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Posted
51 minutes ago, Sadistic_Bastard said:

Every time I try to download this it goes to this site. Am I doing it wrong? The site has limits, like it has to be under a certain amount to download for free. And you have to make an account,  etc.

Anybody got advice? Cause otherwise I can't play with any of the slavery mods I want to get. They all require this. Devious devices expansion is the only one left.

The image already tells many good tips. Why can you not download it on your PC but are using your phone in MEGA? If you really can't connect PC to internet, the WIFI plugs don't cost much. You can share internet from phone so your PC can use. Skyrim doesn't work on phone so you'd be moving that file anyway...

Posted
16 hours ago, Vaccinated Alligator said:

Is there any way to import a head with an "open mouth" as a reference in Outfit Studio? I'm trying myself to refit DD gags for custom beast races (not Khajiits and Argonians) in Skyrim but can't "preview" them in OS (I'm looking to install Skyfurry in my next playthrough, and without the refitting many of the head restraints will have a lot of clipping). Thus, it's being a lot of "trial and error" for the gags.

Other headgear (collars, blindfolds, hoods, etc) I'm being able to refit without much hassle, since they don't need the mouth open to work (currently importing the head models as a reference and removing them when the refit is done is working fine). It's a "slow but steady" work, because there are several races to cover and many headgear to do.

 

Use File > Import > From TRI (Head)... in outfit studio and import the .tri file of the head you want to use instead of the .nif.

This will import the morphs as sliders that you can click and drag.

 

Spoiler

image.png.829e49cdf8f6ccb5ffb3f8054fa3c092.png

 

You may need to use Slider > Set Base Shape after setting the morphs or editing may be wonky, I can't remember...

 

I think the morphs for being gagged were:

-BigAah 100% -Oh 70%

 

The "large" gags uses different values but I can't remember what they were.

Posted (edited)
16 hours ago, nilead said:

Is there any known solution or failsafes i overlooked? I dont seem to see any option to fix said item beyond reverting to previous save.

This is bug into DD 5.1 engine - it not have fail safe rendered device check. So if some item fail to equip, then rendered device is left into inventory and this device never will equipped. So there is three solution:

1) made own script fix, what removes bugged rendered devices.

2) use my mod, what detect bugged rendered devices and remove. Not official mod, use on your own cause. Updated: found link for my mod: https://www.loverslab.com/topic/100032-deviously-cursed-loot-se-90-2021-03-09/?do=findComment&comment=3649474

There is explanation how it produce: https://www.loverslab.com/topic/33986-deviously-cursed-loot-le-90-2021-03-09/?do=findComment&comment=3419136

 

3) use console and xedit to found bugged rendered device and remove it by console. This is a little explained in previous link video files.

Edited by Elsidia
Posted
13 hours ago, SarahSlutSucks said:

So it doesn't break the game at least? just might cause some animations to not work? Also, this is still in beta?

Other than those questions, guess I might ask if it's safe to use FNIS on a seperate mod profile from my normal list, or...?

 

The new version (5.2) is in beta, but has been pretty stable since it started last year. The beta is expected to offer DAR as an option in a future version, it doesn't have it right now. That's why I said wait to use Nemesis.

 

If you don't want to use the beta version, then the current release (5.1) will work, but you will almost certainly have animation issues due to Nemesis. Yes, the problems are animation only, but i can't count the number of times people come in here complaining that DD is broken because such and such animation is not working and find out later they're using Nemesis.  If you're fine with some broken animations, go ahead, but don't come complaining that DD is not working if you do use Nemesis.

 

No, you can't even use a separate profile for FNIS because Nemesis overwrites some mods files even if you have all the output going somewhere else. To completely remove Nemesis, you have to reinstall your FNIS mods. If you don't, then I've seen where papyrus shows that animations are looking for nemesis even when it is not installed anymore and FNIS has been re-run. Reinstall is the only way to be sure you completely removed it or don't have it active on that profile.

