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Posted
On 5/18/2023 at 12:36 AM, krzp said:

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). 

On 5/19/2023 at 8:34 AM, krzp said:

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. ?

 

Finally have time to check out the updated DD to DAR script. I tried it on the default animstyle and walking hobbleanims and it worked its magic in the blink of eyes.

Then I overwrote the folders as you suggested. In-game test showes both animstyles had been changed correctly.

 

On 5/19/2023 at 7:38 AM, 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.

On 5/20/2023 at 12:26 AM, 1947421196 said:

Ohh..I've always been using basic animations from 5.1 to 5.2 Beta and never seen this misalignment. So to me it looks like MaikCG cause the problem. 

 

 

The good news is the yoke misalignment issue was adjusted, which means MaikCG style do cause the problem.

Spoiler

image.jpeg.d565110281298d9491b44520a7564ae5.jpeg

default animstyle

 

 

On 5/20/2023 at 5:31 AM, krzp said:

So, I've turned off all my mods except the old FNIS + DD and DCL to replicate your load order somehow, created a separate profile for the FNIS test, and started a new game there - and yes, I've got the same problem with the combat movement. Apparently, Nemesis works better in that regard ?

 

The show animation command kindly displayed the /DD/abc1_h2h_locomotion, which mean that FNIS overrode Dar and pulled the incorrect animation from somewhere (which is strange, because I've deleted everything movement-related from the fnis.txt files). This could mean that I've screwed up in the /meshes/behaviour files somewhere, or there is some script calling for that, I'm going to check for that later.

 

I've tried a quick fix for that. What I've done, is I've renamed the remaining FNIS animations (if it insists on using those for whatever reason) without the +1 increments, and this could fix the combat movement mismatch for everything, except the elbow ties (they don't have the locomotion pose). Let this archive overwrite the DD install (keep it lower) - naturally, do keep a backup handy in case this breaks more things than it fixes. ?

 

edit: please note that I intend to to actually try to properly fix the combat, so this is more of an experimental stop-gap measure for the time being.

 

DD_Dar_FNIS_combat fix.7z 5.62 kB · 12 downloads

Before I changed the animstyles, I have used your combat fix and it worked good. Great job!

However, the bad news is the combat fix was disabled after changing the animstyle. I have tried both with and without this patch.

With patch: all became the yoke one.

Without patch: all became the armbinder one. Just like what happened before the patch.

 

Is it because your patch only working for MaikCG style? Or I might have messed something up during overwriting the folders. I will check it out in my later free time.

 

 

 

Posted

I can't get DD-DAR to work no matter what priority I set it at, the animations just don't fire off.  
Although I do use FNIS and Nemesis (because creature animations arent supported by Nemesis), it won't work for me. 
Not really sure what the issue is, all I know is replacing the files that that DAR connects with in DD crashes the game, so making a separate mod for it and loading it after doesn't but the animations don't work. Even after running FNIS and Nemesis.  This is directed @krzp since I know DAR is not officially supported by DD. 

 

Posted
On 5/21/2023 at 9:17 PM, EpicGamerGame said:

Hey everyone, getting a weird error. I've tried reinstalling but I'm not really sure what's causing this:
 

 

 

Here is my load order if that helps:
 

  Reveal hidden contents

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     ccBGSSSE001-Fish.esm
254 FE   0 ccbgssse010-petdwarvenarmoredmudcrab.esl
254 FE   1 ccbgssse014-spellpack01.esl
254 FE   2 ccQDRSSE001-SurvivalMode.esl
254 FE   3 ccedhsse001-norjewel.esl
254 FE   4 ccBGSSSE037-Curios.esl
  6  6     ccBGSSSE025-AdvDSGS.esm
  7  7     Unofficial Skyrim Special Edition Patch.esp
  8  8     SexLab.esm
  9  9     Devious Devices - Assets.esm
 10  a     SexLabAroused.esm
 11  b     Devious Devices - Integration.esm
 12  c     Devious Devices - Expansion.esm
 13  d     Devious Devices - Contraptions.esm
 14  e     ZaZAnimationPack.esm
 15  f     daymoyl.esm
 16 10     SkyUI_SE.esp
254 FE   5 Devious Devices SE patch.esp
 17 11     Joy of Perspective.esp
 18 12     RaceMenuHH.esp
 19 13     sanguinesDebauchery.esp
 20 14     Deviously Cursed Loot.esp
 21 15     SimpleSlavery.esp
 22 16     SexLab_Dialogues.esp
 23 17     KS Hairdo's.esp
254 FE   6 CBBE.esp
 24 18     RaceMenu.esp
 25 19     RaceMenuPlugin.esp
 26 1a     RaceMenuMorphsCBBE.esp
 27 1b     SOSRaceMenu.esp
 28 1c     XPMSE.esp
 29 1d     FNISspells.esp
 30 1e     Better Vampires.esp
 31 1f     Alternate Start - Live Another Life.esp
 32 20     Deviously Cursed Loot LAL AddOn.esp

 

 

 

Anyone know any fixes? Any help is appreciated, thanks.

