Elsidia Posted January 1, 2023 Posted January 1, 2023 24 minutes ago, DThRe said: I have got a problem with any type of binders. Not sure what you mean but you need build all DD restraints with your sliders into bodyslide. Then not lost you body settings.
bubbadogslaw Posted January 2, 2023 Posted January 2, 2023 Does the latest 5.2 beta 10 RC1 for SE require a clean save?
1337DragonWolf Posted January 3, 2023 Posted January 3, 2023 Doesn't this mod have a "masturbate on belt removal" option I can turn off? Because I can't find it.
Snickerer Posted January 3, 2023 Posted January 3, 2023 So, npcs won't crawl. When I put them in any of the pet suits they will be in a crawling position at first while standing still, but when they start moving/walking they stand up and move normally. How do I fix this?
ExodusTransonicMercury Posted January 4, 2023 Posted January 4, 2023 (edited) Just curious about mods (NOT asking for a patch nor a fix), and I hope it's not too much to ask, could someone explain why Nemesis and DD are incompatible? Thanks again for your work and support! Edited January 4, 2023 by ExodusTransonicMercury
lacie_ Posted January 4, 2023 Posted January 4, 2023 (edited) 1 hour ago, ExodusTransonicMercury said: Just curious about mods (NOT asking for a patch nor a fix), and I hope it's not too much to ask, could someone explain why Nemesis and DD are incompatible? Thanks again for your work and support! They aren't necessarily incompatible. It's basically a YYMV kind of situation where some people manage to get them working together and some can't. Personally I use DD with Nemesis and everything works fine for me, but depending on your mod list you may have issues. Maybe someone with a better understanding can correct me but I believe it's just because some animations built with Nemesis aren't good at giving priority to DD, so they will try to overwrite DD anims, such as broken armbinder animation where the character will be wearing the item but will have their arms out to the side. I use both FNIS and Nemesis to generate animations, when I am generating them I will run FNIS normally with Nemesis unchecked in load order and make the FNIS output mod folder. Then uncheck FNIS (application, not the anim mod), check Nemesis then run Nemesis and generate output mod. When running the game, leave FNIS app mod disabled but keep Nemesis enabled. Maybe it will work for you, if not then one of your animation mods built with Nemesis is overriding the DD animations and it will probably work if you can live without that mod. Edited January 4, 2023 by asdj1239 1
ExodusTransonicMercury Posted January 4, 2023 Posted January 4, 2023 3 hours ago, asdj1239 said: They aren't necessarily incompatible. It's basically a YYMV kind of situation where some people manage to get them working together and some can't. Personally I use DD with Nemesis and everything works fine for me, but depending on your mod list you may have issues. Yes, I use thme but I have the armbinder issue, but everything else seems fine except that DD prevents behavior generation in Nemesis (stuck at 99%, though most stuff except armbinders seems to work, but that might not be true). 3 hours ago, asdj1239 said: I use both FNIS and Nemesis to generate animations, when I am generating them I will run FNIS normally with Nemesis unchecked in load order and make the FNIS output mod folder. Then uncheck FNIS (application, not the anim mod), check Nemesis then run Nemesis and generate output mod. When running the game, leave FNIS app mod disabled but keep Nemesis enabled. Maybe it will work for you, if not then one of your animation mods built with Nemesis is overriding the DD animations and it will probably work if you can live without that mod. Yeah I did that once, and that may be my go to solution when I'm decided to actually play instead of tinkering the CK and my load order. But for the time being, and given how Nemesis tends to acts (many crashes, some freezes, errors, stuck at 99%...) on my computer, and that the latest patchs and addons to Nemesis for creatures don't fix the issue, I'm not hoping to solve my issue right now and I don't want to add another step to my post-adding-mods routine. Thanks for the explanation!
DThRe Posted January 4, 2023 Posted January 4, 2023 On 1/1/2023 at 8:57 PM, Elsidia said: Not sure what you mean but you need build all DD restraints with your sliders into bodyslide. Then not lost you body settings. well yeah I wasn't very specific was I. But I have done everything in bodyslide and it doesn't seem to work properly either way. If I am restrained or in any other animation my character gets deflated, and bunch of cliping problems witch I don't really know how to fix because for some reason body and suit are built the same size but you can easily see body. there are quite a few problems yet not many solutions I am finding. I'll give update if I find a way to fix everything.
Elsidia Posted January 4, 2023 Posted January 4, 2023 50 minutes ago, DThRe said: But I have done everything in bodyslide and it doesn't seem to work properly either way. I What body inflate mod you use?
