Afrodeeziac Posted May 15, 2023 Posted May 15, 2023 so DD Assets and DD Integration are now included in the main zip? I didn't see any info regarding this in the file description, my apologies if I missed it.
zarantha Posted May 15, 2023 Posted May 15, 2023 29 minutes ago, Afrodeeziac said: so DD Assets and DD Integration are now included in the main zip? I didn't see any info regarding this in the file description, my apologies if I missed it. yes
zarantha Posted May 15, 2023 Posted May 15, 2023 On 5/14/2023 at 11:54 AM, Aldebaran said: Assuming the framework and all creature animations and functionality are installed and working properly, if someone wanted to do something like put shibari on a werewolf follower or a werewolf player character, what would you recommend? Is that even possible at present? while transformed? nothing does that, don't know if it's possible. It would need the meshes adjusted if it is possible, and even then, you'd need entirely new animations for the restrictive ones. not transformed, should work the same as a normal npc. which don't work well to begin with, but you could use this mod to improve it: https://www.loverslab.com/files/file/13237-better-npc-support-for-devious-devices/
zarantha Posted May 15, 2023 Posted May 15, 2023 On 5/14/2023 at 3:52 PM, Vollkornstulle said: Just upgraded to the new version. Did all the proper installations and made new character. Now I have a problem: I have a "Shocking Soulgem Anal Plug" equipped and when I click on it I only get the options "Put in" and "Carry on" Put in gives the message that I can not equip it because a plug is already equipped. I can not remove it. I tried the debug option from DCL that removes all equipped items but I think it does not work because the plug is not a locked device. I also tried the command "player.removeitem xxxxxxxx". In the top left of the screen it sais that a "Shocking Soulgem Anal Plug" is removed from the inventory but when I open the inventory it is still there. Also tried the comands "help "Shocking Soulgem Anal Plug"" and "player.showinventory" and both only gave a single possible ID for the item. Does anyone know more commands I can try or a different solution? Edit: Now I had the same problem with a different type of anal plug. Both times they were equipped by a DCL event. (I lost a Battle to a Bone Countess from Hateful Wenches mod (undead human that can´t rape you after you lose(I turned of humanoid creatures and creatures as targets that can rape you)), the included defeat system triggered, I got equipped with a multitude of items and used a universal key to get rid of all except the unlocked devices (most plugs are not locked).) check the known issues for conflicting mods in the troubleshooting post. Make sure you don't have old patches from DD or other mods overwriting DD. If you have Devious Lore, update it. You can remove them through the console, but it's neither easy, nor recommended. It's better to revert back to a save before you tried removing it and try again. 1
Aldebaran Posted May 16, 2023 Posted May 16, 2023 12 hours ago, zarantha said: while transformed? nothing does that, don't know if it's possible. It would need the meshes adjusted if it is possible, and even then, you'd need entirely new animations for the restrictive ones. not transformed, should work the same as a normal npc. which don't work well to begin with, but you could use this mod to improve it: https://www.loverslab.com/files/file/13237-better-npc-support-for-devious-devices/ Thanks for the reply and the suggestion. It was mostly for someone's very specific screenshot request. Ah well
krzp Posted May 17, 2023 Posted May 17, 2023 There is a new mod on Nexus: Blind people DAR animations Think it can be used as a good add-on to the DD to Dar conversion, for the regular, non restricted blindfolded animations. Conditions: Spoiler IsFemale() AND NOT IsChild() AND IsWornHasKeyword("Devious Devices - Assets.esm" | 0x011B1A)
brdc Posted May 17, 2023 Posted May 17, 2023 (edited) Been months since last time opening Skyrim and this fourm, just waiting for DD-DAR, and I saw the troubleshooting post there's a file "DD_5.2 to Dar conversion_h2h_corrected.7z". So that's the "unofficial" solution to DD-DAR as it won't be in the DD official version (or at least won't in the near future), am I get it right? Also I noticed someone mentioned about updating Devious Lore in order to be conpatible with DD 5.2, would like to know if any other mods needed to be update (or worked fine with DD 5.1 but have big trouble with DD 5.2)? Particularly DCL. Thanks in advance. Edit: When installing DD 5.2, there's animation options in FOMOD, and I noticed a line in troubleshooting post "Animation choices were MaikCG for walking, bunny-hop for hobbles." Are they MUST be chosen to make DD-DAR work? Edited May 17, 2023 by 1947421196
krzp Posted May 17, 2023 Posted May 17, 2023 3 hours ago, 1947421196 said: Edit: When installing DD 5.2, there's animation options in FOMOD, and I noticed a line in troubleshooting post "Animation choices were MaikCG for walking, bunny-hop for hobbles." Are they MUST be chosen to make DD-DAR work? No, that's just the choices I've made when using @Roggvir's script, so that's the animations being used in that file, regardless of what was chosen during installation of regular DD. That archive is a drop-in, in case anybody wants a different animations choice for DAR, you can re-run the script or just manually swap out the animations ?
