crafting stations, keeps you from boarding carriages, etc.
Elsidia Posted January 31, 2022 Posted January 31, 2022 (edited) 1 hour ago, Talesien said: the effect from yoke and armbinders ellbo cuffs probably you need made own object effect and add it your rendered item what contains zad_effNoPickpocketing "No Pickpocketing" [MGEF:0B02F6AD] Or use match object effect - If it Yoke: zad_EnchYoke "Yoke Script" [ENCH:0B0501B9] UPD: for yokes and rubber gloves too is effect zad_EnchHeavyBondage "Bound Wrists No Thieving" [ENCH:0B068BDB] - seems it's universal Armbinder - zad_EnchArmBinder "ArmBinder Script" [ENCH:0B0284F7] - for DCL armbinder other armbinders use zad_EnchHeavyBondage "Bound Wrists No Thieving" [ENCH:0B068BDB] And etc. UPD: For straitjackets from DDX are own effects with sounds and too contains no pickpocket effect Edited January 31, 2022 by Elsidia
Talesien Posted February 1, 2022 Posted February 1, 2022 4 hours ago, Elsidia said: probably you need made own object effect and add it your rendered item what contains zad_effNoPickpocketing "No Pickpocketing" [MGEF:0B02F6AD] Or use match object effect - If it Yoke: zad_EnchYoke "Yoke Script" [ENCH:0B0501B9] UPD: for yokes and rubber gloves too is effect zad_EnchHeavyBondage "Bound Wrists No Thieving" [ENCH:0B068BDB] - seems it's universal Armbinder - zad_EnchArmBinder "ArmBinder Script" [ENCH:0B0284F7] - for DCL armbinder other armbinders use zad_EnchHeavyBondage "Bound Wrists No Thieving" [ENCH:0B068BDB] And etc. UPD: For straitjackets from DDX are own effects with sounds and too contains no pickpocket effect Thank you kindly, that helped. Should've been able to deduct this myself, but silly me was looking at the inventory entry rather than the rendered one. *insert facepalm*
BrokenRivals Posted February 1, 2022 Posted February 1, 2022 So I've ran bodyslide and the devices show up as intended, but when I have arm or leg restraints on it doesn't actually bind my character it seems as I'm still able to have my arms at my side and swing swords and all that good stuff. Also, I have FNIS pretty idle's but I doubt it's something with that, but just in case I'll say it anyways and I've ran FNIS and there are no warnings or errors. I've tried looking this up online but couldn't find something that worked and any help is greatly appreciated.
BrokenRivals Posted February 1, 2022 Posted February 1, 2022 2 hours ago, BrokenRivals said: So I've ran bodyslide and the devices show up as intended, but when I have arm or leg restraints on it doesn't actually bind my character it seems as I'm still able to have my arms at my side and swing swords and all that good stuff. Also, I have FNIS pretty idle's but I doubt it's something with that, but just in case I'll say it anyways and I've ran FNIS and there are no warnings or errors. I've tried looking this up online but couldn't find something that worked and any help is greatly appreciated. After looking some more, it seems only a few select arm binders don't work correctly. Something about certain one's not having bound animations for some reason. Tested some other one's and they work fine.
lacie_ Posted February 2, 2022 Posted February 2, 2022 6 hours ago, BrokenRivals said: After looking some more, it seems only a few select arm binders don't work correctly. Something about certain one's not having bound animations for some reason. Tested some other one's and they work fine. Would be helpful if you could let us know which ones specifically aren't working for you, because if it's only not working for some armbinders it's likely that they're all from one mod and the working ones are from different mods.. Either way did you try re-installing DD (and any other mods related to DD that might add their own armbinders)? I'm assuming you've also tried running FNIS again to rebuild anims?