 

If you're using MO2, you can use the portable version to create a second install of MO2 and your list. But you'll have two copies of just about everything. You can have the downloads folder shared between the two MO2s but that's it. I don't use Vortex, so I don't know if you can do a second install of it.

Posted
6 hours ago, Skullered said:

 

Use File > Import > From TRI (Head)... in outfit studio and import the .tri file of the head you want to use instead of the .nif.

This will import the morphs as sliders that you can click and drag.

 

  Reveal hidden contents

image.png.829e49cdf8f6ccb5ffb3f8054fa3c092.png

 

You may need to use Slider > Set Base Shape after setting the morphs or editing may be wonky, I can't remember...

 

I think the morphs for being gagged were:

-BigAah 100% -Oh 70%

 

The "large" gags uses different values but I can't remember what they were.

 

Wow! Thanks for the new trick!

Posted
7 hours ago, Skullered said:

 

Use File > Import > From TRI (Head)... in outfit studio and import the .tri file of the head you want to use instead of the .nif.

This will import the morphs as sliders that you can click and drag.

 

  Hide contents

image.png.829e49cdf8f6ccb5ffb3f8054fa3c092.png

Nice! Perhaps there's a way to export a tri file of form-fitting head gear from here in order for the head gear to be morphed with the head and not clip.

 

Thanks for the tip. I shall have to give it a try.

Posted (edited)
17 hours ago, SarahSlutSucks said:

So it doesn't break the game at least? just might cause some animations to not work? Also, this is still in beta?

Other than those questions, guess I might ask if it's safe to use FNIS on a seperate mod profile from my normal list, or...?

Yes MO2 is good for the mod profiles, so that you can ignore what @zarantha said about portable instances ?  Make overwrite mod for each profile so that you don't end up sharing bodyslide and FNIS builds between many profiles. For each tool (such as FNIS) you can tell which mod they are output into and that config saves per profile. I could for example have 1 profile with CBBE and 1 for UNP. I wouldn't need to re-run FNIS or Bodyslide if i want to swap profile whenever i want. But for that to work i'd need to install DD and many other mods twice with different install settings.

Edited by Zaflis
Posted
34 minutes ago, Zaflis said:

Yes MO2 is good for the mod profiles, so that you can ignore what @zarantha said about portable instances ?  Make overwrite mod for each profile so that you don't end up sharing bodyslide and FNIS builds between many profiles. For each tool (such as FNIS) you can tell which mod they are output into and that config saves per profile. I could for example have 1 profile with CBBE and 1 for UNP. I wouldn't need to re-run FNIS or Bodyslide if i want to swap profile whenever i want. But for that to work i'd need to install DD and many other mods twice with different install settings.

 

The same install is shared by all of the different profiles. Swapping profiles does not get around the need to reinstall or have a separate install of the mod that has been untouched by nemesis.

 

Nemesis is just fucking evil the way it touches things it shouldn't in the VFS. As long as they don't get confused (unlikely with the usual caliber of people posting here) then having DD and other FNIS mods installed twice and each one used by a different profile would work instead of having two portable instances. But really, people here get confused so easily. I think having two different MO2s is less confusing in the end, but it is definitely not efficient.

Posted

Hello for some reason the version 5.2 v7 makes the hands and chains of the iron harness to disapear, and the same with de plugs with chains. I'm doing something wrong?

Posted
4 hours ago, Zaflis said:

Yes MO2 is good for the mod profiles, so that you can ignore what @zarantha said about portable instances ?  Make overwrite mod for each profile so that you don't end up sharing bodyslide and FNIS builds between many profiles. For each tool (such as FNIS) you can tell which mod they are output into and that config saves per profile. I could for example have 1 profile with CBBE and 1 for UNP. I wouldn't need to re-run FNIS or Bodyslide if i want to swap profile whenever i want. But for that to work i'd need to install DD and many other mods twice with different install settings.

You got me confused now. I use vortex. I'm also not looking to change that (for now). I am still new to the modding scene, technically. I didn't understand most of what you or @zarantha just said.

