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Posted
4 hours ago, zarantha said:

In game, with the CBBE curvy preset:

 

OK I re-ran bodyslide a second time and everything looks fine. I don't know what I did wrong the first time considering the first time I ran it, the elbowbinder clipping was fixed on the standard curvy body. Thanks for the help and sorry for wasting your time. After several years of playing this game bodyslide still confuses the hell out of me.

Posted

When you try to remove the rope corset, CTD occurs, his ID zadx_rope_harness_corsetExp_Penta_Inventory [ARMO:0E04EE2B]. This is the only such item with a problem, I thought it was a nif. The netscriptframework crashlog referred to the bone, but replacing the reference via the Outfit Studio bodyslide didn't help https://privatebin.net/?73babbed476eb7a7#6nbJVfcWAvwfnaUfraA97f4zzhYECwByeD9wDKXAqQip .

He was dressed by a script through the NPC and in itself does not cause a problem, it appears if I want to take it off.

Posted (edited)

Ran into an issue with Ankle chains missing textures. I found the reference BSSShaderTextureSet in the Nif files referances textures listed under Textures\devious\cursedloot\mixedzazmetals . Instead of the currently installed textures at textures\devious\Zaz\001Metal.

PS: It appears these are not the only devices affected. An easy possible fix is to add a new directory with the reference textures for mixedmetals under Textures\Devious\Cursedloot\(necessary files) to your current install.

Edited by Stryker1177
Posted
21 minutes ago, Stryker1177 said:

Ran into an issue with Ankle chains missing textures. I found the reference BSSShaderTextureSet in the Nif files referances textures listed under Textures\devious\cursedloot\mixedzazmetals .  I didn't know that Cursed loot was a requirement for devious devices.

PS: It appears these are not the only devices affected. An easy possible fix is to add a new directory with the reference textures for mixedmetals under Textures\Devious\Cursedloot\(necessary files) to your current install.

It's a known issue, and there's been a fix for it in the troubleshooting post linked in the first reply to this thread.

Posted (edited)

TransBootsFix.7z

 

This should fix the missing calves with the restrictive transparent boots in CBBE and 3BA for version 5.2b3  Just plug in and re-run the boots in bodyslide.  The calves were being partitioned in the nif and in the armoraddon record. Which probably would have worked out fine if the calves had been added to the nif (maybe that was the original intent?) , but they were not.  Probably it was just an artifact from converting from opaque boots where the partitions make sense to transparent. 

 

All I can say for sure is this fixes the problem in my game, but if you're not having a problem in yours then you probably don't need it.


This is actually a little different than the usual "calves missing" reason so the usual solution wouldn't work.

 

There is a troubleshooting page that mentions changing the esp, but it doesn't mention that the calf partition in the partitions tab of outfit studio needs to be deleted too before rerunning bodyslide.  This patch does it all for you.  Zarantha, you might want to update your troubleshooting post to include editing the OS partitions too.

 

Edited by delgathar
Posted
30 minutes ago, delgathar said:

Would you mind posting a source file so I can what changes you made?  Thank you.

 

Could just compare either the patch with the SLIF patches with the latest zadlibs script and forward the changes. That's all i did. Or just do the same thing with the 5.1 patch and 5.2. Just add in the SLIF lines, don't change the whole function.

 

Spoiler

 

zadLibs.psc (Devious Devices)

 

Function SetNodeHidden(Actor akActor, bool isFemale, string nodeName, bool value, string modkey = "DDi")
    if Game.GetModbyName("SexLab Inflation Framework.esp") != 255
        if value
            SLIF_Main.hideNode(akActor, "Devious Devices Integration", nodeName, 0.01, modkey)
        else
            SLIF_Main.showNode(akActor, "Devious Devices Integration", nodeName)
        endif

    else
        if value
            XPMSELib.SetNodeScale(akActor, isFemale, nodeName, 0.01, modkey)
        else
            XPMSELib.SetNodeScale(akActor, isFemale, nodeName, 1.0, modkey)
        endif
    endif
EndFunction

 

 

 

dcur_clocktickScript.psc (Cursed Loot)

 

Function SetMorphValue(Actor akActor, float value, string MorphName = "PregnancyBelly")    
    If Game.GetModbyName("SexLab Inflation Framework.esp") != 255
        If value != 0.0
            SLIF_Morph.morph(akActor, "Deviously Cursed Loot", MorphName, value, "DCL")
        Else
            SLIF_Morph.unregisterMorph(akActor, MorphName, "Deviously Cursed Loot")
        EndIf

