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Posted
1 hour ago, DDbowlingbowll said:

got a new problemimage.jpeg.a6b3286563e26ab5a21ace1fdc46d07d.jpeg

clothes/body type of bondage just doesn't show up. i built it bodyslide and all. 

I think your body output in bodyslide might not be right if using hdt make sure that's the body selected but Im guessing I'm still learning this stuff myself 

Posted
16 minutes ago, pickonemore said:

I think your body output in bodyslide might not be right if using hdt make sure that's the body selected but Im guessing I'm still learning this stuff myself 

i manually enabled hdt everytime i could. some had it disabled some had it enabled automatically (kind of messy). 

as for the waabajack modpack. could you give a link? sound interesting!

Posted (edited)
1 hour ago, DDbowlingbowll said:

i manually enabled hdt everytime i could. some had it disabled some had it enabled automatically (kind of messy). 

as for the waabajack modpack. could you give a link? sound interesting!

https://github.com/ConsolidatedSky/NEFARAM?tab=readme-ov-file

 

The modpack is under maintenance currently so Wabbajack cannot install it but the link is the info on the modpack. 

Some mod packs will break after adding one mod but this once i have added a few and it works very well just make sure you have ENOUGH space and follow the instructions R.T.F.M. 

 

And if you run this or most modpacks SAVE OFTEN, most disable auto saves! 

Edited by pickonemore
Forgot IMPORTANT INFO
Posted
11 hours ago, cornguy2 said:

what was your fix? im running into the same problem

i just rebuilt it in bodyslide. make sure you have OR CBBB OR CBBE not both together otherwise it make in invisible. 

altough i didn't find a fix for some of the invisible choes neither for the pose not existing.

Posted

Today I discovered a Fallout 4 bondage devices mod other than yours that had a few I'm particularly interested in, would you be willing to add similar devices to this mod?

 

Of these four, I gotta say that mask is definitely the one I'm most interested in, with the leather belts in a close second.

Screenshot 2024-07-15 102629.png

Screenshot 2024-07-15 102734.png

Screenshot 2024-07-15 102832.png

Screenshot 2024-07-15 102711.png

Posted (edited)

Hi, I'm working on making a mod with a custom DD armor with its own base event and linked event. The events themselves work great but they won't register until I reload the game, whereas I would like them to register as the item is being equipped. I host the event scripts in a quest that starts up properly on the item being equipped but I don't know where to apply the instruction from the DD source script:

 

; zadRegisterEvents may be sent to force the framework to dump / reregister all periodic events. This will not reset stored MCM configuration values.

 

I tried putting it in the quest (fragment) script or the item's script (on OnEquippedPost), to no avail. Does someone know a good way?

 

Specifically I call the line below, is it even the right line to call?

 

SendModEvent("zadRegisterEvents")

 

 

 

EDIT:

So apparently the solution was to have an OnInit() event in the script extending zadBaseEvent, which calls the SendModEvent twice. Calling it once make the registration attempt return -1, and the second time it works. Why, I have no idea. This feels wrong and potentially hacky? Any insight on this would be greatly appreciated. I would love to do this the right way if there is one.

 

Here is the OnInit that I use currently.

 

Event OnInit()
    RegisterForModEvent("zadRegisterEvents","OnRegisterEvents")
    if Probability < 0
        Probability = DefaultProbability
    EndIf
    libs.Log("["+name+"] Loaded: "+Probability+"%")
    SendModEvent("zadRegisterEvents")
    Utility.Wait(1)
    SendModEvent("zadRegisterEvents")
EndEvent

 

 

EDIT2:

Reason was that something needs a second to sort things out before this can trigger successfully. Calling SendModEvent twice allowed for that time to happen so it worked in practice but obviously it's unnecessarily calling for things to run. So calling the SendModEvent line only once but after a Utility.Wait(5) does the job just fine.

 

Edited by Burtchin
Posted
On 7/8/2024 at 8:12 AM, asdj1239 said:

 

Is there a particular reason you want a port and can't just use DCL? DCL has a very configurable MCM so you can avoid the content you don't want.

 

DCL takes another much needed plugin slot, and also I have tons of issues with it. Super heavy even with 98% of it disabled and a lot to load just for the couple of unique devices it has

 

Usually for me a new save has to be reloaded several times before the Cursed loot MCM even shows up, which seems like a common problem every time I've tried looking up a fix. Would be a lot easier if the items were just grouped in with the rest of devious devices

Posted

In other news @Kimy, I believe the zadEventPlugs.psc script has an error? It calls

 

If !libs.AllowGenericEvents(akActor, libs.zad_DeviousPlug)

 

which calls the function GetWornRenderedDeviceByKeyword which calls the function GetSlotMaskForDeviceType which does not handle zad_DeviousPlug keywords, only zad_DeviousPlugVaginal or zad_DeviousPlugAnal keywords. So it will always return -1 and fail.