Hallgrim Posted January 4, 2023 Posted January 4, 2023 Im very new to Skyrim modding, i get the basics with the vortex mod manager, but is there a more detailed install guide available somewhere? because i followed the steps in the post and on startup i get a number of errors, i would include them as an image, but that doesnt work for me, so il just write down what they say. 1. "SKYUI error code 1. The skyrim script extender (SKSE64) is not running) SKYUI will not work properly." i have got SKSE64 installed via the vortex, so i dont know what is wrong. 2. "RaceMenu Error: You are running SKSE version 0.0.0.0 expected 2.0.7.56 or greater." Again i should have SKSE? 3."Outdated or none Skyrim install detected. Sexlab currently requires Skyrim v1.5 or newer in order to function." I just have Skyrim SE via steam, and as far as i know there is only one version? All of my mods are installed via the vortex mod manager and it does not give me any errors in the manager. Further things i noticed while ingame, the SKYUI MCM doest show any mods. The ingame modlist does show mods, yet it doesnt allow me to select them or read their discription. Also expierencing game crashes trying to enter bleak falls barrow. If more info is required please ask me and tell me where to find it (again im quite new to this) If anyone knows how to help, many thanks in advance
lacie_ Posted January 5, 2023 Posted January 5, 2023 (edited) 3 hours ago, Joosterijk said: Im very new to Skyrim modding, i get the basics with the vortex mod manager, but is there a more detailed install guide available somewhere? because i followed the steps in the post and on startup i get a number of errors, i would include them as an image, but that doesnt work for me, so il just write down what they say. 1. "SKYUI error code 1. The skyrim script extender (SKSE64) is not running) SKYUI will not work properly." i have got SKSE64 installed via the vortex, so i dont know what is wrong. 2. "RaceMenu Error: You are running SKSE version 0.0.0.0 expected 2.0.7.56 or greater." Again i should have SKSE? SKSE needs to be installed directly into the game's directory, not through a mod manager. There are guides on youtube if you don't know how to do this as well as this thread. 3 hours ago, Joosterijk said: 3."Outdated or none Skyrim install detected. Sexlab currently requires Skyrim v1.5 or newer in order to function." I just have Skyrim SE via steam, and as far as i know there is only one version? This might be fixed by properly installing SKSE, but if you just downloaded TES5 through steam and didn't backwards patch then you are running AE not SE and will need the appropriate version of Sexlab. Just as an aside, this thread is for DD, it is better to post general questions somewhere else. Please keep posts here specific to the DD mod. Edited January 5, 2023 by asdj1239
lacie_ Posted January 5, 2023 Posted January 5, 2023 6 hours ago, ExodusTransonicMercury said: Yeah I did that once, and that may be my go to solution when I'm decided to actually play instead of tinkering the CK and my load order. But for the time being, and given how Nemesis tends to acts (many crashes, some freezes, errors, stuck at 99%...) on my computer, and that the latest patchs and addons to Nemesis for creatures don't fix the issue, I'm not hoping to solve my issue right now and I don't want to add another step to my post-adding-mods routine. As far as I'm aware, it's the only way to get FNIS. Nemesis and DD to work together. Otherwise you're pretty much guaranteed to have animation issues. You should be running FNIS regardless of if you have Nemesis or not if you want to use DD and have the animations actually work, so what I explained shouldn't really be adding an extra step. Also I've always found Nemesis prone to crashes, but you can ignore it being stuck at 99% as long as you get the message in the log saying that it completed. 1
ExodusTransonicMercury Posted January 5, 2023 Posted January 5, 2023 (edited) On 1/4/2023 at 5:31 PM, asdj1239 said: They aren't necessarily incompatible. It's basically a YYMV kind of situation where some people manage to get them working together and some can't. Personally I use DD with Nemesis and everything works fine for me, but depending on your mod list you may have issues. Maybe someone with a better understanding can correct me but I believe it's just because some animations built with Nemesis aren't good at giving priority to DD, so they will try to overwrite DD anims, such as broken armbinder animation where the character will be wearing the item but will have their arms out to the side. I use both FNIS and Nemesis to generate animations, when I am generating them I will run FNIS normally with Nemesis unchecked in load order and make the FNIS output mod folder. Then uncheck FNIS (application, not the anim mod), check Nemesis then run Nemesis and generate output mod. When running the game, leave FNIS app mod disabled but keep Nemesis enabled. Maybe it will work for you, if not then one of your animation mods built with Nemesis is overriding the DD animations and it will probably work if you can live without that mod. I've never had a 99% stuck along with a log message of behavior completed generation. If you mean logs texts, there's a criticallog, along with a patchlog mentioning various stuff being completed. I gave another try to test the Nemesis/FNIS compatibility but (after a successful FNIS generation and a stuck99% for Nemesis), I'm still in the same state as ever with armbinders, pony play boots and yokes not playing the right posture. Other leads would be to retry the test environment behaviors copypaste (I reinstalled Nemesis) or remove CGO, but that would defeat the purpose of Nemesis. Also removed Nemesis PCEA as I read it could break armbinders animations as well*. I also think it broke the player flinching from Precision but unsure. I'll retry later (and maybe there'll be a follow-up to the creatures behavior patch that'll open doors for more FNIS and/or DD compatibility with Nemesis, or to the talks I've seen about making DAR DD animations, and if not, life goes on). Still interested if someone has an in-depth explanation of what is causing the problem, I'm genuinely interested on how everything work. Edit: Nemesis creator stated on a github he had fixed the issue for the armbinders and yokes in 2020** *https://github.com/erri120/lotus/issues/58 **https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/issues/134 Edited January 5, 2023 by ExodusTransonicMercury
DebD Posted January 6, 2023 Posted January 6, 2023 Hi! After installation 5.1 my character starts to walk as if she wears a hobble dress, but she is naked. No other DD related mod is installed at the time. What should I do with that? Thanks
Elsidia Posted January 7, 2023 Posted January 7, 2023 18 hours ago, DebD said: After installation 5.1 my character starts to walk as if she wears a hobble dress, rerun FNIS, remove DAR and Nemesis.
