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Posted
7 hours ago, Jimmy_Russell said:

I just wasn't able to find the reference

 

 

Use the filter to narrow it down. or batch build the whole group.

 

image.png.3914eccefb623dba16286b358e3d4aff.png

Posted
5 hours ago, bubba999 said:

 

Devious Devices 5.2 beta 3BA Bodyslides v0.6

 

Hmm, doesn't look that large on it's own. It was increased slightly to avoid clipping with the neck as the head moves, which bugged me a lot more than the collars clipping through does now.

 

image.png.147cc256aa9805ed0130b7e4fbb79214.png

 

There's always going to be clipping when multiple devices are worn together. I'll see what I can do next time I work on them but it may be unavoidable.

 

Easiest way for you to fix would be to increase the collar slightly.

Or load up one of the catsuits and deflate it slightly if you want it clipping through the neck instead.

Posted (edited)
1 hour ago, zarantha said:

 

Use the filter to narrow it down. or batch build the whole group.

 

image.png.3914eccefb623dba16286b358e3d4aff.png

image.png.8c18b1e5b26b5d4cd6f7c348c0ff7393.pngNothing...
Also, I tried batch building before...

Edited by Jimmy_Russell
Posted
Vor 57 Minuten sagte Jimmy_Russell:

image.png.8c18b1e5b26b5d4cd6f7c348c0ff7393.pngNichts...
Außerdem habe ich vorher versucht, Batch-Building zu erstellen ...

So instead I would try to examine the installation files - whether the networks can be found in the source directories at all
and
if so - then you can still copy them "by hand" into the target directories
sometimes automatic installation systems (like "Vortex") "swallow" individual files during copying

Posted

 

6 minutes ago, Miauzi said:

So instead I would try to examine the installation files - whether the networks can be found in the source directories at all
and
if so - then you can still copy them "by hand" into the target directories
sometimes automatic installation systems (like "Vortex") "swallow" individual files during copying

 

The problem with that is the devices are all listed in the same xml file. So if files were missing, then he wouldn't have any of the DDa/DDx devices listed in bodyslide.

Now if it was there but he was getting build errors, that could be missing files.

 

 

 

1 hour ago, Jimmy_Russell said:

image.png.8c18b1e5b26b5d4cd6f7c348c0ff7393.pngNothing...
Also, I tried batch building before...

Are you on DD SE 5.1, or something older? Those files are definitely in 5.1

 

The elbowbinder nifs are these files:

meshes\devious\devices\feuertin\FT_ArmbinderElbow_0.nif

meshes\devious\devices\feuertin\FT_ArmbinderElbow_1.nif

meshes\devious\devices\feuertin\FT_ArmbinderElbowEbonite_0.nif

meshes\devious\devices\feuertin\FT_ArmbinderElbowEbonite_1.nif

 

If you're on an older version, it might not be _0/_1. I think it was single weight originally, but I don't really remember.

Posted

Hi. Long time fan here since 2016 I believe. First major issue I've ever encountered by for some reason nothing will unequip outside the struggling/cutting/picklocking' mechanic. It won't even let me unlock ropes on my legs or a collar. This didn't happen at first but once the gold collar was locked on by an NPC nothing that got added would be removed. I did the 'bondage advanture' quest where an NPC bound me, and dropped me at the other side of the world, crawled my way back, and then found after the quest all that would happen as each item was unequiped, would be that the menu prompt saying 'unlock, try to escape, leave it be' (paraphrasing) is appearing, and then nothing happened. It seems the devices are being unequiped but not unlocked? Any suggestions

Posted
40 minutes ago, KrissyKatx3 said:

Hi. Long time fan here since 2016 I believe. First major issue I've ever encountered by for some reason nothing will unequip outside the struggling/cutting/picklocking' mechanic. It won't even let me unlock ropes on my legs or a collar. This didn't happen at first but once the gold collar was locked on by an NPC nothing that got added would be removed. I did the 'bondage advanture' quest where an NPC bound me, and dropped me at the other side of the world, crawled my way back, and then found after the quest all that would happen as each item was unequiped, would be that the menu prompt saying 'unlock, try to escape, leave it be' (paraphrasing) is appearing, and then nothing happened. It seems the devices are being unequiped but not unlocked? Any suggestions

 

You have a conflicting mod or installed old patches or the old LE mods over the SE all in one package.

 

Don't use the old separate installs for DDa, DDi, DDx. Those are LE mods that are a much older version, and will break the unlock scripts among other things.

Make sure nothing is overwriting DD's scripts. No patches for other mods is included in that.

