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Posted
1 hour ago, Gameplayer said:

In my game,

 

Some of the items have the wrong textures.

Example,

Red Ebonite Pony Boots, are black ebonite.

White Ebonite Pony Boots, are black.

All Harness Collars are black.

 

Seen a lot of items, not all of them but a lot.

Wondering if someone has a patch or knows of a patch?

So far I have checked the ArmorScriptInstances, the ArmorAA's, and now diving into TextureSets 

I found at least one Alternate Texture where one letter was inappropriate case, although I am not sure if its case sensitive but some programs are so I changed the letter to lower case to match the nif naming.

HAve not looked into the Texture folder to check if the colors are correct or not, might have to check the nif pathing as well.

Thing is its a lot of work doing that an I have no idea if someone already corrected this or not.

 

Also I did go ahead an load all my mods in TesVedit just to check to see if there were overrides in ESP's coming after Expansion.

Might have to check file folders for Overrides in MO, just have not gotten that far yet with chasing down the issue.

 

If you get me the ids i'll take a look. You might also look at how the armbinders are working, they had a similar issue a while back. I don't recall if I had to edit some property in the actual nif (not the texture paths, some other property), but i did go that deep looking deep.

 

I want to say I just was wearing some red ebonite pony boots recently and they were ok.

Posted
51 minutes ago, zarantha said:

 

If you get me the ids i'll take a look. You might also look at how the armbinders are working, they had a similar issue a while back. I don't recall if I had to edit some property in the actual nif (not the texture paths, some other property), but i did go that deep looking deep.

 

I want to say I just was wearing some red ebonite pony boots recently and they were ok.

 

Hmm, well I am using TBD version of the Bodyslide, not a lot of people using it an it is at least 6 months old.

Possibly its out of date, but I will get back to you later.  Goin to go to bed.

 

Thanks for the reply,

Tomorrow will have a look an compare the items to the default packaged CBBE ones.

Posted (edited)
4 hours ago, joe_yawiki said:

Somehow I can't add piercing03 into the game even though I already build it in bodyslide. The additemmenu won't show it for the selection

 

Nothing currently uses them. There's an armor addon for it, but no actual armo record to equip.

Edited by zarantha
Posted
On 6/10/2024 at 4:39 PM, Gameplayer said:

 

Have you tried assigning the Device Hider to another Slot?

First thing when you get back in game, change the SLOT that Device Hider uses, Yes it occupies a slot.

Chances are that it is occupied,

 

Example,

First thing I noticed was it was using a Long Hair slot, which froze my SMP hair.

So I changed it too another number like 60 or 61, then the hair smp started working.

 

You may have other mods that require you to have a free slot, all I know for certain is that DDI uses Long Hair slot, SOS uses slot 52.

 

I have tried a number of different slots and nothing it seems to be simple not running, so no clue.

Posted (edited)

Hello! Did there is a patch for Ks Hairdos? Cause when i go in racemenu and also got Devious Device the hair freeze and don't move anymore, it also happens during fight, and it stay like that  until i go back to the menu and re load the game.

 

Edit: I fixed it by setting disableSMPHairWhenWigEquipped to false in the FSMP config.

Edited by devilangel13
Posted
On 2/15/2024 at 3:51 AM, Dweny said:

Hello, I have a problem with this mod and hair mods with physics that use HDT or SMP.

 

Every time I use racemenu to change the hair it makes the physics deactivate, to make them work I have to save the game and load it again with that same hair or equip and unequip an outfit (It doesn't always work. The best option is to save and load )

 

I understand this is because of how the mod works. From what I was reading, the plugins and scripts do not work until you save and load the game for the first time. But this does not apply to hair, you have to do it every time you change to one that uses hair physics.

 

Do you know how I can solve this?

I fixed it by setting disableSMPHairWhenWigEquipped to false in the FSMP config.  :)

Posted
8 hours ago, kurokurokurokuro said:

Since I installed the game and switched to AE latest version. I constantly had this pop-up. It never "blocked" the mod itself to work. But I was wondering if anybody had the same thing.

 

 

 

image.png.221651768396088ed093f440a5f0db8b.png

 

 

Posted (edited)

I took a hiatus from Skyrim after the forced update to 1.6.1170 Trying to get back into it, I've updated every mod in my build (including this one), but I keep getting this error. I can't tell if I'm doing something wrong or if there's something else wrong...

pluginloadererror3.png

Edited by Hermaeus Moron
Posted
52 minutes ago, Hermaeus Moron said:

I took a hiatus from Skyrim after the forced update to 1.6.1170 Trying to get back into it, I've updated every mod in my build (including this one), but I keep getting this error. I can't tell if I'm doing something wrong or if there's something else wrong...

pluginloadererror3.png

The DD issue is answered literally one post up. The other issue is addressed by downloading the newest version from Nexus.