 

Are you trying on a new game?
Is anything overwriting DD?

What do you have for mod install order? Plugin order looks ok, although joy of perspective has caused CTDs in the past with DD.

Posted
16 hours ago, Ngo Van Dang said:

currently I am having issue with armbinder clipping, 3BA body, my custom bodyslide
any idea for this?

ScreenShot13.png

ScreenShot14.png

 

There's a patch on the troubleshooting post for 3ba for DD 5.2
Build just the armbinder or elbowbinder and ropebinder and check the output path.
Make sure your preset shows up when selecting the device to build in bodyslide. If it doesn't show up, you'll likely need to edit your body to use the CBBE groups.

Posted
7 hours ago, Icanlookatstuff said:

Just started getting back into modding skyrim again. Installed Devious Devices with no issue. Trying to install other Devious mods give me notifications stating that some plugins dependencies were not enabled. The devious devices assets.esm, expansion.esm and integration.esm. How do I go about getting these enabled?

 

Follow the instructions for enabling plugins in your mod manager. Enabling plugins is not the same as enabling the mod, although usually that's what happens. 

I'm assuming from this issue you're on Vortex. Sometimes vortex doesn't enable things when it should. you should be able to go to plugins and just check the esps to enable them.

Posted
5 hours ago, Raine_Hyd said:

I can't get DD-DAR to work no matter what priority I set it at, the animations just don't fire off.  
Although I do use FNIS and Nemesis (because creature animations arent supported by Nemesis), it won't work for me. 
Not really sure what the issue is, all I know is replacing the files that that DAR connects with in DD crashes the game, so making a separate mod for it and loading it after doesn't but the animations don't work. Even after running FNIS and Nemesis.  This is directed @krzp since I know DAR is not officially supported by DD. 

 

 

Not supported, no. But i'll go this far :)
DAR is pretty much plug and play. I'd make sure DAR is actually working before assuming it's krzp's conversion.

 

Check the SKSE log (skse64.log)

\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log

Posted
12 minutes ago, zarantha said:

 

Follow the instructions for enabling plugins in your mod manager. Enabling plugins is not the same as enabling the mod, although usually that's what happens. 

I'm assuming from this issue you're on Vortex. Sometimes vortex doesn't enable things when it should. you should be able to go to plugins and just check the esps to enable them.

That fixed it. Thanks! Didn't know I had to do that lol. I'd used the same mods before (several months ago) and decided to start over with a clean slate/install since I hadn't played in quite a while. Didn't have this issue back then *shrug*. Glad it was a simple fix lol

Posted

@zarantha kindly posted an update to the DAR conversion, v 1.1


This is what I've changed:

Spoiler
  • for stablity reasons, i've deleted the SKSE/Plugins/DynamicAnimationReplacer.ini file, which i've previously included so it would increase AnimationLimit=0x8000 (i'll post it separately, no reason to include it in the main install)
  • missing elbow shackles pose added to both regular and pony animsets
  • yoke animations reverted to base due to reported misalignment issues with MaikCG's ones (arm binders are still using mCG, i like those)
  • newly recomplied zadBoundCombatScript without Roggvir's addition of "akActor.SetAnimationVariableInt("FNIS_abc_h2h_LocomotionPose", animSet + 1)", hopefully this corrects the wrong locomotion pose issue for FNIS users.

 

Should be the same drop-in as the last one.

 

Gave it a quick spin in both FNIS with DD only, and my regular Nemesis with tons of mods - looks like I didn't break anything, and the loco poses are using their correct sets.

 

Hoping i didn't screw anything up massively, should make my previous quick-fix redundant.

As usual, please have back ups ready. ?

 

This is the .ini file that I've removed from the main file, in case anyone needs it.

DynamicAnimationReplacer.ini

Posted
6 hours ago, Raine_Hyd said:

I can't get DD-DAR to work no matter what priority I set it at, the animations just don't fire off.  

If your DAR has been working prior to the installation of the conversion, I'd probably look to the FNIS/Nemesis outputs as being the culprit, something probably didn't work there.

 

Maybe the load order? Mine looks like that:

Nemesis, <you probably have FNIS output here>, Nemesis output, DD, DDtoDAR.