brdc Posted May 17, 2023 Posted May 17, 2023 35 minutes ago, krzzp said: No, that's just the choices I've made when using @Roggvir's script, so that's the animations being used in that file, regardless of what was chosen during installation of regular DD. That archive is a drop-in, in case anybody wants a different animations choice for DAR, you can re-run the script or just manually swap out the animations ? I see. Although those were not my favourite choice, thank you for making DD-DAR happen, which I have been long waiting for. Months ago I did tried to run the script by myself, but I just a normal mod user, knowing nothing about how to compile. So I gave up and put Skyrim away waiting for a savior. And here you come! As for manually swapping out the animations, is it just copy-paste-replace some files, or still need to compile the particular files to make it work?
krzp Posted May 17, 2023 Posted May 17, 2023 52 minutes ago, 1947421196 said: I see. Although those were not my favourite choice, thank you for making DD-DAR happen, which I have been long waiting for. Months ago I did tried to run the script by myself, but I just a normal mod user, knowing nothing about how to compile. So I gave up and put Skyrim away waiting for a savior. And here you come! As for manually swapping out the animations, is it just copy-paste-replace some files, or still need to compile the particular files to make it work? Yeah, I've figured that the DIY approach could be a bit difficult (i had to learn all this stuff from scratch in order to do that, it isn't easy), so I've sent this file in hopes that maybe this will gain some momentum and the finally be included as a regular DD feature ? Manually swapping involves copying your animations, no need to recompile - but you do need to preserve the names, as DD has a different naming scheme. So, say you want to replace the hopping ones with stepping, then you need to go to the installation archive, pick up the files in 00 Base/meshes/actors/animations/character, and copy the hbc*_mtwalk*(walkforward, walkbackwards, etc) files somewhere. Then, grab the hbc0 files, copy them into the /meshes/actors/animations/character/DynamicAnimatonReplacer/_customconditions/100200/female (<- this is the folder for the hobbled legs, free arms animations), and delete the hbc0_ prefix from your newly copied animations. Then, repeat the same for the hbc1, hbc2, etc, all the way to hbc5. This is absolutely possible, but a bit tedious to do manually - a much easier solution would be to use the script Roggvir posted, choose the animations you want in it, let it work it's magic and use the rest of the already compiled scripts and FNIS files from my archive (basically, overwrite the whole /meshes/actors/animations/character/DynamicAnimatonReplacer/_customconditions from my archive with the same folder from the output the script gives you, keeping the rest). Hope that helps. ?
brdc Posted May 17, 2023 Posted May 17, 2023 2 hours ago, krzzp said: Yeah, I've figured that the DIY approach could be a bit difficult (i had to learn all this stuff from scratch in order to do that, it isn't easy), so I've sent this file in hopes that maybe this will gain some momentum and the finally be included as a regular DD feature ? Manually swapping involves copying your animations, no need to recompile - but you do need to preserve the names, as DD has a different naming scheme. So, say you want to replace the hopping ones with stepping, then you need to go to the installation archive, pick up the files in 00 Base/meshes/actors/animations/character, and copy the hbc*_mtwalk*(walkforward, walkbackwards, etc) files somewhere. Then, grab the hbc0 files, copy them into the /meshes/actors/animations/character/DynamicAnimatonReplacer/_customconditions/100200/female (<- this is the folder for the hobbled legs, free arms animations), and delete the hbc0_ prefix from your newly copied animations. Then, repeat the same for the hbc1, hbc2, etc, all the way to hbc5. This is absolutely possible, but a bit tedious to do manually - a much easier solution would be to use the script Roggvir posted, choose the animations you want in it, let it work it's magic and use the rest of the already compiled scripts and FNIS files from my archive (basically, overwrite the whole /meshes/actors/animations/character/DynamicAnimatonReplacer/_customconditions from my archive with the same folder from the output the script gives you, keeping the rest). Hope that helps. ? Damn! Are you reading my mind? The hobbled animations are exactly what I wanted to replace, and how to locat them is what I am about to ask... Thank you for being sooooooo nice and helpful!!! 1
Nuascura Posted May 18, 2023 Posted May 18, 2023 @krzzp For the DAR conversion, do we need to touch any of the animation files that are installed by the DD fomod? Or is it just a simple drag-and-drop of your DAR file (as linked on the troubleshooting post) onto the DD installation?
