Jump to content

Recommended Posts

Posted
10 hours ago, krzp said:

Billyy's SLAL animations shouldn't affect DAR in any way. ?

 

If you're missing any animations with DAR, best bet is to check if you've got any conflicting priorities.

From the top of my head, hobbles are 100 20*, petsuit is 100 300 - check if you've got any other DAR animations in that range, and adjust the priorities accordingly.

 

Also, consider switching to OAR, it's easier to see any conflicts with its menu.

I will Switch to OAR and See, thanks :)

Posted (edited)

does anyone know how to get the furniture placed in-world picked up after placing? on the contraptions page, it says parameters can be adjusted but not sure what or how, thanks!

 

- Build-able devices, that can be placed in the game world by the player during a playthough.
- Transportable devices: The player can pick up certain devices and re-build them somewhere else. 

 

i see these in the description, but not sure how. The mcm doesn't have any settings, and the furniture I had to find in additemexplorer, dropping on the ground, and then cant pick up or edit. 

Edited by lightspeed77
Posted

Hey so I'm having a problem with the Devious Devices contraptions.
When I try to use them, the contraption turns invisible and my character just stands in place. The options to temper with the contraption show up and I can escape from but there is no animation. Once I'm free the contraption also reappears.
The other equipable devices work normally.

Neither Nemesis nor FNIS work.

 

I nuked my Skyrim today and reinstalled the basic mods so I should have everything up to date.

 

I noticed that bug when I tried to interact with the pillories the Deviously Cursed Loot mod placed in Whiterun.

I added the contraptions to my inventory through the AddItemMenu mod.

5004300_20230907202428_1.png

5004300_20230907202436_1.png

modlist.txt plugins.txt

Posted (edited)
22 hours ago, lightspeed77 said:

does anyone know how to get the furniture placed in-world picked up after placing?

In original version of furniture's from DCL it's not supported

Edited by Elsidia
Posted (edited)

I'm using SexLab Body Search and want to disable ForceGreet if player is wearing a yoke, chastity belt, vaginal/anal plugs, and/or armbinders. Is it enough to check for conditional keywords?

 

zad_DeviousYoke, zad_DeviousSuit, zad_DeviousPlugAnal, zad_DeviousPlugVaginal, zad_DeviousArmbinder, zad_DeviousPlug, zad_DeviousBelt

Edited by Gyra
Posted
8 hours ago, nonameforreasons said:

I noticed that bug when I tried to interact with the pillories the Deviously Cursed Loot mod placed in Whiterun.

Just a wild guess, but you might have a contraptions animation missing.

 

Double check to see if your FNIS/Nemesis registers the DDC animation line correctly.

 

15 minutes ago, Gyra said:

zad_DeviousYoke, zad_DeviousSuit, zad_DeviousPlugAnal, zad_DeviousPlugVaginal, zad_DeviousArmbinder, zad_DeviousPlug, zad_DeviousBelt

Keywords wise, i've found it easier to check for the presence of zad_HeavyBondage instead of checking for each device individually (this doesn't include plugs or belts though, only the tying-up devices)

Posted
30 minutes ago, krzp said:

Keywords wise, i've found it easier to check for the presence of zad_HeavyBondage instead of checking for each device individually (this doesn't include plugs or belts though, only the tying-up devices)

Ah, I just knew there’d be a more efficient method. I guess I should check the following, then: zad_HeavyBondage, zad_DeviousPlug, and zad_Devious Belt

Posted

Getting a permissions error when i try to download from google drive. Pretty annoying because the Mega download can't be downloaded all at once, it exceeds the quota. Would be nice if someone reuploaded to pixeldrain or something.

Posted
4 hours ago, krzp said:

Just a wild guess, but you might have a contraptions animation missing.

 

Double check to see if your FNIS/Nemesis registers the DDC animation line correctly.

 

 

This is correct is it not?

20230908_115542.png

Posted
21 hours ago, Hurniak said:

Getting a permissions error when i try to download from google drive. Pretty annoying because the Mega download can't be downloaded all at once, it exceeds the quota. Would be nice if someone reuploaded to pixeldrain or something.

In first (or second , if Kimy post count as first) are link to support post, there is other download sources as mega

Posted
4 hours ago, Elsidia said:

This is only start of reading - in process there can be errors what you not show.

It doesn't show any errors

 

I tried looking into making a papyrus log file. For that I made a new character, waited until the MCM messages were gone, then I installed SexLab.

What I find interesting are lines 4,5,6

 

[09/09/2023 - 01:13:15PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?
[09/09/2023 - 01:13:15PM] Cannot open store for class "fnissmquestscript", missing file?
[09/09/2023 - 01:13:15PM] Cannot open store for class "fnissmconfigmenu", missing file?

