tazisname Posted June 14, 2023 Posted June 14, 2023 (edited) 35 minutes ago, markdf said: Â NFF's outfit system will strip devices. I see, but if I avoid that, nothing gamebreaking? Is there a multi-follower framework that works better with DD? Edited June 14, 2023 by tazisname
Raine_Hyd Posted June 15, 2023 Posted June 15, 2023 3 hours ago, tazisname said: I see, but if I avoid that, nothing gamebreaking? Is there a multi-follower framework that works better with DD? I use EFF, Extensive Follower Framework, and it seems compatible with a lot of mods. But as for any mod ymmv. Â
dregin14 Posted June 15, 2023 Posted June 15, 2023 now i dont know if this is a problem or a standard feature for the new version, but for some reason after installing DD, it replaced my PC's walk animation when there is nothing equipped at all. Does anyone have any ideas on how to fix this, I've tried reinstalling but I cant understand why its overwriting my walk animations or how its overwriting them and I'd really like to go back to my original animations. As much as i like DD, i prefer the normal walk for my PC. Im using vortex for right now to try to avoid some bugs that i couldn't fix with MO2.
serranna Posted June 15, 2023 Posted June 15, 2023 5 hours ago, tazisname said: I see, but if I avoid that, nothing gamebreaking? Is there a multi-follower framework that works better with DD? Â I've been using Amazing Follower Tweaks SE (AFT) since I started playing with no major issues. Â Though I have been considering looking at a different one to see if it fixes issues with my follower(s) always lagging behind my character. It's annoying to turn around and see nobody has been following you for a good distance.
krzp Posted June 15, 2023 Posted June 15, 2023 2 hours ago, dregin14 said: now i dont know if this is a problem or a standard feature for the new version, but for some reason after installing DD, it replaced my PC's walk animation when there is nothing equipped at all. Does anyone have any ideas on how to fix this, I've tried reinstalling but I cant understand why its overwriting my walk animations or how its overwriting them and I'd really like to go back to my original animations. As much as i like DD, i prefer the normal walk for my PC. Im using vortex for right now to try to avoid some bugs that i couldn't fix with MO2. Do you, by any chance, have FNIS Sexy move installed? If you do, go and download a fix for that from https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/
merryMalfunctioning Posted June 15, 2023 Posted June 15, 2023 19 hours ago, tazisname said: I see, but if I avoid that, nothing gamebreaking? Is there a multi-follower framework that works better with DD? Â Yup, that was the only issue I ever found between DD and NFF.
Blue Astra Posted June 15, 2023 Posted June 15, 2023 Apologies if this has already been answered, but how can I get the devious device hider to hide clothing from other mods?  e.g. https://www.nexusmods.com/skyrimspecialedition/mods/57131
dregin14 Posted June 15, 2023 Posted June 15, 2023 yeah i do, thx for letting my know, ill give it a try soon
VAAAAAAAAAAAAAAAAAAAAAAAAV Posted June 16, 2023 Posted June 16, 2023 is DD 5.2 compatible with mods created in DD 5.1 ? Even if they are compatible, i know that some modes will conflict. I want to know if they are compatible overall.