Posted
22 hours ago, UsernameTaken666 said:

The DD issue is answered literally one post up. The other issue is addressed by downloading the newest version from Nexus.

That did it, thank you!

Posted (edited)

There's a bug in zadLibs.psc GetWornRenderedDeviceByKeyword, I think. It returns None if the device doesn't have the "zadLockable" keyword:

Armor Function GetWornRenderedDeviceByKeyword(Actor a, Keyword kw)
	Int i = GetSlotMaskForDeviceType(kw)
	if i == -1
		return None
	EndIf
	Armor x = a.GetWornForm(i) As Armor 
	if x && x.HasKeyWord(zad_Lockable)
		return x
	EndIf
	return none
EndFunction

 

This crashes IsBlockedVaginal in zadBQ00.psc if the plug doesn't have the zadLockable keyword:

Bool Function IsBlockedVaginal(Actor akActor)
    ...
	If akActor.WornHasKeyword(libs.zad_DeviousPlugVaginal)
		Armor plug = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousPlugVaginal)
		if !plug.HasKeyword(libs.zad_PermitVaginal)
			return true
		EndIf
	EndIf	
	Return False
EndFunction

 

Easy solution would be to add a != None check to IsBlockedVaginal, but what use has the zadLockable keyword, if every DD device must have it, to be detected as worn ?

 

Edit: I left GetWornRenderedDeviceByKeyword as it is (too dangerous to change such core functionality, breaks too much, and maybe it even is reasonable to check the lockable keyword (at least in the context of the IsBlocked functions): if a DD isn't lockable, it cannot be locked, so it never can block anything). Instead I changed the IsBlocked functions to:

Spoiler

; Returns true if anal sex on this actor is blocked.
;
Bool Function IsBlockedAnal(Actor akActor)
    If akActor.WornHasKeyword(libs.zad_DeviousBelt)
        Armor belt = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousBelt)
        if belt && !belt.HasKeyword(libs.zad_PermitAnal)
            return true
        EndIf
    EndIf
    If akActor.WornHasKeyword(libs.zad_DeviousSuit)
        Armor suit = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousSuit)
        if suit && !suit.HasKeyword(libs.zad_PermitAnal)
            return true
        EndIf
    EndIf
    If akActor.WornHasKeyword(libs.zad_DeviousPlugAnal)
        Armor plug = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousPlugAnal)
        if plug && !plug.HasKeyword(libs.zad_PermitAnal)
            return true
        EndIf
    EndIf    
    Return False
EndFunction

; Returns true if vaginal sex on/by this actor is blocked.
;
Bool Function IsBlockedVaginal(Actor akActor)
    If akActor.WornHasKeyword(libs.zad_DeviousBelt)
        Armor belt = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousBelt)
        if belt && !belt.HasKeyword(libs.zad_PermitVaginal)
            return true
        EndIf
    EndIf
    If akActor.WornHasKeyword(libs.zad_DeviousSuit)
        Armor suit = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousSuit)
        if suit && !suit.HasKeyword(libs.zad_PermitVaginal)
            return true
        EndIf
    EndIf
    If akActor.WornHasKeyword(libs.zad_DeviousPlugVaginal)
        Armor plug = libs.GetWornRenderedDeviceByKeyword(akActor, libs.zad_DeviousPlugVaginal)
        if !plug
            Debug.trace("plug not lockable => it can never block")
        endif
        if plug && !plug.HasKeyword(libs.zad_PermitVaginal)
            return true
        EndIf
    EndIf    
    Return False
EndFunction

 

 

Edited by nopse0
Posted

Anyone know what could be causing this with the legs?  I've messed around with Bodyslide and even tried rebuilding items individually and in batches with multiple presets.  Yes I have the Beast Race Refit patch and yes it is loaded after the for him patch.

20240618152157_1.jpg

Posted

does anyone know how to allow movement during events? I want events still to happen, but I don't want to be forced to stand still and sit through an animation everytime. I can't find a solution elsewhere and I really don't wanna dig through the 462 pages of comments here to find it. If anyone has a solution i would very much apprecitate

Posted
On 6/18/2024 at 5:59 PM, justanothercreeper said:

Anyone know what could be causing this with the legs?  I've messed around with Bodyslide and even tried rebuilding items individually and in batches with multiple presets.  Yes I have the Beast Race Refit patch and yes it is loaded after the for him patch.