 

Check the troubleshooting post for the incompatible mods. No enchantment restriction is a primary offender. This is likely the problem.

 

If none of that applies, it could be bugged devices. They can usually be removed with the console or the mod devious devices equip.

If all else fails, go back to a save before the issue occurred.

Posted
4 minutes ago, zarantha said:

 

You have a conflicting mod or installed old patches or the old LE mods over the SE all in one package.

 

Don't use the old separate installs for DDa, DDi, DDx. Those are LE mods that are a much older version, and will break the unlock scripts among other things.

Make sure nothing is overwriting DD's scripts. No patches for other mods is included in that.

 

Check the troubleshooting post for the incompatible mods. No enchantment restriction is a primary offender. This is likely the problem.

 

If none of that applies, it could be bugged devices. They can usually be removed with the console or the mod devious devices equip.

If all else fails, go back to a save before the issue occurred.

I did try installing DDe as I was waiting for a response, however my Papyrus was mysteriously undeployed. I'm redeploying the entire mods now to see if that fixes anything, I also did originally attempt to do the old seperate installs because I noticed several mod depedencies listed needing DDa, DDi, DDc and DDx, However I have since realised DD5 contains all of these already XD However the issue with the restains has been after this one. I've attempted to remove and unequip the devices through the console and it seemed to cause the same issues. As for mods that might cause a conflict issue, I had DCL and DDL installed. The rules for DD5 currently place it after ZaZ but before Toybox Framwork. Is there any other suggestion?

Posted
1 hour ago, KrissyKatx3 said:

I did try installing DDe as I was waiting for a response, however my Papyrus was mysteriously undeployed. I'm redeploying the entire mods now to see if that fixes anything, I also did originally attempt to do the old seperate installs because I noticed several mod depedencies listed needing DDa, DDi, DDc and DDx, However I have since realised DD5 contains all of these already XD However the issue with the restains has been after this one. I've attempted to remove and unequip the devices through the console and it seemed to cause the same issues. As for mods that might cause a conflict issue, I had DCL and DDL installed. The rules for DD5 currently place it after ZaZ but before Toybox Framwork. Is there any other suggestion?

 

The devices come in two parts. so to remove through the console, you need to remove the right one or both. Reverting to an older save before the devices were broken is safer, but most people would rather try to fix a broken save than go back to when everything was working. But fixing the save isn't always possible.

 

ZAZ and Toys don't have overlapping scripts with DD. The overlapping textures are not a problem. For DD, DCL, and ZAZ the conflicting textures are all the same.

Devious Devices Lore has a DD patch that has caused problems in the past. Try removing that and reverting to an older save.

 

Make sure the separate mods for DDa, DDi, DDx, and DDc are uninstalled. If you need to, do a purge in vortex, then delete your data folder in your skyrim steam install folder and revalidate files before allowing vortex to deploy again. Be aware that validating your files will upgrade you to the AE version if you weren't already there. If you are using the SE version, you'll need to downgrade to SE after validating files.

 

And like i said, make sure you don't have conflicting mods like no enchantment restriction installed.

Posted

Hey, I'm considering updating to AE, and am going through my mods checking if they're updated

 

This is a pretty major mod on LL, so it probably is and I'm just dumb, but ill ask anyways

 

Is this up to date for AE?

Posted (edited)
14 hours ago, zarantha said:

 

 

The problem with that is the devices are all listed in the same xml file. So if files were missing, then he wouldn't have any of the DDa/DDx devices listed in bodyslide.

Now if it was there but he was getting build errors, that could be missing files.

 

 

 

Are you on DD SE 5.1, or something older? Those files are definitely in 5.1

 

The elbowbinder nifs are these files:

meshes\devious\devices\feuertin\FT_ArmbinderElbow_0.nif

meshes\devious\devices\feuertin\FT_ArmbinderElbow_1.nif

meshes\devious\devices\feuertin\FT_ArmbinderElbowEbonite_0.nif

meshes\devious\devices\feuertin\FT_ArmbinderElbowEbonite_1.nif

 

If you're on an older version, it might not be _0/_1. I think it was single weight originally, but I don't really remember.

It's not SE, it's LE

Edited by Jimmy_Russell
Posted
3 hours ago, Literally just a cat said:

Hey, I'm considering updating to AE, and am going through my mods checking if they're updated

 

This is a pretty major mod on LL, so it probably is and I'm just dumb, but ill ask anyways

 

Is this up to date for AE?

I think it is runable on AE, but I have seen a lot of reported bug. 

Posted
6 hours ago, Literally just a cat said:

Hey, I'm considering updating to AE, and am going through my mods checking if they're updated

 

This is a pretty major mod on LL, so it probably is and I'm just dumb, but ill ask anyways

 

Is this up to date for AE?

