zarantha Posted February 16, 2023 Posted February 16, 2023 18 hours ago, FireSplitter said: The script is conflicting with the script (zadLibs.psc) from OSL Aroused, you would have to load it after that, but it removes some code from it, so it may break stuff. But this is not related to SLIF only, I wonder if it ok with DD5.2 also since the conflict is still there. Is it ok to overwrite OSL Aroused? If you use OSL Aroused and SLIF, you'd need to recompile the script yourself to incorporate the changes from both. OSL will probably need an update to it's patch for zadlibs. I would not use the current patch as I think there have been changes to the script since the OSL patch was compiled. Yes, it should be ok to overwrite OSL for now. Once OSL has an update for the released version of DD, update it and let OSL overwrite DD again. What you're loosing until that update happens is OSL won't be able to detect arousal changes from wearing DDs. Annoying, but not game breaking.
zarantha Posted February 16, 2023 Posted February 16, 2023 20 hours ago, ElBarto747 said: - Changed: Reworked device hider. It should from now on hide only Devious Devices, not third party armor using DD slots. It should also update faster now. I think it's a shame that this only works with DD. Is there a way to get this back for other devices??? Or does someone know an alternative mod? No. And asking for it doesn't seem logical. DD hiding slot 56 (chastity bras) when wearing a body slot armor (like a cuirass) is expected. Having device hider hide your pauldrons that happen to also be slot 56 when you're wearing a chest piece is not expected and caused a ton of confusion and we saw the same questions asked over and over and over and over...
zarantha Posted February 16, 2023 Posted February 16, 2023 17 hours ago, Asan3325 said: Do someone have a link to download that's not MEGA? On the troubleshooting post in the 5.2 section. 1
zarantha Posted February 16, 2023 Posted February 16, 2023 14 hours ago, mattardo said: So happy to update! Forgive my ignorance, but do I still need the following mods? Sorry for the long list. DDX 4.1 SE BETA 2 DDHOTFIX FIX DD anims CTD DD3BAPatch DD 4.3 AIO 3BA Bodyslide Files 1.0.1 DD 5.2 beta 3BA Bodyslides v0.8b DDX 4.1 SE BETA 2 - No. DDx is included. Also remove DDa, DDi, DDc, DD for Him, DD beast race refits (BRRF) if you have them. All are included. DDHOTFIX - No. this is now a bodyslide option. select 'no hdt' when building the chains. FIX DD anims CTD - No. Same as above. Build 'no hdt' for the prisoner chains DD3BAPatch - Going with no here. I don't even remember this one. 3ba bodyslides are included. DD 4.3 AIO 3BA Bodyslide Files 1.0.1 - No. 3ba bodyslides are included. DD 5.2 beta 3BA Bodyslides v0.8b - No. The 3ba bodyslides in the 5.2 release are newer.
zarantha Posted February 16, 2023 Posted February 16, 2023 11 hours ago, PhobosMoon said: Is there a tutorial for the device hider? There's no tutorial for the device hider. I think most of us just experiment with it or leave it alone. Quote I don't know how to disable the hider at all (I guess just putting everything to "none (disabled)" or at the top entry "item hider" to none (disabled)). To disable - just set it to none at the top. there's no need to change every field to none. Quote What I never understood: those #0-#3 numbers/entries: It should just be 'these are the slots that can be hidden by something in this slot" There was a section for each slot. I remember seeing settings in other slots like the chastity bra, and it may be a mcm bug where they aren't seen now, but it's not something i've ever tracked down. Especially once I started disabling it because of the modular armors i was using. Quote Now that my modding knowledge is pretty limited: If I really wanted to hide that navel percing in slot 49 (as it basically happened before DD 5.2.), I somehow have to relate that mod where the piercing is in to DD in order for the device hider to realize "oh, that's one thing, that shouldn't be seen while having anything in slot 32 equipped" This is something I don't think any of us know how to trick it into yet. I suspect (I have not looked) that it's either looking at a leveled list for the items explicitly in DD or it's specified within the script itself now. I'm hoping it's a list in the esm as that would be much easier to add items to, but I don't know. For the short term, I'd just go with it will not be hidden and there's no way to change it to add things. I have no idea how it will react to new DDs added from other mods, so changing it to a DD like item may not get you anywhere.
zarantha Posted February 16, 2023 Posted February 16, 2023 6 hours ago, iwannamodsjr. said: 3BA is clipping through on certain items like restrictive boots and harness but when I equip certain items like box binder outfit, its fixed and everythings working as intended. Is there a bodyslide function I missed or something or just a 3ba thing that cant be fixed? Theres posts above saying there are patches already in 5.2 so is this covered in it? Its not for me Maybe just rebuild those items again. I saw no clipping on restrictive boots on my speed run of double checking things last week, nor have they clipped at all for me even longer. If your preset is extreme, then some clipping is expected. The bodyslide files included in 5.2 include everything in v0.8b + some updates for a few other bodyslides. Most did not need to be touched. What I updated was some hobble dresses because the chest piece lost it's conform somewhere along the way and adding collision meshes for the chains. And a tweak to the armbinders and redoing the breast yoke. Restrictive boots were last updated in november, and I think you're the only one to complain about them clipping. Which means you did not build the bodyslides right (missed some, wrong output path, whatever) or you have a preset that has a combo of sliders that induced the clipping. I only conform to 100% one slider at a time. That means some combos may clip no matter what i do, and doing anything else is not possible due to the number of combinations.