Posted
8 hours ago, zarantha said:

 

The new version (5.2) is in beta, but has been pretty stable since it started last year. The beta is expected to offer DAR as an option in a future version, it doesn't have it right now. That's why I said wait to use Nemesis.

 

If you don't want to use the beta version, then the current release (5.1) will work, but you will almost certainly have animation issues due to Nemesis. Yes, the problems are animation only, but i can't count the number of times people come in here complaining that DD is broken because such and such animation is not working and find out later they're using Nemesis.  If you're fine with some broken animations, go ahead, but don't come complaining that DD is not working if you do use Nemesis.

 

No, you can't even use a separate profile for FNIS because Nemesis overwrites some mods files even if you have all the output going somewhere else. To completely remove Nemesis, you have to reinstall your FNIS mods. If you don't, then I've seen where papyrus shows that animations are looking for nemesis even when it is not installed anymore and FNIS has been re-run. Reinstall is the only way to be sure you completely removed it or don't have it active on that profile.

 

If you're using MO2, you can use the portable version to create a second install of MO2 and your list. But you'll have two copies of just about everything. You can have the downloads folder shared between the two MO2s but that's it. I don't use Vortex, so I don't know if you can do a second install of it.

understood for the most part. any idea when it will finally work with nemesis?

Posted (edited)

Not sure if this has been discussed already, but using DD Beta 7, I can't seem to tell the difference between the Straitjacket Catsuit (Open) and the Straitjacket Catsuit normal version.  I see that the (Open) version has an exposed breast keyword, but in-game, Catsuit (Open) seems to be covering the breasts. The (Topless) version looks just fine ( but doesn't have the exposed breast keyword for some reason ).

 

Was Open supposed to be an intermediate version between the Straitjacket Catsuit normal and topless?  Or does "Open" imply some other detail?  Or did i build something incorrectly?

 

(I am specifically referencing the Straitjacket Catsuit version, and not the separate straitjacket or catsuit).

 

Thanks!

Edited by valentinian
Posted
16 hours ago, Skullered said:

Use File > Import > From TRI (Head)... in outfit studio and import the .tri file of the head you want to use instead of the .nif.

This will import the morphs as sliders that you can click and drag.

 

  Reveal hidden contents

image.png.829e49cdf8f6ccb5ffb3f8054fa3c092.png

 

You may need to use Slider > Set Base Shape after setting the morphs or editing may be wonky, I can't remember...

 

I think the morphs for being gagged were:

-BigAah 100% -Oh 70%

 

The "large" gags uses different values but I can't remember what they were.

Thanks very much for the tips!

Now I need to get some practice with the Outfit Studio tools, because, well... during some attempts to refit the devices results were not so good.

Anyway, today I managed to do some things:

 

Spoiler

f1.jpg.a7bd24c6a3770038d8a78cb2f8b00720.jpg

 

gg.jpg.82f597e72875d1fe74211f89bc264396.jpg

 

Posted (edited)
9 hours ago, zarantha said:

I think having two different MO2s is less confusing in the end, but it is definitely not efficient.

Yeah the amount of mods you would have to duplicate for that is insane. My MO folder for SkyrimLE is 91 GB and for SE 43 GB. I wouldn't duplicate those just to test a different setup (though the numbers include both compressed and extracted mods).

Installing 1 mod twice is less issue.

Edited by Zaflis
Posted (edited)
1 hour ago, Zaflis said:

Yeah the amount of mods you would have to duplicate for that is insane. My MO folder for SkyrimLE is 91 GB and for SE 43 GB. I wouldn't duplicate those just to test a different setup (though the numbers include both compressed and extracted mods).

Installing 1 mod twice is less issue.

 

:P

 

I've currently got two different lists ( and another 3 stored on HDD) that are all that size or larger. My own list is ~290gb and the wabbajack list i play most often is ~240gb not counting the downloads. It all just depends on how much space you have available. 2tb disks are relatively cheap, and the larger sizes are starting to come down.

