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Posted
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/

Posted

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? 

Posted
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

Posted
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.

 

They should be. Backwards compatibility was not removed, but the old mods might not work well with the new functionality. 

Posted
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.log 

Posted
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. 

Posted
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.

 

image.png.f7f564bf14e27f94bbd03a3f997242bb.png

Posted

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. 

Posted
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

Posted
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.

Posted
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?

 

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.

 

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.

Posted (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:

 

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.

 

PS: I can upload what I have created for SPID in SSEEdit if needs be.

Edited by ShikiXNeku
Accidentally Posted Early
Posted

In an effort to ease any trouble in relation to my prior post, I will go ahead and upload what I have done.

 

All of this was done using this guide: 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.

 

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

Posted
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:

 

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.

 

PS: I can upload what I have created for SPID in SSEEdit if needs be.

 

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.

Posted
6 hours ago, zarantha said:

 

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.

Posted
3 hours ago, ShikiXNeku said:

Ok, thank you for the response. I had avoided DDx because of the sheer amount of restraints, but I will try now.

Welp, even trying DDx doesnt work. In this case, the devices never show up in the npc's inventory. I specifically ensured that Adriane from whiterun would be locked up, but when forcing her as a follower, and accessing her inventory that way (to bypass any possible pickpocket restrictions) and it fails to show up. I tried adding both the inventory and the rendered parts, and nothing shows up.

I did use the console to add the same item I equipped to the npc, and it works fine that way. This being the case, I am assuming there is an issue with how SPID equips items that bypasses the scripts required for the devices to work.

Posted
1 hour ago, ShikiXNeku said:

Welp, even trying DDx doesnt work. In this case, the devices never show up in the npc's inventory. I specifically ensured that Adriane from whiterun would be locked up, but when forcing her as a follower, and accessing her inventory that way (to bypass any possible pickpocket restrictions) and it fails to show up. I tried adding both the inventory and the rendered parts, and nothing shows up.

I did use the console to add the same item I equipped to the npc, and it works fine that way. This being the case, I am assuming there is an issue with how SPID equips items that bypasses the scripts required for the devices to work.

Ok, further testing has revealed that its likely not a problem with DDa or DDx. The outfits in general do not show up in an npc's inventory, this includes regular armor/clothing pieces.

So unless I can find some information on making sure that you can access the outfited item, having it be a chance based system using SPID is likely not possible.

Posted
34 minutes ago, ShikiXNeku said:

Ok, further testing has revealed that its likely not a problem with DDa or DDx. The outfits in general do not show up in an npc's inventory, this includes regular armor/clothing pieces.

So unless I can find some information on making sure that you can access the outfited item, having it be a chance based system using SPID is likely not possible.

Ok, so I have found out that the outfits can never be accessed by the player, so instead I tried adding the device as an item from a leveled list (which I was already using) and in doing so that successfully equipped the device. So that is progress.

 

But, the device is still broken, mind you this is from DDx, so the scripts should be built into the device, yet it still fails. I will do some further testing to see if I can figure something out on this front.

Posted
2 hours ago, ShikiXNeku said:

Ok, so I have found out that the outfits can never be accessed by the player, so instead I tried adding the device as an item from a leveled list (which I was already using) and in doing so that successfully equipped the device. So that is progress.

 

But, the device is still broken, mind you this is from DDx, so the scripts should be built into the device, yet it still fails. I will do some further testing to see if I can figure something out on this front.

Ok, I have finally achieved progress in this.

 

After finding out that Outfits are completely inaccessible for the player, I swapped over to adding it as an item via leveled list (which I was already using for the outfit), and the device was no longer broken.

 

The only problem at this point, forcing it to be equipped onto the npc, of which I have no clue how to do. I could probably add a script to the device (specifically I am creating a copied device to add this script to) so that it only triggers when this mod adds it to the npc, but I can't quite figure out a way to force equip it.

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