DonQuiWho Posted January 7, 2023 Posted January 7, 2023 Anyone able to help me on an SSE DD related query? Are there any mods that allow Followers to 'carry' DDs for you, without your having to use up a 'restraint key' etc to get them back again? I'm trying to redistribute the weight of the DDs needed for a PAHE playthrough across my Follower Party, I use iAFT as my follower management mod, and it has Follower Outfit and Inventory 'split' and showing up as separate entities. But, when you 'give' the followers items to 'carry' in their 'inventory', you have to act as if you are unequipping the follower, by unlocking the DD, to get it back when you need it I know that iAFT etc split the single Skyrim follower inventory to do the 'outfit' management magic etc, but I haven't found out any way of otherewise beating the system Anyone know of any other decent, lightweight mods that might be of use? Any help would be welcome. TIA DQW
Z_Z_z Posted January 7, 2023 Posted January 7, 2023 On 12/28/2022 at 4:17 PM, Z_Z_z said: Yes, I used it, but now I turned it off like most mods and dd all the same has an error.Is there anything else that might help? I'm still trying to fix the problem, tried uninstalling and reinstalling the game, no change. Has anyone found a possible solution yet?
Fuzzy_Fox Posted January 7, 2023 Posted January 7, 2023 I am installing this on a new version of Skyrim AE and it says the Net Immersive Override is missing. Yet I have RaceMenu installed. Does anyone have an idea of what I have missed?
Elsidia Posted January 8, 2023 Posted January 8, 2023 (edited) 9 hours ago, Fuzzy_Fox said: Does anyone have an idea of what I have missed? Racemenu. And yes i read all post. Edited January 8, 2023 by Elsidia
Fuzzy_Fox Posted January 8, 2023 Posted January 8, 2023 7 hours ago, Elsidia said: Racemenu. And yes i read all post. I have Racemenu installed.
Elsidia Posted January 8, 2023 Posted January 8, 2023 (edited) 50 minutes ago, Fuzzy_Fox said: I have Racemenu installed. Then this is wrong version and not work, SKSE64 wrong version. or Latest AE not work with RaceMenu need wait update I don't know what you installed. But Netmerse is inside Racemenu. Check skse64.log about loading plugins: Documents\My Games\Skyrim Special Edition\SKSE need be something like this: Spoiler checking plugin D:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\skee64.dll unknown QueryInterface 00000007 registering plugin listener for SKSE at 11 of 12 registering plugin listener for (null) at 11 of 12 plugin D:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\skee64.dll (00000001 skee 00000001) loaded correctly dispatch message (0) to plugin listeners Edited January 8, 2023 by Elsidia
DebD Posted January 9, 2023 Posted January 9, 2023 On 1/7/2023 at 11:01 AM, Elsidia said: rerun FNIS, remove DAR and Nemesis. Doesn't affect. Still the same problem.
Fuzzy_Fox Posted January 9, 2023 Posted January 9, 2023 On 1/8/2023 at 3:37 PM, Elsidia said: Then this is wrong version and not work, SKSE64 wrong version. or Latest AE not work with RaceMenu need wait update I don't know what you installed. But Netmerse is inside Racemenu. Check skse64.log about loading plugins: Documents\My Games\Skyrim Special Edition\SKSE need be something like this: Hide contents checking plugin D:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\skee64.dll unknown QueryInterface 00000007 registering plugin listener for SKSE at 11 of 12 registering plugin listener for (null) at 11 of 12 plugin D:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\skee64.dll (00000001 skee 00000001) loaded correctly dispatch message (0) to plugin listeners That is odd. The AE SKSE version doesn't have the SKSE\Plugins\ folder structure.
hallofreind Posted January 9, 2023 Posted January 9, 2023 (edited) So in case anyone else was having some problems with events and can't figure out what the problem is, something that worked for me (though only for followers) was equipping a harness and handcuffs with some plugs and events started working on the npc when it wasn't working before. Edited January 9, 2023 by hallofreind
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