ElBarto747 Posted February 16, 2023 Posted February 16, 2023 (edited) 5 hours ago, zarantha said: No. And asking for it doesn't seem logical. DD hiding slot 56 (chastity bras) when wearing a body slot armor (like a cuirass) is expected. Having device hider hide your pauldrons that happen to also be slot 56 when you're wearing a chest piece is not expected and caused a ton of confusion and we saw the same questions asked over and over and over and over... Understand, the function is a bit complicated, but I think it's very convenient to hide piercing (also from other mods) as soon as you wear clothes over it. Thanks anyway for the hard work. Edited February 16, 2023 by ElBarto747
serranna Posted February 16, 2023 Posted February 16, 2023 Just a PSA for all those who are upgrading their DD with existing saves. It is certainly possible that it was just me, but after I upgraded, any character who was wearing a gag in the pre-upgrade save file suddenly had all devices broken and a non-working/blank MCM. Loading an older save where the character was not wearing a gag led to everything working perfectly. I didn't test if the same applies to if an NPC/follower was gagged at the time and the player wasn't. Just something to keep in mind just in case.
SoulsD Posted February 16, 2023 Posted February 16, 2023 On 2/15/2023 at 4:47 AM, zarantha said: That doesn't make sense. you can't have a mod working and say the framework it's built on is broken. If a dependency is broken, the the mod depending on it would be broken too. Honestly it wouldn't surprise me, as I noticed the issue appeared for all devices that don't have playing animations when removing (a.k.a. not exiting the inventory [and having a delay I guess ?]). I'm not familiar with DD Escape Overhaul but I suppose it adds that extra step. There is definitely a conflict somewhere with other mods, but I'm fine for now with just disabling equip enchantment fix (even if it is not the real solution). On 2/15/2023 at 1:47 AM, zarantha said: Now no enchantment restriction can cause the problem you stated. that is in the known issues on the troubleshooting post. I was aware of that but I don't have this mod.
Amatum Posted February 16, 2023 Posted February 16, 2023 (edited) 15 hours ago, chaimhewast said: The only DD Framework mod you should be using now is 5.2 I don't know what these two are by their names All superseded by the 3BA files in 5.2 8 hours ago, zarantha said: DDX 4.1 SE BETA 2 - No. DDx is included. Also remove DDa, DDi, DDc, DD for Him, DD beast race refits (BRRF) if you have them. All are included. DDHOTFIX - No. this is now a bodyslide option. select 'no hdt' when building the chains. FIX DD anims CTD - No. Same as above. Build 'no hdt' for the prisoner chains DD3BAPatch - Going with no here. I don't even remember this one. 3ba bodyslides are included. DD 4.3 AIO 3BA Bodyslide Files 1.0.1 - No. 3ba bodyslides are included. DD 5.2 beta 3BA Bodyslides v0.8b - No. The 3ba bodyslides in the 5.2 release are newer. Thank you very much, both of you! ☺️ Devious Devices runtime 1.5.97 skse 2.0.17 - it's the last one I overlooked. Sorry - is it needed? Edited February 16, 2023 by mattardo
special Posted February 16, 2023 Posted February 16, 2023 (edited) @Kimy, I need some help, I'm writing a mod but having some issues with the LockDevice API for an NPC. When I use it with the Inventory item specified, the NPC does not run the animations related to the device. So for example, if I lock on a ball gag, the npc mouth is still closed and can still talk to the player. If I lock an armbinder on the npc, the arms are not behind the npc's back and they still fight using weapons etc in their inventory. I assume it is me, what have I done wrong? I am using the new DD SE 5.2 (AE v1.6.640) - not a beta or RC 10 version. NOTE: all animations etc work perfectly when items are added to Player using LockDevice. Sample function I am using, nothing complicated at all... zadlibs Property zlibs Auto zadxlibs Property zxlibs Auto function RestrainNpc() Actor akNpc = Alias_Npc.GetActorRef() zlibs.LockDevice(akNpc, zxlibs.zadx_GagEboniteHarnessBallBig_Inventory, force = false) zlibs.LockDevice(akNpc, zxlibs.zadx_ElbowbinderInventory, force = false) endFunction Also, my Mod Settings for DD are default so are set to run on 15 NPC's in the area. ADDITIONAL COMMENT: I've been doing some testing. If I call the above function during my 'SetUpActors' function when my Quest starts, the NPC is bound off screen. When the Player enters the Dungeon where the NPC is bound, I am having the animation issues where arms are not in armbinders and mouth isn't open for the worn gag. HOWEVER, if I call the same function above from some Dialogue on the NPC like "[Bind her]" the NPC is then bound on screen and the animations work perfectly. Arms and mouth are correct. Any advice or words of wisdom on this issue would be much appreciated. thanks, Edited February 16, 2023 by special