krzp Posted May 18, 2023 Posted May 18, 2023 12 hours ago, Gyra said: @krzzp For the DAR conversion, do we need to touch any of the animation files that are installed by the DD fomod? Or is it just a simple drag-and-drop of your DAR file (as linked on the troubleshooting post) onto the DD installation? If you're using MO2 or another mod organizer with a comparable functionality, just install it lower in priority than than the regular DD. The DAR conversion actually doesn't touch any of the existing DD animation files, the DAR ones sit in the new folder, but the archives overwrites a few FNIS-related files - behaviours and TXT lists, plus one script. In case of a manual installation, yeah, a simple drag and drop should suffice, but, i'd make all kinds of backups, though. ? 1
krzp Posted May 18, 2023 Posted May 18, 2023 20 hours ago, 1947421196 said: Damn! Are you reading my mind? The hobbled animations are exactly what I wanted to replace, and how to locat them is what I am about to ask... Thank you for being sooooooo nice and helpful!!! No problem, glad to help out. ? Also, if you would want to do it manually, this is the how the regular DD prefixes match to DAR folder structure: Spoiler hbc0 ->100200 hbc6 ->100201 hbc5 ->100202 hbc4 -> 100203 hbc3 -> 100204 hbc2 -> 100205 hbc1 -> 100206 (i.e. walking and running anims with the prefix hbc3 should go to the folder 100204/female). Then again, i'd recommend using the script again, it's a lot quicker.
brdc Posted May 18, 2023 Posted May 18, 2023 (edited) 1 hour ago, krzzp said: Then again, i'd recommend using the script again, it's a lot quicker. Of course, if this method has nothing to do with compiling, it'll definitely be my first choice. Also I am using Immersive Interaction, and I have tried adding conditions to the II files as you suggested few pages ago. NOT IsWornHasKeyword("Devious Devices - Integration.esm" | 0x062539) AND NOT IsWornHasKeyword("Devious Devices - Assets.esm" | 0x02C531) AND NOT IsWornHasKeyword("Devious Devices - Assets.esm" | 0x00CA3A) AND NOT IsWornHasKeyword("Devious Devices - Integration.esm" | 0x060A46) AND NOT IsWornHasKeyword("Devious Devices - Integration.esm" | 0x0866B8) AND NOT IsWornHasKeyword("Devious Devices - Integration.esm" | 0x05F4BA) AND NOT IsWornHasKeyword("Devious Devices - Assets.esm" | 0x00CA3A) AND I roughly tried few arm bondages, but it seems not doing well. Hands still break free doing interactions like opening door, looting things, etc. I guess there're too many heavy bondage items to be all covered by these few lines? Any further suggestions, please? (Hopefully not too complicated) One more thing, I found out that bondage animations running well on NPC when they're walking or standing still, but their hands break free when turning around (playing other movement animations). I have set all the DD-DAR customconditions archives to super-high priorities (if I'm not mistaken), like 2100000xxx, but couldn't help. BTW, PC animations are all running well, so far. Any other options but to delete related movement mods? Thanks a lot, once again. Edited May 18, 2023 by 1947421196
krzp Posted May 18, 2023 Posted May 18, 2023 32 minutes ago, 1947421196 said: I roughly tried few arm bondages, but it seems not doing well. Hands still break free doing interactions like opening door, looting things, etc. I guess there're too many heavy bondage items to be all covered by these few lines? Any further suggestions, please? (Hopefully not too complicated) I haven't used that mod at all for some reason, but after looking at the file structure, it seems to me that it might be using FNIS/Nemesis for some of those animations and behaviours, and their animations always seem to take priority over DAR, due to the nature of the frameworks. So, this will probably require some modifications to Immersive Interactions, i'm not sure what would that be - maybe there is something in the ESP or it's mod configuration that can block this mod from executing while wearing devices with those keywords? Or one could tweak the behaviour files somehow, but that's a little above my level of knowledge as of now ? 37 minutes ago, 1947421196 said: One more thing, I found out that bondage animations running well on NPC when they're walking or standing still, but their hands break free when turning around (playing other movement animations). I have set all the DD-DAR customconditions archives to super-high priorities (if I'm not mistaken), like 2100000xxx, but couldn't help. This one I can help you with, as I've struggled with the same problem. I've posted a DD to Nemesis compatibility patch in the other topic, in it, there's a ESP that nukes that particular turning animation from ever displaying. You can ignore the rest of the patch if you don't use Nemesis, but try loading that ESP and see if it helps your NPCs. Also, a few posts down in that thread, @ihatemykite posted a different solution to this problem, which involves copying another animation with some specific names - I didn't test this one yet, but it seems like a more elegant solution than mine. ?