 

and 587 to 601

 

[09/09/2023 - 01:28:38PM] ERROR: Cannot call IsOnMount() on a None object, aborting function call
stack:
    [zadcQuest (0C0022FD)].zadclibs.isAnimating() - "zadclibs.psc" Line 390
    [ (FF000D2E)].zadcFurnitureScript.OnUpdate() - "zadcFurnitureScript.psc" Line 791
[09/09/2023 - 01:28:38PM] WARNING: Assigning None to a non-object variable named "::temp105"
stack:
    [zadcQuest (0C0022FD)].zadclibs.isAnimating() - "zadclibs.psc" Line 390
    [ (FF000D2E)].zadcFurnitureScript.OnUpdate() - "zadcFurnitureScript.psc" Line 791
[09/09/2023 - 01:28:38PM] ERROR: Cannot call IsInFaction() on a None object, aborting function call
stack:
    [zadcQuest (0C0022FD)].zadclibs.isAnimating() - "zadclibs.psc" Line 393
    [ (FF000D2E)].zadcFurnitureScript.OnUpdate() - "zadcFurnitureScript.psc" Line 791
[09/09/2023 - 01:28:38PM] WARNING: Assigning None to a non-object variable named "::temp105"
stack:
    [zadcQuest (0C0022FD)].zadclibs.isAnimating() - "zadclibs.psc" Line 393
    [ (FF000D2E)].zadcFurnitureScript.OnUpdate() - "zadcFurnitureScript.psc" Line 791
[09/09/2023 - 01:28:38PM] ERROR: Cannot call IsInFaction() on a None object, aborting function call
stack:
    [zadcQuest (0C0022FD)].zadclibs.isAnimating() - "zadclibs.psc" Line 393
    [ (FF000D2E)].zadcFurnitureScript.OnUpdate() - "zadcFurnitureScript.psc" Line 791
[09/09/2023 - 01:28:38PM] WARNING: Assigning None to a non-object variable named "::temp108"
stack:
    [zadcQuest (0C0022FD)].zadclibs.isAnimating() - "zadclibs.psc" Line 393
    [ (FF000D2E)].zadcFurnitureScript.OnUpdate() - "zadcFurnitureScript.psc" Line 791

 

This is the moment I interacted with the contraption.
Now I don't more what I can do with this information.

 

I dunno the .log file will be visible so I made it a .txt too.

Papyrus.0.log Papyrus.0.txt

Posted
1 hour ago, nonameforreasons said:

[09/09/2023 - 01:13:15PM] Cannot open store for class "ZazOnTriggerEnterBindingsTMG", missing file?
[09/09/2023 - 01:13:15PM] Cannot open store for class "fnissmquestscript", missing file?
[09/09/2023 - 01:13:15PM] Cannot open store for class "fnissmconfigmenu", missing file?

This error happen even with all mods working.

1 hour ago, nonameforreasons said:

FF000D2E)].z

What mod you have with FF hex mod load order?

Depend on full papyrus i can guess, that devices not work for male player as animations are for females. But i can tell more if i got you ff mod.

 

Posted
2 hours ago, Elsidia said:

What mod you have with FF hex mod load order?

Depend on full papyrus i can guess, that devices not work for male player as animations are for females. But i can tell more if i got you ff mod.

 

If you are asking about the Mod Index from the plugins, then it doesn't look like I have any mods with FF hex thingy.

 

If you mean something else then I don't know or see anything with hex in MO2.

20230909_174854.png

20230909_175045.png

Posted
15 minutes ago, nonameforreasons said:

or see anything with hex in MO2.

Funny MO2. I have no clue what is FF mod. I guess some addon. Even CBBE is as addon (my CBBE is as full mod)

So i can't tell from what mod or addon is called this.

 

Posted (edited)
1 hour ago, nonameforreasons said:

If you are asking about the Mod Index from the plugins, then it doesn't look like I have any mods with FF hex thingy.

 

If you mean something else then I don't know or see anything with hex in MO2.

 

FF is something internal, usually something that Skyrim has spawned at runtime (off a levelled list or script from a mod, usually). You can't (or rather, shouldn't, or it'll cause issues) load mods with FE (ESL space) or FF (spawned space) for that reason. That makes it hard to debug, because you can't tell exactly which mod will have created it.

Edited by Scautura
Posted

@krzp Currently, I’m just focusing on zad_DeviousBelt and zad_DeviousHeavyBondage. 
What I’ve done so far is I’ve made an override for the BodySearch quest to disable running this quest if 

WornHasKeyword zad_DeviousBelt, RunOn Reference:PlayerRef.

