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Posted (edited)

Devious devices seems to work? No idea what this is

 

I keep getting an error Message DDe failed to. Please help AE1170 is such a pain in the ass.

 

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Edited by Burensc
Posted
53 minutes ago, Burensc said:

Devious devices seems to work? No idea what this is

 

I keep getting an error Message DDe failed to. Please help AE1170 is such a pain in the ass.

You're in the wrong thread - DDe is Devious Devices Equip and you need to hit their requirements. SUM is already installed and working, that's a good sign.

 

Please head over to their thread - and put your pictures in a spoiler (the eye in the menu)

Posted (edited)

Hello there, can i ask u is it possible to make character moveable with 3d person view with suits that don't allows it? Is there any swiches that i miss or what files I have to edit to make character move?

Edited by noklock
Posted

I m sorry, just installing AE for the first time.

 

I have the most recent AE Steam Version 1.6.1170.0

 

Is ist save to use the DD 5.2 1.6.640 with this? 

The description says no, but I already installed like 100 SKSE mods requireind 1170 and I cant just start all over again.

 

Thank you. 

 

Posted
7 hours ago, Nymra said:

I m sorry, just installing AE for the first time.

 

I have the most recent AE Steam Version 1.6.1170.0

 

Is ist save to use the DD 5.2 1.6.640 with this? 

The description says no, but I already installed like 100 SKSE mods requireind 1170 and I cant just start all over again.

 

Thank you. 

 

 

Technically no. The DLL won't be compatible, but there are workarounds available.

 

You can install DD NG on top of DD, which makes the point moot since DD NG's DLL will be used.

 

If you cannot use DD NG for some reason (and you really should! there are a ton of SE specific improvements added to it.) there are 1130/1170 compatible DLLs on the troubleshooting post. They're basically just early versions of what is in DD NG and not supported anymore, but they will work.

 

Or there's a script fix to get rid of the need for the DLL entirely.

  • 2 weeks later...
Posted (edited)

rope tops/corsets build correctly but my characters body does not match. I have 2 separate body shapes (one for clothed and one for nude) and every outfit so far has built and worked correctly, both vanilla, DD, and other remodeled armors. I am using 3BA along with ABBA and like I said it hasn't built with any issues so far, only that the rope tops will build with the clothed shape I have set for them, but my PC body stays the same as the nude bodyshape, thus not matching. physics also work just fine.

any possible fixes beyond changing .NIFs and .TRIs? I've had notoriously bad luck/inexperience with those and don't want to break my game (again).

 

Edited by TheManTheManTheMan2424
Posted

I got a bit of an odd one. I don't even know if it's a DD issue or not.

 

I'm playing on 1.640. I have ZAZ pack 8 installed with CBBE installed.

For the most part, Devious Devices seems to work ok. Except for 2 things: The BodySlide build exports don't save between sessions. Especially restraints. They're invisible every time I load a save. So I have to rebuild a couple times. Finally I get all the items to have texture in game, however while wearing restraints, no bound animations are being uses.

Posted
16 hours ago, TheManTheManTheMan2424 said:

rope tops/corsets build correctly but my characters body does not match. I have 2 separate body shapes (one for clothed and one for nude) and every outfit so far has built and worked correctly, both vanilla, DD, and other remodeled armors. I am using 3BA along with ABBA and like I said it hasn't built with any issues so far, only that the rope tops will build with the clothed shape I have set for them, but my PC body stays the same as the nude bodyshape, thus not matching. physics also work just fine.

any possible fixes beyond changing .NIFs and .TRIs? I've had notoriously bad luck/inexperience with those and don't want to break my game (again).

 

The problem with having two different BodySlide presets (nude and clothed) is that non-slot-32 items built with the clothed preset will not fit properly when the character is not wearing a slot 32 garment.

 

To avoid the problem of items not fitting properly, I use the same BodySlide preset for nude body and for clothing.

 

If you use CBPC for breast physics, note that it has a built-in "push up" feature, which is the typical reason why you would want two BodySlide presets.

Posted
7 hours ago, Sophori said:

I got a bit of an odd one. I don't even know if it's a DD issue or not.

 

I'm playing on 1.640. I have ZAZ pack 8 installed with CBBE installed.

For the most part, Devious Devices seems to work ok. Except for 2 things: The BodySlide build exports don't save between sessions. Especially restraints. They're invisible every time I load a save. So I have to rebuild a couple times. Finally I get all the items to have texture in game, however while wearing restraints, no bound animations are being uses.

 

ZAZ doesn't matter, it's not required anymore and doesn't conflict. (the few files that show as conflicts are just the same meshes/textures packaged in both mods, it doesn't matter which you use)

I assume you are using vortex, since that cannot happen in MO2. I'd recommend looking up how to use bodyslide on vortex, because it sounds like your output is going somewhere that isn't deployed all the time. 

 

It's not a DD issue since it shows up after building again.