brdc Posted May 18, 2023 Posted May 18, 2023 4 hours ago, krzzp said: So, this will probably require some modifications to Immersive Interactions, i'm not sure what would that be - maybe there is something in the ESP or it's mod configuration that can block this mod from executing while wearing devices with those keywords? Or one could tweak the behaviour files somehow, but that's a little above my level of knowledge as of now Thanks for the information. Sounds like that's not worth our efforts to deal with. Since I kinda dig in that mod, I have come up with my own solution -- enable it while normal game play, and disable it when doing bondage related quests. Dummy but effective, for me.? 4 hours ago, krzzp said: I've posted a DD to Nemesis compatibility patch in the other topic, in it, there's a ESP that nukes that particular turning animation from ever displaying. You can ignore the rest of the patch if you don't use Nemesis, but try loading that ESP and see if it helps your NPCs. Also, a few posts down in that thread, @ihatemykite posted a different solution to this problem, which involves copying another animation with some specific names - I didn't test this one yet, but it seems like a more elegant solution than mine. ? I've read both post, good to know what to and how to do about it. I'll give a try.
brdc Posted May 18, 2023 Posted May 18, 2023 (edited) Sorry for bothering again. @zarantha Played couple of hours with DD5.2 SE, and came across two yoke problems. I went through like ten pages back in this thread and didn't find anyone mention them. So I decided to ask about them. 1.This type of yoke(I call it thin yoke) has misalignment between the bar and cuffs. I have tried "steel simple yoke", "steel yoke", "tough black metal yoke", all the same. The thicker ones and the wooden ones are good. I've been playing with DD from 5.1 to 5.2 beta DC 10, and this never happened before. 2. When equiping a yoke, regardless of type, then enter bondage combat and move/run/turn, it become the armbinder animation, as two arms are bind behind. Haven't tried straitjackets though, not sure if there're same problem. Straitjacket animations go well. Could you please check these out? FYI, I am using DD-DAR conversion, so I can't really tell if it's a DD or DD-DAR problem. If DD has nothing wrong, I'll try to figure out what‘s wrong with DD-DAR then. Thanks. Edited May 18, 2023 by 1947421196
zarantha Posted May 18, 2023 Posted May 18, 2023 14 minutes ago, 1947421196 said: Sorry for bothering again. @zarantha Played couple of hours with DD5.2 SE, and came across two yoke problems. I went through like ten pages back in this thread and didn't find anyone mention them. So I decided to ask about them. 1.This type of yoke(I call it thin yoke) has misalignment between the bar and cuffs. I have tried "steel simple yoke", "steel yoke", "tough black metal yoke", all the same. The thicker ones and the wooden ones are good. I've been playing with DD from 5.1 to 5.2 beta DC 10, and this never happened before. 2. When equiping a yoke, regardless of type, then enter bondage combat and move/run/turn, it become the armbinder animation, as two arms are bind behind. Haven't tried straitjackets though, not sure if there're same problem. Straitjacket animations go well. Could you please check these out? FYI, I am using DD-DAR conversion, so I can't really tell if it's a DD or DD-DAR problem. If DD has nothing wrong, I'll try to figure out what‘s wrong with DD-DAR then. Thanks. 1. Don't know how to fix it. I suspect it's the animation. It's happened for me on previous versions too. I didn't touch that device other than making the file SE compatible, it has no bodyslides. 2. Make sure you don't have old patches. I didn't see that in testing on the final update to 5.2 3. It could be the DAR conversion, krzzp would be the one to say there. I don't see it on my personal DAR conversion I did a while back, but I didn't do any of the fancy stuff he did either. You could disable the DAR patch and test without. That would confirm or rule it out.