 

Is it the same deal as for DeviousHeavyBondage? Or should the Function be different? E.g. HasKeyword RunOn Reference:PlayerRef

Posted

Hey all, sorry to ask because I know this has gotta be an easy fix, but I've gotta be missing it. I've installed DD/DCL and all their dependencies, but for some reason the bodyslide textures are invisible. I've made sure to build them in bodyslide, fixed any errors with pathing that bodyslide could be causing, and they even preview just fine in the bodyslide tool. When I load in game, none of the textures are appearing on the torso/arms/legs, and the only things showing up are the head/feet. I'd appreciate any and all help! Thanks

Posted
31 minutes ago, Nosnoh said:

Hey all, sorry to ask because I know this has gotta be an easy fix, but I've gotta be missing it. I've installed DD/DCL and all their dependencies, but for some reason the bodyslide textures are invisible. I've made sure to build them in bodyslide, fixed any errors with pathing that bodyslide could be causing, and they even preview just fine in the bodyslide tool. When I load in game, none of the textures are appearing on the torso/arms/legs, and the only things showing up are the head/feet. I'd appreciate any and all help! Thanks

Nevermind, fixed it. Not even too sure what I did other than resetting the FNIS behaviors. Sorry I can't be of any usefulness describing a potential fix to future problems, but at least it's resolved I guess.

Posted
2 minutes ago, Nosnoh said:

Nevermind, fixed it. Not even too sure what I did other than resetting the FNIS behaviors. Sorry I can't be of any usefulness describing a potential fix to future problems, but at least it's resolved I guess.

Nevermind again, it's only working on male characters. Female characters are invisible. Not positive I installed correctly with CBBE, I'll check that out and update

Posted
26 minutes ago, Nosnoh said:

Nevermind again, it's only working on male characters. Female characters are invisible. Not positive I installed correctly with CBBE, I'll check that out and update

Man I'm good, I created two separate issues and solved em both! :P

Basically what was going on was a bad install of CBBE (I think but I'm not positive). I'm not exactly sure what was causing the issue, but I deleted all archives of CBBE, downloaded the latest version, and didn't use 3BB or any other variation to make sure it was able to load. I then re-did the mesh creations in the bodyslide tool, and now the textures are fine. Hope  this helps another poor soul in the future.

TLDR: read the freaking install instructions

Posted

Welp.

 

I have used FNIS, I have used Nemesis, I made new profiles, new instances, a portable instance, I moved my Skyrim install to my second drive, deleted my whole Skyrim folder and reinstalled it, tried a older MO2, tried both CBBE and 3BBB, installed every single requirement one by one quadruple checking I got the correct version and sometimes installed the newest mod version and even tried a older DD version. I even deleted Skyrim and MO2 and reinstalled them again. Contraptions still don't show animations.

I believe I've done everything a normal user could do to try to figure out what's wrong. I can only suspect something internally on my hardware now.

Anyone got any clue what else I could do or try?

Posted (edited)

I'm missing a zadlibs.psc in my install, so I can't compile my script. Is it missing from the current DD archive or did I miss something?

Nvm found it by installing the source scripts. I must've disabled it the first time.

Edited by Gyra
Posted
On 9/9/2023 at 12:14 PM, Elsidia said:

Funny MO2. I have no clue what is FF mod. I guess some addon. Even CBBE is as addon (my CBBE is as full mod)

So i can't tell from what mod or addon is called this.

 

 

FF means in reserved load index order 255.

 

In MO2 that means that the ESP (Elder Scroll Plug-in) is flagged as ESL (Elder Scroll Light Plug-in), also known as ESP-FE.  ESM (Elder Scroll Master) can be flagged(ESL) or have the extension .ESL, but it means (Elder Scroll Light Master).   All plugin with the flag ESL will add content to the game on the 255 (FF) load order index, that index is reserved for ESL, your last valid standard load order index is 254(FE).  ESL master will load always after the last ESM are loaded, no mater were they are loacated in the index. ESP-FE or ESP with ESL flag will load last after the last standard ESP.  That means if you have a "Merged Patch", BASH patch, or SMASH Patch that is not flagged ESL it will be overriden by a conflicting ESP with ESL flag.  I always check that my SMASH patch is ESL compatible and will manually flag it ESL.

 

ESL-fied plugins need to follow strict requirement in it internal database structure to be a proper ESL. Some excerpt from ESLify

  • The file cannot contain more than 2048 records in it or the form IDs will overflow into another FE slot and corrupt the save.

  • Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. xEdit also has a function for this.

  • The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. All files using ESL flags must therefore contain their internal form IDs between xx000800 and xx000FFF. Anything exceeding this range is invalid and the game will either crash or you'll have severely corrupted data due to overruns.

ESL flagged files in mode manager Vortex will show a "feather" icon in the "flags" column.

 

Posted (edited)
2 hours ago, Gyra said:

I'm missing a zadlibs.psc in my install, so I can't compile my script. Is it missing from the current DD archive or did I miss something?

Nvm found it by installing the source scripts. I must've disabled it the first time.

 

The file is in \game\data\scripts\source, but your CK64 may be looking in \game\data\source\scripts.  You need to change the CK64 source path or copy the files to the  "appropiate" path.  Or you did not install the source files by manually selecting the option in the installation menu.

Spoiler

DDlib1.jpg.c8131243c2943d9003d0b9d0aef7ab85.jpg

 

 

 

Edited by safado

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...