 

Yes, it's updated for AE, but you have to use the beta version, or download the DLL separately and overwrite DD 5.1's DLL. Both are on the troubleshooting post.

Posted
5 hours ago, Jimmy_Russell said:

It's not SE, it's LE

 

Then it's not there, I added them when doing the SE conversion. And you're in the wrong section, since this is the SE thread.

Posted

Hi there, I got a little problem here: my character got stuck in a "leftover" of a device (I don't know which one).

I can see this after emptying my char's inventory completely so that only this item is left. It's id is 0C040F0C indicating it belongs to DDi (DDi has 0C on my system).

Trying to player.unequipitem oder player.removeitem simply adds it afterwards again - there is no description or name for the item.

 

Is there any console command or any mechanism I can remove this item?

 

Thx for any help

 

 

Posted
2 hours ago, mirksx said:

Its id is 0C040F0C indicating it belongs to DDi (DDi has 0C on my system).

That's the device hider, not part of a device. It being equipped is normal.

Posted
2 hours ago, chaimhewast said:

That's the device hider, not part of a device. It being equipped is normal.

 

Perfect, thanks for the fast assistance!

Posted

Just out of curiosity I was browsing the script source files. in e.g. LookupDeviceType() I see a long list of pattern matches like this:

	If kwd == zad_DeviousGloves
		return "Gloves"  
	ElseIf kwd == zad_DeviousHood
		return "Hood"

Isn't it possible to create an array of object IDs, and an commensurate array of return values, and upon module initialization sort this array of object IDs and the return values in the same order. When calling lookupDeviceType, you can then binary search on index for the object ID, to get a return value in log(array_size) steps. In current setup, worst case, you have to test every element to get to the last return value.
 

Posted (edited)
1 hour ago, picobyte said:

Just out of curiosity I was browsing the script source files. in e.g. LookupDeviceType() I see a long list of pattern matches like this:

	If kwd == zad_DeviousGloves
		return "Gloves"  
	ElseIf kwd == zad_DeviousHood
		return "Hood"

Isn't it possible to create an array of object IDs, and an commensurate array of return values, and upon module initialization sort this array of object IDs and the return values in the same order. When calling lookupDeviceType, you can then binary search on index for the object ID, to get a return value in log(array_size) steps. In current setup, worst case, you have to test every element to get to the last return value.
 

Of course it is possible.

 

And it could be even more simple, like this:

Spoiler

#define        __gloves__        0

#define        __hood__            1

...

 

int[] deviceTypes

 

function Init()
    deviceTypes = new int[128]
    deviceTypes[__gloves__] = zad_DeviousGloves
    deviceTypes[__hood__] = zad_DeviousHood
    ...
endFunction

 

int function GetType(keyword _k)
    return deviceTypes.Find(_k)
endFunction

 

function DoingWhatever()
    ...
    ; We do whatever only if the device is gloves
    ; (and of course, if in the same script, we should call deviceTypes.Find() directly,

    ; or compare the keyword directly, but let's pretend this is in some other script)
    if GetType(someDeviceKeyword) == __gloves__
        ; Do whatever
        ...

    endIf
endFunction

 

...but for some unknown reason, i have yet to see anybody using macros or defines. I don't understand why.

 

Edited by Roggvir
Posted

For some reason whenever i try to install the archive through vortex it says that the archive is damaged, and when i try to extract it through winrar it says that its corrupt

Posted
2 hours ago, Roggvir said:

Of course it is possible.

 

I have yet to see anybody using macros or defines. I don't understand why.

 

Agreed, defines and array lookup would be even faster. Didn't even know C pre-processor statements were allowed. Can't find about it in on-line documentation.
The scope for a definition could be tricky. I'm guessing defines have global scope as load order until and #undef? If multiple mods copy the code, then you get version conflicts if the first mod is updated. A framework mod should therefore only define, prepend with framework initials so that mods requiring this, down the load order, can use those.
I hope that makes sense, I'm new to papyrus scripting.

Posted
6 hours ago, mirksx said:

 

Perfect, thanks for the fast assistance!

 

If the hider effect is enabled in DD MCM, it will also hide meshes for armors with "conflicting" slots that are designed as sets, like TAWOBA bikini sets.  It is recommended to disable the Hider if that is a conflict for your armor mods.

 

Posted
2 hours ago, whomaad2 said:

For some reason whenever i try to install the archive through vortex it says that the archive is damaged, and when i try to extract it through winrar it says that its corrupt

 

You have a bad download. Delete the file and download again.

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