 

For no bound animations, you need to run FNIS. If you have Nemesis instead of FNIS, install DD NG over DD 5.2, DD 5.2 doesn't always play nice with Nemesis.
If you are using DD NG already, you need OAR installed as well. If you have OAR and DD NG and still aren't getting animations, move to the DD NG thread. 

 

If you've run your animation tool, and it still breaks every session, it sounds like the same problem you have with bodyslide, which means it's an issue with how you're running it and not the mod.

Posted
9 hours ago, Herowynne said:

 

The problem with having two different BodySlide presets (nude and clothed) is that non-slot-32 items built with the clothed preset will not fit properly when the character is not wearing a slot 32 garment.

 

To avoid the problem of items not fitting properly, I use the same BodySlide preset for nude body and for clothing.

 

If you use CBPC for breast physics, note that it has a built-in "push up" feature, which is the typical reason why you would want two BodySlide presets.

thank you for the response!

I haven't noticed any changes visually with any sort of push up feature from CBPC, even while using just one body type clothed/unclothed, so maybe that's a user error and I'd would love to know. it's only the ropes, all other devices are conformed great, and look amazing. it drives me crazy but I'm not experienced in deep bodyslide troubleshooting, so at this point I just need to find where to start in terms of fixing it in bodyslide myself (unless there was some patch somewhere on some forum/discord somewhere).

Posted

I found old descriptions in esm that were used in Devious Devices 3.x, as far as I can remember. These unique messages were displayed when you clicked on a device or equipped it from inventory, for example:

Quote

zad_armBinderPreEquipMsg: As you unfold the long leather sleeve and the assortment of straps, cords and padlocks you can't help but wonder how it would feel to be wearing such an immobilizing device.
Once the individual parts of the device are laid out in front of you, you decide to...
zad_GagPreEquipMsg: You carefully examine the head harness and run your finger over the gag and padlocks attached to it. Fully aware that wearing it would render you unable to communicate properly or take it off again without a key, you decide to...

But after DD 4.0 we only get generic messages in the same scenario, I wonder, is it possible to configure the mod to use these old messages instead of generic ones?

Posted
23 hours ago, zarantha said:

 

ZAZ doesn't matter, it's not required anymore and doesn't conflict. (the few files that show as conflicts are just the same meshes/textures packaged in both mods, it doesn't matter which you use)

I assume you are using vortex, since that cannot happen in MO2. I'd recommend looking up how to use bodyslide on vortex, because it sounds like your output is going somewhere that isn't deployed all the time. 

 

It's not a DD issue since it shows up after building again.

 

For no bound animations, you need to run FNIS. If you have Nemesis instead of FNIS, install DD NG over DD 5.2, DD 5.2 doesn't always play nice with Nemesis.
If you are using DD NG already, you need OAR installed as well. If you have OAR and DD NG and still aren't getting animations, move to the DD NG thread. 

 

If you've run your animation tool, and it still breaks every session, it sounds like the same problem you have with bodyslide, which means it's an issue with how you're running it and not the mod.

I've run FNIS. Multiple times.

 

I am using MO2.

 

Bodyslide is looking at the right spot.

But thanks. At least that narrows it down. Kinda.

Posted
5 hours ago, Sophori said:

I've run FNIS. Multiple times.

 

I am using MO2.

 

Bodyslide is looking at the right spot.

But thanks. At least that narrows it down. Kinda.

 

Your bodyslide output should default to overwrite in MO2. If it is, then either redirect the output to an output mod, or copy the files from overwrite to an output mod. 

If MO2 is losing stuff from overwrite (i've never seen it happen), then you might want to hit up the MO2 people.

Posted
On 3/25/2025 at 9:59 PM, zarantha said:

 

Your bodyslide output should default to overwrite in MO2. If it is, then either redirect the output to an output mod, or copy the files from overwrite to an output mod. 

If MO2 is losing stuff from overwrite (i've never seen it happen), then you might want to hit up the MO2 people.

Well for what it's worth, it was an idiot check. Lol

 

I thought overwrite files were unused files, so I had been clearing out overwrite every time I closed out MO2.

Posted (edited)

I have been using DD since many years now, in several playthroughs. Now I started a new game again as usual, ran FNIS, set up PCEA, etc.

 

However now I got into a DD situation, and noticed, that the Yoke animations have issues. For example when it is equipped, the yoke is just on her neck, her arms work as usual. But when I use Struggle animations, the hands are in the Yoke, as they are supposed to. In most cases the yoke anims are not displayed. I saw them work when I was Sprinting and as I mention before, Struggling, no other time.

 

I feel like I'm missing something very obvious. Any idea what it is?

 

 

Edit: I figured it out. It was the new DD NG. I used the v0.3.7 before. Now I updated to v0.4.0 and also made an Unforgiving Devices patch for it. Now everything seems to work.

Edited by monsta88
Posted
2 hours ago, monsta88 said:

I have been using DD since many years now, in several playthroughs. Now I started a new game again as usual, ran FNIS, set up PCEA, etc.