Make sure that all the dd conversion is turned on when you are updating FNIS and Nemesis, so both generators are aware that they are not supposed to use FNIS animations for movement.

 

I can't comment on the manual overwriting of files, because I kinda assume that not using mod organizers is a highly personal choice of a very experienced user, so I didn't really test that path ? although, even that shouldn't probably crash the game outright, as I didn't put anything... too game breaking there?

Posted
7 hours ago, 1947421196 said:

 

Is it because your patch only working for MaikCG style? Or I might have messed something up during overwriting the folders. I will check it out in my later free time.

Well, the quick fix I've provided only tricked FNIS to use 6 locomotion animations under different names, so if something broke the idles again, i'd look to the script output for that particular problem.

 

Anyway, there's an update, could you kindly try it out to see if it's able to fix the combat idles problem without my previous fix?

I gave it a quick spin, and didn't run it to any problems, but every modded Skyrim is a little different ?

If it does, you can try to put your animation choices back in the new version and see if the problem comes back, so we'll pinpoint the problem better ?

Posted
1 hour ago, zarantha said:

 

There's a patch on the troubleshooting post for 3ba for DD 5.2
Build just the armbinder or elbowbinder and ropebinder and check the output path.
Make sure your preset shows up when selecting the device to build in bodyslide. If it doesn't show up, you'll likely need to edit your body to use the CBBE groups.

look like its slight fix the rope but leather armbinder still

ScreenShot20.png

Posted
2 hours ago, zarantha said:

 

Not supported, no. But i'll go this far :)
DAR is pretty much plug and play. I'd make sure DAR is actually working before assuming it's krzp's conversion.

 

Check the SKSE log (skse64.log)

\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log

DAR is working, from what I can see, I have other mods that require it and they all work fine. It's more than likely an error on my end that I can't/don't have the patience/skills to troubleshoot. 
I'm on the current version of AE and DAR and such are all updated. 
Looking at the log it doesn't mention DAR.

skee64.log

Posted
11 minutes ago, Raine_Hyd said:

DAR is working, from what I can see, I have other mods that require it and they all work fine. It's more than likely an error on my end that I can't/don't have the patience/skills to troubleshoot. 
I'm on the current version of AE and DAR and such are all updated. 
Looking at the log it doesn't mention DAR.

skee64.log 47.02 kB · 0 downloads

 

that's the wrong log skee64.log (racemenu's log). you're looking for skse64.log.

Posted (edited)

Did we figure out why the arm binder doesnt work after fnis, bodyslide, save/load?

 

 

Edited by Xilir
Posted
15 hours ago, krzp said:

Well, the quick fix I've provided only tricked FNIS to use 6 locomotion animations under different names, so if something broke the idles again, i'd look to the script output for that particular problem.

 

Anyway, there's an update, could you kindly try it out to see if it's able to fix the combat idles problem without my previous fix?

I gave it a quick spin, and didn't run it to any problems, but every modded Skyrim is a little different ?

If it does, you can try to put your animation choices back in the new version and see if the problem comes back, so we'll pinpoint the problem better ?

 

Once again you did a great job! I did a brief run with your v1.1 conversion, and all combat moving problems were gone.

 

Then I examinated the output folders of the script and found two problems connected to locomotionpose files. 

  1. xxx106 misses the corresponding locomotionpose file. So when overwriting, the one in your conversion xxx106 folder stayed. This resulted in using MaikCG style of this specific movement. Not a big deal though.
  2. The locomotionpose files in both xxx001 and xxx101 (which are supposed to be elbow tie) were actually using the yoke one. In-game test showed the same problem. Thanks for the DAR Explorer I learn from you, I think I have found the culprit by cross checking with the script code. I did exactly what you said before and come to the conclusion you have already made...... LMAO
Quote

001 are the elbow ties poses - and, for some reason, DD doesn't have a correct h2h_locomotion pose for that one - you can use the DAR explorer's FNIS tab and look at all the installed non-DAR animations, there is a abc6_h2h_locomotion (should be the elbow tie), which displays the same animation as abc2_h2h_locomotion (yoke one).

 

All in all, your v1.1 has solved the problems of combat moving and yoke misalignment. I'm not an enemy of MaikCG anyway, so I'll keep the animstyle just the way your conversion's are. Can't be grateful enough to you for all your timely help, so I just wish you have a smooth DD-DAR Skyrim journey and find out no more bugs bothering you.?

Posted
On 5/20/2023 at 6:34 PM, 1947421196 said:

When I was testing Iron chain harness(Wrists), I noticed the mittens are really annoying. Even with hardcore mitten turned off.

I tried wrists chain harness and bondage mitten, both have the problem below.