 

Thing is they wouldn't be installing one mod twice. It would be 4 mods minimum, and could be more if they have other animation mods that need fnis/nemesis. if having a second copy of DD doesn't fix everything then SexLab, FNIS, XP32, and DD are all FNIS mods that would all need to have a second copy not touched by Nemesis.

Edited by zarantha
Posted
6 hours ago, SarahSlutSucks said:

understood for the most part. any idea when it will finally work with nemesis?

 

So, Nemesis will always be unsupported. None of us know what goes into animating to make it work right or even why it's breaking when it should work in theory. FNIS was set up properly before Fore and the original DD animators left the scene. So that's what is supported by default. What we are doing is taking both fnis and nemesis out of the picture as far as DD is concerned by using DAR. One of them (FNIS or Nemesis) will still be needed for the sex animations, but that's on SexLab. Fine line I know. But support implies something (Nemesis for example) actually works and we're doing more of a sidestep of the issue. :P

 

How long depends on when the guy setting up DAR for Kimy is able to get it finished and in her hands, and when she's ready for the next iteration of beta testing. Can't really give a time frame on that other than 'soon'.  It could be 2 weeks from now, it could be 2 months from now, it could be longer if life happens.

Posted
7 hours ago, SarahSlutSucks said:

You got me confused now. I use vortex. I'm also not looking to change that (for now). I am still new to the modding scene, technically. I didn't understand most of what you or @zarantha just said.

 

So what @Zaflis and I are talking about is you would install your FNIS based mods twice (at minimum DD, I'd actually recommend DD's requirements too and would prefer any mod that requires FNIS in the list be done this way), with different names, instead of duplicating the whole install twice.

 

Something like:

SexLab Animation Framework (Nemesis)
SexLab Animation Framework (FNIS)

 

The (Nemesis) one would be enabled on your Nemesis profile, and the (FNIS) one would be enabled on your FNIS profile.

 

But last I knew, Vortex doesn't handle that well. But it's also been well over a year since I provided the feedback to them and ditched Vortex again.

Posted

I am only getting about half of the devices to load. I ran the bodyslide, but to no avail. anything that covers the body i.e catsuits or bounds in an unnatural position ends with nothing being rendered. I could use some help on a walk through to getting it running. I am sure that its somewhere in this thread just need help finding it or if someone has some times for me

Posted (edited)
8 hours ago, sandmanalfa said:

but where do you actually find any of these devices?

This is framework, because needs other mods, what use those devices like DCL.

But there is book with craft recipes, you need find that book and learn those recipes for craft (not all items can be crafted) Clue: book is in WinterHold Mage academy library.

Edited by Elsidia
Posted (edited)
3 hours ago, jdsimp76 said:

I ran the bodyslide, but to no avail. anything t

Bodyslide is wrong configuring. Output folder is wrong. Output folder depends on your Skyrim folder and mod organizer, what you use (Vortex, MO2, etc.) When build check output path, where it put files. It must be right place for your Skyrim or mod organizer place. Bodyslide needs be in place where is your Skyrim or mod organizer output mod paths - again it depends on what mod organizer you use.

Edited by Elsidia
Posted
10 hours ago, Elsidia said:

Bodyslide is wrong configuring. Output folder is wrong. Output folder depends on your Skyrim folder and mod organizer, what you use (Vortex, MO2, etc.) When build check output path, where it put files. It must be right place for your Skyrim or mod organizer place. Bodyslide needs be in place where is your Skyrim or mod organizer output mod paths - again it depends on what mod organizer you use.

Thank you, you were spot on with my issue. I had it set to the main skyrim folder as opposed to the data folder. Once I did that it all started working

Posted
6 hours ago, MisterF said:

Not sure why but only half the gags seem to work on the NPCs.

 

specific examples?

what gags, what race or NPC?

do you have BRRF installed or not? (it's an installer option in DD)

Posted
3 hours ago, zarantha said:

 

specific examples?

what gags, what race or NPC?

do you have BRRF installed or not? (it's an installer option in DD)

Any gag that doesn't have a weird name like zbf ball gag or smth doesn't work. It's for all NPCs and I'm not sure about this BRRF thing

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