Simps Posted February 2, 2022 Posted February 2, 2022 I'm very forum illiterate so if I'm violating some kind of rule or I put this in the wrong place let me know and I'll either delete or move it as needed if I can figure out how. I'm dealing with an issue where having DD 5.1.7, the most recent version of the mod as of me downloading it a few days ago, causes the game to be unable to launch with no logs or error messages of any sort that I can find. The same seems to be true with Sexlab Aroused SE and all other mods relating to DD. The mods are flagged as being form 43 which I assume to be the issue but I'm not sure how to fix it myself and have been unable to find anyone else with this issue. At first I thought it was something wrong with my modlist in general and kept manipulating my list to try and fix it but the only mods that cause this issue are the form 43 ones. Everything else works just fine. If anyone else is having this issue or if anyone has a resolution I'm all ears, er, eyes? Again I'm sorry if I'm violating any upspoken rules or possibly some written ones I'm just too blind to see, let me know and I'll remove this and get it out of the way.
Elsidia Posted February 2, 2022 Posted February 2, 2022 11 hours ago, BrokenRivals said: only a few select arm binders Without more info you have install some animations mod what conflict with DD. Also you maybe have AE version what not work with DD 5.1 Or you have damaged downgrade Skyrim SE - sometimes something after downgrade not work good.
Elsidia Posted February 2, 2022 Posted February 2, 2022 (edited) 59 minutes ago, Simps said: the game to be unable to launch with no logs or error messages You don't have installed all requirements for run DD 5.1 - missing some master files, not installed SKSe64, wrong version of Skyrim and SKSE64. Need more info of your mod load order list and installed mods. Also maybe you forgot run FNIS after install DD 5.1 59 minutes ago, Simps said: I'm dealing with an issue where having DD 5.1.7, just info: version of mod is DD 5.1 .7z - is sevenzip archive extension. Edited February 2, 2022 by Elsidia
BrokenRivals Posted February 2, 2022 Posted February 2, 2022 10 hours ago, Elsidia said: Without more info you have install some animations mod what conflict with DD. Also you maybe have AE version what not work with DD 5.1 Or you have damaged downgrade Skyrim SE - sometimes something after downgrade not work good. I don't have the AE version, I use Vortex and downloaded the downgrader off of nexus, which seems to work for most everyone that downloaded it. As for animations that conflict, I'm not sure what else would based off what I have as my main one's (that aren't just walking mods or idle animations) are just Defeat, MME, Devious, ZaZ, and Billy's animations and their respective prerequisites. 15 hours ago, asdj1239 said: Would be helpful if you could let us know which ones specifically aren't working for you, because if it's only not working for some armbinders it's likely that they're all from one mod and the working ones are from different mods.. Either way did you try re-installing DD (and any other mods related to DD that might add their own armbinders)? I'm assuming you've also tried running FNIS again to rebuild anims? I've ran FNIS many times with no errors so shouldn't be a problem with that. Also, the only mod that should have armbinders that I have is Devious I believe so shouldn't be a conflict with any other mod. I can try looking at Bodyslide again just in case but I basically just batch built everything. Seems most cuffs, some legs, and some armbinders don't work (like the default brown one). I'll try reinstalling and building the bodyslide files one more time and see if that changes anything.
Elsidia Posted February 2, 2022 Posted February 2, 2022 22 hours ago, BrokenRivals said: it seems only a few select arm binders don't work correctly. Can you name a armbinder or better console id? In DD are some armbinders what are from DDA, not spawn in game and if you got it using console or item add menu, those armbinders doesn't have arm binding animation and even lock scripts.
BrokenRivals Posted February 2, 2022 Posted February 2, 2022 (edited) 1 hour ago, Elsidia said: Can you name a armbinder or better console id? In DD are some armbinders what are from DDA, not spawn in game and if you got it using console or item add menu, those armbinders doesn't have arm binding animation and even lock scripts. I guess I forgot to mention I have cursed loot too, but I think that just uses the devices from DD anyways. For example, what just got bound on me after opening a chest is the iron chain harness (body) (ID 0A01C0B7), Black ebony cuffs arms and legs (0A00D4E1 and 0A00D4E3) and I'm able to walk around freely swinging swords and stuff without being restricted. Also able to put on armor and stuff even while bound. Also I reinstalled both devices and cursed loot and built everything in bodyslide again just in case but that didn't seem to work. Edited February 2, 2022 by BrokenRivals Added last sentence
Elsidia Posted February 2, 2022 Posted February 2, 2022 49 minutes ago, BrokenRivals said: is the iron chain harness (body) Is part of iron chain set and put on body and not lock player. And those cuffs have decorative function in DD mod. See screenshot: Spoiler
BrokenRivals Posted February 3, 2022 Posted February 3, 2022 4 hours ago, Elsidia said: Is part of iron chain set and put on body and not lock player. And those cuffs have decorative function in DD mod. See screenshot: Hide contents I see, thanks, I just assumed that they were supposed to be like handcuffs. So I assume me being able to put on armor over it is intended since it's not restrictive?