chaimhewast Posted February 16, 2023 Posted February 16, 2023 9 hours ago, mattardo said: Devious Devices runtime 1.5.97 skse 2.0.17 - it's the last one I overlooked. Sorry - is it needed? 5.2 has the SKSE files for 1.5.97, 1.6.353, and 1.6.640 already included in its FOMOD. 1
xarvenius Posted February 17, 2023 Posted February 17, 2023 On 2/15/2023 at 1:43 AM, zarantha said: Yes, it should be safe to upgrade, but if you run into problems you might still need a new game. DCL should be next from what I understand. I believe kimy mentioned taking notes at one point. i did update from 5.1 to 5.2 and loaded an existing saveline, none of the mcm option of the dd mods i use are working anymore. however in a new saveline they work. what did change that could cause a behaviour like that?
zarantha Posted February 17, 2023 Posted February 17, 2023 31 minutes ago, xarvenius said: i did update from 5.1 to 5.2 and loaded an existing saveline, none of the mcm option of the dd mods i use are working anymore. however in a new saveline they work. what did change that could cause a behaviour like that? Not sure. it was supposed to be save safe, but it might have just been the earlier betas.
special Posted February 17, 2023 Posted February 17, 2023 (edited) 9 hours ago, xarvenius said: i did update from 5.1 to 5.2 and loaded an existing saveline, none of the mcm option of the dd mods i use are working anymore. however in a new saveline they work. what did change that could cause a behaviour like that? Did you add the ESLified DD for him / Beast races options? There was a warning about adding those would require a new save file. Edited February 17, 2023 by special
Amatum Posted February 17, 2023 Posted February 17, 2023 14 hours ago, chaimhewast said: 5.2 has the SKSE files for 1.5.97, 1.6.353, and 1.6.640 already included in its FOMOD. Thank you very much!
unknown14901 Posted February 17, 2023 Posted February 17, 2023 Is the texture problem for white / red elbowbinders fixed? I found some issue with the elbowbinder UV that may explain the issue: there is a surface's UV map that's not right and it messes up with the texture when replaced. Spoiler Leather armbinders may have a texture problem as well but I haven't checked in game and the UV looks fine.
zarantha Posted February 17, 2023 Posted February 17, 2023 2 hours ago, unknown14901 said: Is the texture problem for white / red elbowbinders fixed? I found some issue with the elbowbinder UV that may explain the issue: there is a surface's UV map that's not right and it messes up with the texture when replaced. Reveal hidden contents Leather armbinders may have a texture problem as well but I haven't checked in game and the UV looks fine. The armbinder and elbowbinder texture swap for colors should be fixed now, yes. I found that there were two environment flags set in the nif that were not set on the leather variants. I removed the eye data and color flags from the vertex desc on the top level of the bstrishape in the nif. After that the color swapping worked. Your image did not properly embed.
xarvenius Posted February 18, 2023 Posted February 18, 2023 (edited) 11 hours ago, special said: Did you add the ESLified DD for him / Beast races options? There was a warning about adding those would require a new save file. nope, did stay on the esp version of brrf, would have probs with some other mod if i would go over to the esl version cause it has the esp version as master, and didnt take the for him option. i basically did update with the same settings as i had with the 5.1 version. what i find very strange is that just every mcm menu of the dd based mods in my setup are now blank while still having they subcategories and stuff ingame also seams to work, last time i had soemthign break an mcm part the whole mod of the mcm part was no longer working properly. Edited February 18, 2023 by xarvenius
zarantha Posted February 18, 2023 Posted February 18, 2023 6 hours ago, xarvenius said: nope, did stay on the esp version of brrf, would have probs with some other mod if i would go over to the esl version cause it has the esp version as master, and didnt take the for him option. i basically did update with the same settings as i had with the 5.1 version. what i find very strange is that just every mcm menu of the dd based mods in my setup are now blank while still having they subcategories and stuff ingame also seams to work, last time i had soemthign break an mcm part the whole mod of the mcm part was no longer working properly. The ESL versions are actually ESPFE for everything I eslified. Meaning they are esl flagged and still have the esp extension. The plugin name doesn't change. New game is if you're switching to them is because I had to compact the form ids to esl them, not because i changed the extension. It's still a valid concern though about the mods depending on them. I don't know if they referece by hard coded id or not. If they do, they will be busted. If not, then it's fine. What is the other mod? You can try cleaning your save, but it it's busted after an upgrade, even one that should be save compatible, a new game is best.