Sauerclout Posted June 16, 2023 Posted June 16, 2023 Hey all, I'm getting an error that I'm missing a .dll for Devious Devices. Got the most recent release. My SKSE is properly updated. Game will still let me launch through it, but I'm guessing it's not going to work right and nothing is picking it up integration wise. Any tips?Â
zarantha Posted June 16, 2023 Posted June 16, 2023 8 hours ago, Blue Astra said: Apologies if this has already been answered, but how can I get the devious device hider to hide clothing from other mods?  e.g. https://www.nexusmods.com/skyrimspecialedition/mods/57131  They would need to use the same slot as DD uses for the same things. If they aren't already using the right slots, that would be a change in the nif and esp.  Slot usuage: https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference
zarantha Posted June 16, 2023 Posted June 16, 2023 2 hours ago, VAAAAAAAAAAAAAAAAAAAAAAAAV said: is DD 5.2 compatible with mods created in DD 5.1 ? Even if they are compatible, i know that some modes will conflict. I want to know if they are compatible overall. Â They should be. Backwards compatibility was not removed, but the old mods might not work well with the new functionality.Â
zarantha Posted June 16, 2023 Posted June 16, 2023 1 hour ago, Sauerclout said: Hey all, I'm getting an error that I'm missing a .dll for Devious Devices. Got the most recent release. My SKSE is properly updated. Game will still let me launch through it, but I'm guessing it's not going to work right and nothing is picking it up integration wise. Any tips?  Did you install the right DD DLL for your game version? Also, the game launching does not mean your skse is working. Check your skse log. Note that this is skse64.log, not skee64.log.  \Documents\My Games\Skyrim Special Edition\SKSE\skse64.logÂ
Sauerclout Posted June 16, 2023 Posted June 16, 2023 3 minutes ago, zarantha said:  Did you install the right DD DLL for your game version? Also, the game launching does not mean your skse is working. Check your skse log. Note that this is skse64.log, not skee64.log.  \Documents\My Games\Skyrim Special Edition\SKSE\skse64.log  Downloaded the files from the download page which is a mega.nz link. 1.88 gigs. If there's another .dll I'm supposed to download I don't know where it's at. This is going to sound stupid, but the past couple times I've launched it, there's been no error message. Haven't changed a single thing. I swear to god some of these mods just require a luck roll.Â
zarantha Posted June 16, 2023 Posted June 16, 2023 37 minutes ago, Sauerclout said:  Downloaded the files from the download page which is a mega.nz link. 1.88 gigs. If there's another .dll I'm supposed to download I don't know where it's at. This is going to sound stupid, but the past couple times I've launched it, there's been no error message. Haven't changed a single thing. I swear to god some of these mods just require a luck roll.  There's 5 in the fomod you downloaded from mega. picking the right one is essential. This is what i meant by pick the right one. Â
Sauerclout Posted June 16, 2023 Posted June 16, 2023 Ah didn't know that was a .dll selection. I did reinstall it because I was having problems in game with a different mod and trying to find the culprit.Â
Blue Astra Posted June 16, 2023 Posted June 16, 2023 7 hours ago, zarantha said:  They would need to use the same slot as DD uses for the same things. If they aren't already using the right slots, that would be a change in the nif and esp.  Slot usuage: https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference  I understand all about the slot usage. The device hider in DD5.1 used to hide clothing/accessories from other mods but in 5.2 this was removed  - 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 was just wondering if it's possible to make the device hider work like it did before
Raine_Hyd Posted June 16, 2023 Posted June 16, 2023 On 6/15/2023 at 1:29 PM, Blue Astra said: Apologies if this has already been answered, but how can I get the devious device hider to hide clothing from other mods?  e.g. https://www.nexusmods.com/skyrimspecialedition/mods/57131 https://www.nexusmods.com/skyrimspecialedition/mods/91862?tab=description
zarantha Posted June 16, 2023 Posted June 16, 2023 13 hours ago, Blue Astra said:  I understand all about the slot usage. The device hider in DD5.1 used to hide clothing/accessories from other mods but in 5.2 this was removed  - 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 was just wondering if it's possible to make the device hider work like it did before  Ah, sorry i forgot about that change. Either Raine's solution above, or try adding devious keywords to the piercings might be enough. I don't think anything is hardcoded into the scripts, but i could be wrong.
ihatemykite Posted June 17, 2023 Posted June 17, 2023 On 6/7/2023 at 3:08 AM, serranna said: Has anyone else been having a problem since this new version came out with mouths suddenly and randomly not opening for gags after a while? Â Normally it works fine, then all of a sudden something happens (usually involving equipping a DD device, a gag or otherwise as far as I can tell) and the mouth closes and won't do anything anymore. When it happens, it's for all characters. The player and all NPCs. Sometimes it happens and I didn't even notice and I have to revert to an older save to a point where they were working again. Â Is there a way to reset/refresh/reload/whatever that new gag expression framework that was merged into this new version? I have a suspicion that might be contributing to the problem. Yes I have all the necessary mods and they are up to date. There are no conflicts because I never had this problem before. I have some ideas what might be source of issue but I will need more info. Can you per chance share the papyrus log ? I have added some logging to expression system, so it might give some info. Alternatively, can you check the save in resaver and see if there are any active papyrus threads? There is possibly something wrong with mutex.