 

However now I got into a DD situation, and noticed, that the Yoke animations have issues. For example when it is equipped, the yoke is just on her neck, her arms work as usual. But when I use Struggle animations, the hands are in the Yoke, as they are supposed to. In most cases the yoke anims are not displayed. I saw them work when I was Sprinting and as I mention before, Struggling, no other time.

 

I feel like I'm missing something very obvious. Any idea what it is?

 

 

Edit: I figured it out. It was the new DD NG. I used the v0.3.7 before. Now I updated to v0.4.0 and also made an Unforgiving Devices patch for it. Now everything seems to work.

 

Could you share how you installed the patch?

I downloaded the nightly release, I'm just a bit confused regarding the synthesis Patcher I have never used. I see there are instructions but what should you download? the whole github repo? and then which file do you need to run?
 

Posted
On 3/27/2025 at 7:44 AM, Sophori said:

Well for what it's worth, it was an idiot check. Lol

 

I thought overwrite files were unused files, so I had been clearing out overwrite every time I closed out MO2.

 

overwrite is where mo2 puts new files created by running skyrim or modding tools with its virtual file system. since they weren't pre-existing, mo2 doesn't know what mod they go to, unless you tell it 'files create by x tool goes here', so it just stuffs everything in overwrite.

 

FNIS/Nemesis/Pandora, BodySlide, Synthesis are all tools that create files, and you'll find them in the overwrite unless you setup an output folder in the executables. 

But ini and other config files get created there too, if they didn't already exist. 

 

While some things are ok to delete from overwrite, you should look at what is in there before just deleting it wholesale.

And for your tools you should be creating output folders, to keep everything organized and out of the overwrite folder.

Posted
55 minutes ago, Fraying9981 said:

 

Could you share how you installed the patch?

I downloaded the nightly release, I'm just a bit confused regarding the synthesis Patcher I have never used. I see there are instructions but what should you download? the whole github repo? and then which file do you need to run?
 

 

That's a question better off asked on the DD NG discord (where the UD author hangs out too). If you look under modding tools, there's a UD Synthesis patcher thread with instructions and screenshots that could help you out.

 

But basically, install synthesis

Set it as an executable in mo2 (you're on your own with vortex)

make sure you do not have any patches enabled for DD or other Devious mods from when you installed the UD nightly build. having them will break your synthesis output. 

launch synthesis by selecting it from the drop down on the right

select the github repository - this will bring you to a list of githubs that provide synthesis patches

search inside synthesis for the UD patcher (Unforgiving Devices Device Patcher - not the Modifiers) and add it. It knows what files to grab from github

run the synthesis patcher to generate the plugin

 

https://www.nexusmods.com/skyrim/articles/52942

Posted
3 minutes ago, zarantha said:

 

That's a question better off asked on the DD NG discord (where the UD author hangs out too). If you look under modding tools, there's a UD Synthesis patcher thread with instructions and screenshots that could help you out.

 

But basically, install synthesis

Set it as an executable in mo2 (you're on your own with vortex)

make sure you do not have any patches enabled for DD or other Devious mods from when you installed the UD nightly build. having them will break your synthesis output. 

launch synthesis by selecting it from the drop down on the right

select the github repository - this will bring you to a list of githubs that provide synthesis patches

search inside synthesis for the UD patcher (Unforgiving Devices Device Patcher - not the Modifiers) and add it. It knows what files to grab from github

run the synthesis patcher to generate the plugin

 

https://www.nexusmods.com/skyrim/articles/52942

 

Thank you! Will try

Posted (edited)

Thanks, so I've done the following: activated these mods following instructions + feedback log from Synthesis when trying to patch

image.png.1502fbea2db7462e9cae8cba9ab19250.png

 

now I suppose I need to activate the nightbuild from UD + the new patch + create overwrite mod right? with all the other mods DD NG etc.?

 

btw, just noticed because I had installed it a while ago: DD assets, integration and SE main overwrite one another. Not related to UD, but wondering which order it should be?

 

Edit: seems everything works. thanks! the UI improved a bit too.

 

Edit 2 regarding DD: nvm I forgot that the latest version only has 1 file, DD for SE. I deactivated the others and rebuilt the patch

Edited by Fraying9981
Posted

Is there a way to allow the player to still shout while gaged? I ask since some mods use shouts as a way to use certain features but they can't be used when gaged which is causing issues in my game?

Posted
34 minutes ago, some person who shoots said:

Hey so i'm getting an issue with the slave heels where my feet just sorta explode when they're equipped. 

image.png

 

You built them in bodyslide?
What body?

And is this DD 5.2 or DD NG?

Posted
6 hours ago, zarantha said:

 

You built them in bodyslide?
What body?

And is this DD 5.2 or DD NG?

I didn't even see it in bodyslide when i went to check and build it.
CBBE 3BA
DD5.2 (I have both but this happened in the cursed loot jail so i'm guesstimating DD 5.2)

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