    Else
        If value != 0.0
            NiOverride.SetBodyMorph(akActor, MorphName, "DCL", value)
        Else        
            NiOverride.ClearBodyMorph(akActor, MorphName, "DCL")
        EndIf    
        NiOverride.UpdateModelWeight(akActor)
    EndIf
EndFunction

 

 

Posted
58 minutes ago, delgathar said:

TransBootsFix.7z 1.57 MB · 1 download

 

This should fix the missing calves with the restrictive transparent boots in CBBE and 3BA for version 5.2b3  Just plug in and re-run the boots in bodyslide.  The calves were being partitioned in the nif and in the armoraddon record. Which probably would have worked out fine if the calves had been added to the nif (maybe that was the original intent?) , but they were not.  Probably it was just an artifact from converting from opaque boots where the partitions make sense to transparent. 

 

All I can say for sure is this fixes the problem in my game, but if you're not having a problem in yours then you probably don't need it.


This is actually a little different than the usual "calves missing" reason so the usual solution wouldn't work.

 

There is a troubleshooting page that mentions changing the esp, but it doesn't mention that the calf partition in the partitions tab of outfit studio needs to be deleted too before rerunning bodyslide.  This patch does it all for you.  Zarantha, you might want to update your troubleshooting post to include editing the OS partitions too.

 

 

Are you seeing this on the latest beta? Beta 3 was a long time ago, no one should be on it anymore.

The issue you're likely seeing is a priority issue. If you're wearing anything other than the boots, the other outfit takes priority over the boots, and makes the calves appear missing.

 

This is a different issue than the partition fix I posted, I won't be updating it. It is a different way to approach the partition issue. I'm not seeing an issue with the current beta since we've changed the priority for many outfits.

 

This is on beta 7 without your fix.

Spoiler

 

With the boots + suit

image.png.1701d32352f01a1ee3dc826d171ded46.png

 

 

With just the boots

image.png.3472cc5436e0d8e7980d231a87129159.png

 

 

 

Posted
30 minutes ago, zarantha said:

 

Could just compare either the patch with the SLIF patches with the latest zadlibs script and forward the changes. That's all i did. Or just do the same thing with the 5.1 patch and 5.2. Just add in the SLIF lines, don't change the whole function.

\

  Hide contents

 

zadLibs.psc (Devious Devices)

 

Function SetNodeHidden(Actor akActor, bool isFemale, string nodeName, bool value, string modkey = "DDi")
    if Game.GetModbyName("SexLab Inflation Framework.esp") != 255
        if value
            SLIF_Main.hideNode(akActor, "Devious Devices Integration", nodeName, 0.01, modkey)
        else
            SLIF_Main.showNode(akActor, "Devious Devices Integration", nodeName)
        endif

    else
        if value
            XPMSELib.SetNodeScale(akActor, isFemale, nodeName, 0.01, modkey)
        else
            XPMSELib.SetNodeScale(akActor, isFemale, nodeName, 1.0, modkey)
        endif
    endif
EndFunction

 

 

 

dcur_clocktickScript.psc (Cursed Loot)

 

Function SetMorphValue(Actor akActor, float value, string MorphName = "PregnancyBelly")    
    If Game.GetModbyName("SexLab Inflation Framework.esp") != 255
        If value != 0.0
            SLIF_Morph.morph(akActor, "Deviously Cursed Loot", MorphName, value, "DCL")
        Else
            SLIF_Morph.unregisterMorph(akActor, MorphName, "Deviously Cursed Loot")
        EndIf

    Else
        If value != 0.0
            NiOverride.SetBodyMorph(akActor, MorphName, "DCL", value)
        Else        
            NiOverride.ClearBodyMorph(akActor, MorphName, "DCL")
        EndIf    
        NiOverride.UpdateModelWeight(akActor)
    EndIf
EndFunction

 

 

Thank you.  Yeah, I was thinking to run the source file in notepad++ with the compare function, but these snippets are just as good.  My scripting is very weak in this language, but I'm starting to get the hang of it.  Naturally, I have SLIF issues with other mods and I was idly wondering if the changes here might fix another mod too, or maybe point me in the right direction.