 

I suggest (in zadEventPlugs.psc) calling instead:

 

If (!libs.AllowGenericEvents(akActor, libs.zad_DeviousPlugVaginal) || !libs.AllowGenericEvents(akActor, libs.zad_DeviousPlugAnal))

 

 

 

Also zadEventArmorRestraints.psc does not have a filter for allowing generic events, which I think it should? Not every custom item is a "restraint" and so the wording of the notification may be off, and there is currently no way to toggle it off. Though I appreciate that's not a bug per se unlike the above one.

Posted

Hello, this may be a stupid question but how exactly do I install "beast races refits" after "for him"? They are not separate files, so I just chose them both in the FOMOD. How do I choose their load order?

Posted (edited)
On 7/18/2024 at 5:01 AM, UsernameTaken666 said:

lol.

Yes are two incompatible dll's there in that install... SKSE is on version 2.2.6 on SE/AE for months... because steam updated everyone who bought SE off them, So SE  (unless you shut off automatic updates on steam) is actually running 1.6.1170 at minimum now.

 

For HDT -SMP use this one https://www.nexusmods.com/skyrimspecialedition/mods/57339 which runs on 1.61170 skyrim and 2,2,6 SKSE. I'm not sure about DD though...  I thought Kimmy was concentrating on keeping DD updated over here since she handed over her work on DD for F04 to the community?

Edited by eflat01
Posted
On 1/8/2019 at 5:35 AM, tznvlw said:

the problem was gone :)

 

How do you get the boots to work? Yes everything is installed correctly and on their latest update. This small problem has annoyed me every now and then during gameplay lol, I ignore it mostly but would like to continue without uninstalling this mod all because of the "error message of NetImmerse Override is not installed" warning even though RaceMenu is fully updated/installed..

Posted (edited)

Anyone knows how to fix this issue with Devious Devices SE with the NetImmerse Override problem? or an direct link to an post with an easy fix? My game screams at me every now an then during playthrough either when my PC has the random mind thought of the putting on the horse boots or an NPC puts them on the PC...

 

If there's an fix, on how one would fix this issue without messing around with editing things in the files that shouldn't be messed around with?

 

 

SkyrimSE1_Media Player 7_20_2024 6_19_19 PM.png

SkyrimSE2_Media Player 7_20_2024 6_19_30 PM.png

Edited by xMrZwiggyx
Posted
12 hours ago, h3llraiser said:

How did you do it? I have the same issue

 

Not sure if you fixed it or not, but I used the NG patch from this comment and it worked for me.

Posted
9 hours ago, xMrZwiggyx said:

Anyone knows how to fix this issue with Devious Devices SE with the NetImmerse Override problem? or an direct link to an post with an easy fix? My game screams at me every now an then during playthrough either when my PC has the random mind thought of the putting on the horse boots or an NPC puts them on the PC...

 

If there's an fix, on how one would fix this issue without messing around with editing things in the files that shouldn't be messed around with?

 

 

SkyrimSE1_Media Player 7_20_2024 6_19_19 PM.png

SkyrimSE2_Media Player 7_20_2024 6_19_30 PM.png

 

NIOverride is an LE mod, it's handled in SE by RaceMenu. Do you have that installed and are still getting the issue?

Posted
9 hours ago, asdj1239 said:

 

NIOverride is an LE mod, it's handled in SE by RaceMenu. Do you have that installed and are still getting the issue?

 

I really appreciate the response, but yes I'm still getting this issue even though, RaceMenu is fully installed with it's latest update on my end. 

Posted (edited)

So I'm having problems with the arm binders, my arms stay at my side and my hands turn into shadows. I've tried the oars conversion already and it still doesn't work

I use fnis and nemesisimage.png.459b3a50d82a71f560ed06b4c12e68e1.png

Edited by jayru
Posted
On 7/22/2024 at 3:18 AM, xMrZwiggyx said:

 

I really appreciate the response, but yes I'm still getting this issue even though, RaceMenu is fully installed with it's latest update on my end. 

 

are you on skyrim se, or which version are you running? i'd bet you're using a version of racemenu incompatible with the version of skyrim you're running

Posted
8 hours ago, asdj1239 said:

 

are you on skyrim se, or which version are you running? i'd bet you're using a version of racemenu incompatible with the version of skyrim you're running

 

I'm on SE/AE latest version on Steam SKSE64 build 2.2.6, with AE version 1.6.1170, while RaceMenu AE is version 0.4.19.16 which is currently installed. 

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