krzp Posted May 19, 2023 Posted May 19, 2023 (edited) 1 hour ago, 1947421196 said: 2. When equiping a yoke, regardless of type, then enter bondage combat and move/run/turn, it become the armbinder animation, as two arms are bind behind. This is a DD to DAR problem, there was a bunch of posts about it in the original topic. If you are using my file, I think I did try to correct it by manually copying the correct animations to the corresponding folders? Quote The locomotion pose's set needs to be incremented by 1 to be valid. If you look at the original files in animations/DD there is no abc0_h2h_locomotionpose.hkx but there is abc1_h2h_locomotionpose.hkx - abc7_h2h_locomotionpose.hkx. So I'm assuming this basically means each restraint is actually associated with the incremented locomotion pose. For example, yoke corresponds to abc1 and its locomotion pose should actually be abc2_h2h_locomotionpose.hkx. However the patcher isn't incrementing this which leads to misplaced animation files. Instead the yoke gets abc1_h2h_locomotionpose.hkx which actually corresponds to the armbinder hence the broken combat animations. Also, there's an updated version of the script posted here, which should copy the correct h2h_locomotion poses to the right folders - although I didn't try that one personally, as I've already done this by hand. ? Edited May 19, 2023 by krzzp
krzp Posted May 19, 2023 Posted May 19, 2023 (edited) 11 minutes ago, krzzp said: This is a DD to DAR problem, there was a bunch of posts about it in the original topic. If you are using my file, I think I did try to correct it by manually copying the correct animations to the corresponding folders? Yeah, I've double checked my archive just now, it should have the correct ones in the correct folders. If you re-ran the script to change animations, perhaps try doing that with the updated one. Spoiler Edited May 19, 2023 by krzzp
SkwidBoi Posted May 19, 2023 Posted May 19, 2023 (edited) I've tried building the files in Bodyslide as instructed, trying various methods listed in various guides without forgetting to clean the meshes before trying a new method but some items; the hobble dresses for example are still invisible. Edit: I might've found the issue. more info if I actually get it working Edited May 19, 2023 by SkwidBoi
brdc Posted May 19, 2023 Posted May 19, 2023 9 hours ago, zarantha said: 1. Don't know how to fix it. I suspect it's the animation. It's happened for me on previous versions too. I didn't touch that device other than making the file SE compatible, it has no bodyslides. 2. Make sure you don't have old patches. I didn't see that in testing on the final update to 5.2 Oddly I never run into this on previous versions but only on 5.2 official. Probably another issue caused by DD-DAR animations. Sigh... Speaking of old patches, I do use some DCL patches and voice packs for old version, could anything go wrong? 9 hours ago, krzzp said: Yeah, I've double checked my archive just now, it should have the correct ones in the correct folders. I'm using the file "DD_5.2 to Dar conversion_h2h_corrected.7z" from the troubleshooting post. Downloaded in 2 days ago. Haven't touch anything but only changed priority from 100xxx to 2100000xxx. Have you tested in game? Or is there difference between your own archive and the one in troubleshooting post?
Altami Posted May 19, 2023 Posted May 19, 2023 Could anyone help please? I got the same message as a previous user when trying to start the game after updating DD to the latest version. I have Skyrim AE 1.6.640 and I picked the AE option. Reinstalling did not make it work. Switching back to 5.1 makes it work again. It's possible that I had installed a dll fix or update, but I don't remember doing so. If that's the case, does anyone know of one that may work with this new version? Thank you for taking the time to read this.
krzp Posted May 19, 2023 Posted May 19, 2023 3 hours ago, 1947421196 said: Oddly I never run into this on previous versions but only on 5.2 official. Probably another issue caused by DD-DAR animations. Sigh... Well, I've used the standard DD 5.2 animations, no changes were made to the files - so, if the offsets are off, they should behave the same with or without DAR. I think it always looked like that with this device, with FNIS, Nemesis and DAR - I thought this was the intended behaviour ? Perhaps the offsets are wrong in the MaikCG animations? You could always test by quickly replacing , for example, a single mt_runforward,hkx in 100005/female (iirc that's the folder for yokes without any boots) with a different type of animation (Base/Feurtin/Cedec) and see if that fixes that particular problem. 3 hours ago, 1947421196 said: Have you tested in game? Or is there difference between your own archive and the one in troubleshooting post? Oh, absolutely, I've been using this for quite some time - I did add a lot of stuff to mine, changed a few idles here and there, but the base of it should be the same. Although, me screwing up somewhere is absolutely a possibility that we shouldn't rule out! ? Is this happening only with yokes? Can you try a different type of device? For example, do the frontal cuffs show the animation for something else when in combat?
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