20240618152157_1.jpg

Okay. To add further context. No, it's not just beast races.  Elves and humans both have this problem.  I am using 3BA, have all my outfits built for 3BA and even have an extra patch for 3BA.  I am running Skyrim SE version 1.6.1170.0 update with fishing, curios, saints and seducers.  I have no additionally purchased CC content.

Posted
13 hours ago, justanothercreeper said:

To add further context. No, it's not just beast races.

That some of you body outfit armor addon doesn't have biped slot 38 calves. It need only for SE version as  LE version doesn't use calves and mod is write for LE. There is plugin what updates all armor addon for calves but as you have elves plugin possible something there rewrite it. Check in console your wear items ID, found this item in XEdit and if it body armor add to this item armor addon calves. Hole will disappear.

Posted
On 6/21/2024 at 1:48 AM, someperson5234 said:

does anyone know how to allow movement during events? I want events still to happen, but I don't want to be forced to stand still and sit through an animation everytime. I can't find a solution elsewhere and I really don't wanna dig through the 462 pages of comments here to find it. If anyone has a solution i would very much apprecitate

 

Nope, always been that way.

Only way to mitigate it is to reduce the frequency of polling events or to set the weight of an event that halts movement lower or 0 for off.

Posted

I reinstalled the module,

 

Most of the items are now correct color, however Ebonite Harness Collars are always Black Ebonite.

Been trying to figure out what is going on,

Went into TesVedit, looked at scriptinstance for the harnesses,

Alternative color reads 

HarnessCollar004:1

HarnessCollar004:2

 

Open the NIF for ebonite harness collar,

HarnessCollar002:1

HarnessCollar002:2

 

Issue the objects in ESM, are not labeled correctly to the nif file.

 

Have not looked at the ArmorAA just yet.

 

So in my game the menu object has correct color but the worn object is wrong color.?

As far as I understand the ArmorAA controls the mesh selected and the alternate color for that mesh.

ScriptInstance alternate color should control the color of the menu object an of course points to the ArmorAA.

Posted

 installed the 5,2 version for SE. and i run fnis , nemesis and used ddng the latest version.but when i used arm binder . the animation just didn't work. so i checked the OAR animation list and sseedit. and i found the arm binder i used has no keyword "zad_deviousarmbinder" is this a bug or something? and there are some other items that has no keyword to trigger animation. and i noticed that for each bondage item/equipment there is a script instance of it. maybe i misunderstand something? how can i fix the problem. (i manually added some keywords to some equipment  I'm using, but this problem seems to be a systematic problem? any way to solve it ?

Posted

I am so mad! LOL

 

I have a successful install of devious devices. Or I should say, almost.

 

The restrains looks great, and BodySide did the work. Everything is crafter to perfection. Animations, checked. Perfetto.

 

If I equip the devices on the player, it does work 99% of the time. I use a "cheat" to extract all devices from the mod, so I have checked many. So, no issues so far.

 

My despair is with placing restrains to female NPCs. I tried and retried. The device goes from my inventory to "nothing". When I move the device, I cannot find there. And there is no "click" to lock in place as for the player. I have troubleshooted as much as possible, and I've got to the determination I could use the "unlocked" devices. There are only few and they are going to be managed like regular armor. But the problem is I do not get the "restrain" result, and hands move freely.

 

I found 1 device that does work in the entire library, or IRON PRISONER CHAINS. And the issue is the hands are too lose. 

 

Does anyone have an idea why I have the DD working on player and NOT on NPC?

 

Is there anything else I can test? HELP!

 

Please, let me know and thanks!

 

I add I have ZaZ install as well. I have the NPC locking, but ZaZ does not have the same quality and it will let the NPC lose with some action, why DD does hold and once is locked, is locked!

Posted (edited)

Do NOT install this mod under any circumstances.

 

It is incompatible with skyrim latest version 1.6.1170 and IT CANNOT BE DISABLED/REMOVED WITHOUT BREAKING THE SKYRIM INSTALLATION.

Disabling/removing it  causing Skyrim to CTD on startup before the main menu. Just says "the game has crashed" without any helpful hints.

Had hundreds of mods installed, all wasted time now if I have to start over. Dont have a clue how to debug this.

Edited by anorion
Posted
6 hours ago, SkyrimOne said:

Does anyone have an idea why I have the DD working on player and NOT on NPC?

 

Is there anything else I can test? HELP!

 

Please, let me know and thanks!

I think you need "dd follower escape" mod to be able to use them on npcs. With that mod you can equip said items with the trade window (not any outfit management from mod just normal trade) and you can equip on enemies or non follower npcs  with reverse pickpocket. As a bonus, followers can help you escape if you get stuck with some tricky DD.

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