sebakax173 Posted February 18, 2023 Posted February 18, 2023 Hi, pardon me, because this question has probably been asked a million times here... but is it still the case that the HDT version of chains doesn't work in SE/AE because we don't have HDT-PE? Has there been any new development? Thanks very much!
xarvenius Posted February 18, 2023 Posted February 18, 2023 12 hours ago, zarantha said: The ESL versions are actually ESPFE for everything I eslified. Meaning they are esl flagged and still have the esp extension. The plugin name doesn't change. New game is if you're switching to them is because I had to compact the form ids to esl them, not because i changed the extension. It's still a valid concern though about the mods depending on them. I don't know if they referece by hard coded id or not. If they do, they will be busted. If not, then it's fine. What is the other mod? You can try cleaning your save, but it it's busted after an upgrade, even one that should be save compatible, a new game is best. that mod would be "the trappings of fate" and its brrf patch. i use this unwanted update hickup to go through my modlist and alter it a bit.
zarantha Posted February 18, 2023 Posted February 18, 2023 1 hour ago, xarvenius said: that mod would be "the trappings of fate" and its brrf patch. Hah! I have that too, and forgot to check it, lol. It's fine with the ESL. Either the particular IDs it uses weren't changed when I compacted, or it was already using the ESLified BRRF version.
zarantha Posted February 18, 2023 Posted February 18, 2023 13 hours ago, sebakax173 said: Hi, pardon me, because this question has probably been asked a million times here... but is it still the case that the HDT version of chains doesn't work in SE/AE because we don't have HDT-PE? Has there been any new development? Thanks very much! They've been 'working' for a while, they just don't work as well as they did in HDT PE. The chains have physics, but some just don't connect. That said, I've redone the XMLs again in DD 5.2 and they are working much better with Faster HDT SMP. But still aren't perfect. The wrist chains are the most problematic now. They still don't connect. The prisoner chains are in approximately the right place and close to good connections, it's only when running or moving faster than a really slow walk that they start coming apart. but now they do reconnect again into the starting places when you stop, which they didn't do before. 3
special Posted February 18, 2023 Posted February 18, 2023 (edited) On 2/16/2023 at 4:33 PM, special said: @Kimy, I need some help, I'm writing a mod but having some issues with the LockDevice API for an NPC. When I use it with the Inventory item specified, the NPC does not run the animations related to the device. So for example, if I lock on a ball gag, the npc mouth is still closed and can still talk to the player. If I lock an armbinder on the npc, the arms are not behind the npc's back and they still fight using weapons etc in their inventory. I assume it is me, what have I done wrong? I am using the new DD SE 5.2 (AE v1.6.640) - not a beta or RC 10 version. NOTE: all animations etc work perfectly when items are added to Player using LockDevice. Sample function I am using, nothing complicated at all... zadlibs Property zlibs Auto zadxlibs Property zxlibs Auto function RestrainNpc() Actor akNpc = Alias_Npc.GetActorRef() zlibs.LockDevice(akNpc, zxlibs.zadx_GagEboniteHarnessBallBig_Inventory, force = false) zlibs.LockDevice(akNpc, zxlibs.zadx_ElbowbinderInventory, force = false) endFunction Also, my Mod Settings for DD are default so are set to run on 15 NPC's in the area. ADDITIONAL COMMENT: I've been doing some testing. If I call the above function during my 'SetUpActors' function when my Quest starts, the NPC is bound off screen. When the Player enters the Dungeon where the NPC is bound, I am having the animation issues where arms are not in armbinders and mouth isn't open for the worn gag. HOWEVER, if I call the same function above from some Dialogue on the NPC like "[Bind her]" the NPC is then bound on screen and the animations work perfectly. Arms and mouth are correct. Any advice or words of wisdom on this issue would be much appreciated. thanks, Think i've solved this, kinda... a bit of a crap workaround but adding a Utility.Wait(0.5) after each LockDevice seems to have fixed the animations when adding them in an 'off screen set up quest manor'. So now I do this and it seems to work... function RestrainNpc() Actor akNpc = Alias_Npc.GetActorRef() zlibs.LockDevice(akNpc, zxlibs.zadx_GagEboniteHarnessBallBig_Inventory, force = false) Utility.Wait(0.5) zlibs.LockDevice(akNpc, zxlibs.zadx_ElbowbinderInventory, force = false) Utility.Wait(0.5) endFunction Edited February 18, 2023 by special
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