NekuxShiki Posted June 17, 2023 Posted June 17, 2023 (edited) I have recently been playing around trying to use SPID to distribute Devices to npcs. I have had success in getting the devices to show up, and getting the proper animations to play. However, no matter how I do it, the devices are never considered lockable. For example, using the armbinder from assets, as I have only been working with the assets devices, my successful test requires at least adding the following: Â zad_armbinder01 "Armbinder" [ARMO:0500BA11]: From Assets "Items only showed up in npc inventory while this was added to the list" zad_armBinderInventory "Black Leather Armbinder" [ARMO:06028A5A]: From Integration "Animations only showed up while this was added to the list" zad_armbinder01_scriptInstance [ARMO:0500CA38]: From Assets/Integration "Not sure if this does anything in this instance, as the prior both work with or without it, sans the locking part" I am trying to figure out what I am doing wrong to break the locking mechanism, or how to trigger it being set up on the devices, as it seems that's the real problem. Â PS: I can upload what I have created for SPID in SSEEdit if needs be. Edited June 17, 2023 by ShikiXNeku Accidentally Posted Early 1
NekuxShiki Posted June 17, 2023 Posted June 17, 2023 In an effort to ease any trouble in relation to my prior post, I will go ahead and upload what I have done. Â All of this was done using this guide:Â https://www.nexusmods.com/skyrimspecialedition/mods/61155. Specifically, the devices are added using the Method 5, allowing for modularity, and not having a critical mass of alternate outfits for each type. Â Please note that this is my first time trying to do anything involving skyrim modding, and while I have some minor experience in coding (Specifically, I have taken college classes on Dart, C++, and Java, and have also played around with Javascript quite a bit.) I have no knowledge on how to script for skyrim, and even less so on how to append scripts to SPID, if that is even possible. SPIDDeviousDistribution.7z 3
zarantha Posted June 17, 2023 Posted June 17, 2023 6 hours ago, ShikiXNeku said: I have recently been playing around trying to use SPID to distribute Devices to npcs. I have had success in getting the devices to show up, and getting the proper animations to play. However, no matter how I do it, the devices are never considered lockable. For example, using the armbinder from assets, as I have only been working with the assets devices, my successful test requires at least adding the following: Â zad_armbinder01 "Armbinder" [ARMO:0500BA11]: From Assets "Items only showed up in npc inventory while this was added to the list" zad_armBinderInventory "Black Leather Armbinder" [ARMO:06028A5A]: From Integration "Animations only showed up while this was added to the list" zad_armbinder01_scriptInstance [ARMO:0500CA38]: From Assets/Integration "Not sure if this does anything in this instance, as the prior both work with or without it, sans the locking part" I am trying to figure out what I am doing wrong to break the locking mechanism, or how to trigger it being set up on the devices, as it seems that's the real problem. Â PS: I can upload what I have created for SPID in SSEEdit if needs be. Â Try using the ones from DDx. The ones in DDa do not have scripts attached and should not be used for testing. The scripts are needed to make them lock.
NekuxShiki Posted June 18, 2023 Posted June 18, 2023 6 hours ago, zarantha said: Â Try using the ones from DDx. The ones in DDa do not have scripts attached and should not be used for testing. The scripts are needed to make them lock. Ok, thank you for the response. I had avoided DDx because of the sheer amount of restraints, but I will try now.
ebbluminous Posted June 18, 2023 Posted June 18, 2023 19 minutes ago, 1449040626 said: 6666666666666666666666666666 7777777777777777777777777777
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