I just noticed that we are up to beta 7 so installing it now.

Posted (edited)
6 minutes ago, zarantha said:

 

Are you seeing this on the latest beta? Beta 3 was a long time ago, no one should be on it anymore.

The issue you're likely seeing is a priority issue. If you're wearing anything other than the boots, the other outfit takes priority over the boots, and makes the calves appear missing.

 

This is a different issue than the partition fix I posted, I won't be updating it. It is a different way to approach the partition issue. I'm not seeing an issue with the current beta since we've changed the priority for many outfits.

 

This is on beta 7 without your fix.

  Reveal hidden contents

 

With the boots + suit

image.png.1701d32352f01a1ee3dc826d171ded46.png

 

 

With just the boots

image.png.3472cc5436e0d8e7980d231a87129159.png

 

 

 

Lol, ohh well. I made it when I was at sea with no internet.  Ahh well.  I tried.  I can only appreciate that the mod is still in active development.

Edited by delgathar
Posted
8 hours ago, Nikett7 said:

When you try to remove the rope corset, CTD occurs, his ID zadx_rope_harness_corsetExp_Penta_Inventory [ARMO:0E04EE2B]. This is the only such item with a problem, I thought it was a nif. The netscriptframework crashlog referred to the bone, but replacing the reference via the Outfit Studio bodyslide didn't help https://privatebin.net/?73babbed476eb7a7#6nbJVfcWAvwfnaUfraA97f4zzhYECwByeD9wDKXAqQip .

He was dressed by a script through the NPC and in itself does not cause a problem, it appears if I want to take it off.

 

It's not the nif, your crash log doesn't mention the nif at all. If it was the nif, the crash log would mention it specifically.

 

From the crash log, it's either something with your vc runtime install, or not enough virtual memory.

 

You can reinstall vc from this link:
https://aka.ms/vs/16/release/vc_redist.x64.exe

 

Otherwise, you can try increasing your windows page file on the disk where you have skyrim installed. 20gb is what i've seen as the minimum recommended.

Posted
6 hours ago, zarantha said:

 

Make sure you remove the old ones. Like I said, having  too many patches around confuses people when they search the threads.

 

Thanks for the reminder, the old one has been removed?

Posted

I try to add devices to the actor by setting outfit, but the actor will automatically take off the devices. What should I do?

Posted
On 7/31/2022 at 2:58 AM, FlyDut said:

I try to add devices to the actor by setting outfit, but the actor will automatically take off the devices. What should I do?

 

make sure there's nothing else in their inventory they can equip instead is all i can think of.

Posted

@zarantha

 i cant install cursed loot with vortex it says prerequisites not fulfilled dd asset/int/exp.esm's are active? and i have the dd latest main mod already installed and am on aniversary edition. please help

Posted

DCL has a few requirements other than DD. Check the DCL thread (in my signature) if you really have them all.

Posted
1 hour ago, Kimy said:

DCL has a few requirements other than DD. Check the DCL thread (in my signature) if you really have them all.

if you mean these 

REQUIRED MODS

 

SexLab/SexLab Aroused Redux SE
ZaZ Animations Version 7 SE:

Devious Devices SE:

Bodyslide and Outfit Studio

 

yes i have them all

Posted

Hello, not sure which section to ask about this but maybe someone face it already.
i installed beta 7 and viewing devices in the game noticed a problem with some items.
The first is that face mask does not appear on the character when equipped.
It locks up, all the effects work, it makes sounds everything is as it should be, but you can't see it. While this problem is only in the black and transparent versions. The red and white versions are visible when dressed as they should be. Also all other hoods of other types work without problems in all colors. So problem only with that 2 colors on face mask type.
The second thing i found is with a combination of 2 items such as straitjacket and restrictive boots. When they are dressed together straitjacket look as it should be but boots looks strange. They seem to have a part cut out from the foot to the knee and in this gap just a bare leg is visible.This happens only with a combination of these two items. For example, if i wear straitjacket but open wariand like black ebonite straitjacket(open) or any anoter type, everything is displayed as it should be and the boots are not cut off.
So maybe does anyone have a solution for this or is it a known issue?

Posted

hey im having an issue where items like armbinders and yokes dont lock my arms up. i heard zaz can cause this so i disables it but im still having issues. anyone able to help?

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