  • Manipulating the locks will result in not being able to unlock them directly after putting on. This didn't happen on DD 5.1, from what I remember.
  • Using a key to unlock them, it will determind the mitten successful chance FIRSTLY, then the device unlock successful chance/don't have proper key message. In which case it goes like:
      Reveal hidden contents

    image.jpeg.aa8765b654afe0f27e98352b3e09de2f.jpeg

    Success! Yeah!

     

    And then 

    image.jpeg.35035656c67aede1972d712915f58e52.jpeg

     

    Or

    image.jpeg.2aa41a0a1be783438d3ed60f4a747afd.jpeg

     

     

Wish they can be adjusted.

 

@zarantha

EXM, have DD team been aware of these problems? Or is that just me?

Posted (edited)
1 hour ago, 1947421196 said:

All in all, your v1.1 has solved the problems of combat moving and yoke misalignment.

???

 

1 hour ago, 1947421196 said:

you have a smooth DD-DAR Skyrim journey

Wait, are we supposed to be playing Skyrim? I thought everyone was playing the Mod Organizer 2 game - sure, occasionally, some pretty ladies and gentlemen ran around some medieval scenery for a change of pace, but then it's back to load orders and troubleshooting ? I've recently unlocked the Papyrus Compiler DLC, now that's a whole new game, full of weird kinky stuff...

 

1 hour ago, 1947421196 said:

The locomotionpose files in both xxx001 and xxx101 (which are supposed to be elbow tie) were actually using the yoke one.

Yeah, that's what how it was in the regular DD as well - i'm not sure how this used to work with FNIS, but I assumed it was probably bugged there as well for the "Elbow Shackles" types of devices. I've actually searched high and low for the correct version, but eventually gave up and just created it myself (well, i'm no animator, i took some other existing pose and eyeballed it in hkxPoser).

 

Oh, in case someone needs it for their regular FNIS install, I've attached it (replace: meshes/actors/character/animations/DD/abc6_h2h_locomotionpose.hkx) (please do a backup first, though)

 

Edited by krzp
Posted
7 hours ago, krzp said:

Wait, are we supposed to be playing Skyrim? I thought everyone was playing the Mod Organizer 2 game - sure, occasionally, some pretty ladies and gentlemen ran around some medieval scenery for a change of pace, but then it's back to load orders and troubleshooting

You are so right... I DO have spent more time - way more on the Skyrim-MO2 DLC than the original game. Story of MO players' life.

 

7 hours ago, krzp said:

Yeah, that's what how it was in the regular DD as well - i'm not sure how this used to work with FNIS, but I assumed it was probably bugged there as well for the "Elbow Shackles" types of devices.

I assume the same. Since the elbow shackles had the bug that they kill the heel sound when equiping, and they were rarely used in events, plus rarely will use bondage combat, I bet the bug would never be found during normal playthrough.

Posted

hi, do anyone encounter this render problem?
It happened for most of the asset except cuff, collar and blindfold.

ScreenShot0.png

Posted

Listen up pervs. This mod is cancer. I'm glad it works for you if you like it. My dick is dead because I spent 45 minutes trying to get this shit off then another 45 figuring out how to fix the shit I fucked up with console commands and I'm pissed and I'll make my own mod that makes this mod sleep on the couch where your character lays on a couch and you're like "okay sure but how do I get back to playing the game now?" and the mod is like, well playing is disabled while you're on the couch, hit the "try to get off the couch" key for the next 45 minutes.

Intermission where you say all the dumb shit like "but use the thing in the MCM that you missed or okay don't use it then" 

Fuck you. Fuck you. Fuck off. I couldn't disable the restraints so I'm using no restraint, the end. I hate.

Posted
36 minutes ago, robitussin217 said:

Listen up pervs. This mod is cancer. I'm glad it works for you if you like it. My dick is dead because I spent 45 minutes trying to get this shit off then another 45 figuring out how to fix the shit I fucked up with console commands and I'm pissed and I'll make my own mod that makes this mod sleep on the couch where your character lays on a couch and you're like "okay sure but how do I get back to playing the game now?" and the mod is like, well playing is disabled while you're on the couch, hit the "try to get off the couch" key for the next 45 minutes.

Intermission where you say all the dumb shit like "but use the thing in the MCM that you missed or okay don't use it then" 

Fuck you. Fuck you. Fuck off. I couldn't disable the restraints so I'm using no restraint, the end. I hate.

Just use toys, lol.

Posted
13 hours ago, zarantha said:

 

Looks like it's loading correctly. so I don't know why you aren't getting any DAR animations.

I'll have to mess around and see if I can fix it. It's probably another DAR animation messing with it, thanks for the help.

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