Simps Posted February 3, 2022 Posted February 3, 2022 (edited) 18 hours ago, Elsidia said: You don't have installed all requirements for run DD 5.1 - missing some master files, not installed SKSe64, wrong version of Skyrim and SKSE64. Need more info of your mod load order list and installed mods. Also maybe you forgot run FNIS after install DD 5.1 just info: version of mod is DD 5.1 .7z - is sevenzip archive extension. Thank you for the reply, I've taken some screen caps on my mod list. I don't see any missing masters, and I went ahead and ran FNIS just to make sure if that was the case but that has not resolved the issue. Hopefully this will contain all the information needed but let me know and I'll collect anymore you can think of. Edited February 3, 2022 by Simps Edit: failed to attach 2nd screen shot
ck2modfan Posted February 3, 2022 Posted February 3, 2022 enjoy the gag effect to prevent eating food or drinking potions. any reason why drinking is not included? has anyone created a patch to also block drinking? in a further off chance, has anyone created a patch that prevents vampire from feeding while gagged. ideally better vampires.
lacie_ Posted February 3, 2022 Posted February 3, 2022 (edited) 7 hours ago, BrokenRivals said: I guess I forgot to mention I have cursed loot too, but I think that just uses the devices from DD anyways. DCL does add many of it's own items to the game, some unique and not mere reskins. However the animation problems you're having issues with sound like they are from DD 1 hour ago, BrokenRivals said: I see, thanks, I just assumed that they were supposed to be like handcuffs. So I assume me being able to put on armor over it is intended since it's not restrictive? The only items in DD with custom animations are armbinders, yokes, restrictive dress (hopefully I didn't miss any). I don't think any DD/DCL items bind your hands like handcuffs would, but Zaz is capable of that as are other mods using the DD system. edit: just had a quick look through DD files, I think I'm wrong about this and there are some items from DD that act as wrist cuffs with custom animations/poses Arm and leg cuffs will allow you to equip armor over/under them, and I'm pretty sure the iron harness would as well as it uses a separate body slot to normal armor and DD dresses/suits. So with all that said, are you having animation problems with items that have armbinder in their name? Or were you just using that word to refer to any piece of equipment you thought might have a custom arm animation/pose associated with it? And if yes, please give us the name and item code of the armors that don't work. Edited February 3, 2022 by asdj1239
lacie_ Posted February 3, 2022 Posted February 3, 2022 (edited) 16 minutes ago, ck2modfan said: enjoy the gag effect to prevent eating food or drinking potions. any reason why drinking is not included? has anyone created a patch to also block drinking? in a further off chance, has anyone created a patch that prevents vampire from feeding while gagged. ideally better vampires. I think it depends on the type/size of gag. Some gags (like panel gags) will completely block potions and food/drink, whereas others (like ring gag) will allow you to eat or drink anything. I think DCL has more of the very restrictive gag types if you don't use that mod already. Edited February 3, 2022 by asdj1239
zarantha Posted February 3, 2022 Posted February 3, 2022 17 minutes ago, ck2modfan said: enjoy the gag effect to prevent eating food or drinking potions. any reason why drinking is not included? has anyone created a patch to also block drinking? in a further off chance, has anyone created a patch that prevents vampire from feeding while gagged. ideally better vampires. Drinks are included, but drinking by activation cannot be prevented (such as drinking from a stream or well, or when a NPC feeds you a food or drink item). It's required for the begging for food/drink, so it's intentional.
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