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Posted

Hi, have a little problem, changed the pc, starting installing all mods back in pretty much same way as before, running the FNIS and have a problem that arms are bound but the walking animation stays vanilla so no bunny hopping or small steps when wearing hobble dress, same with armbinder, arms correct all the other animations stay vanilla, anyone had that before?

Posted
9 minutes ago, rebeljion6 said:

Hi, have a little problem, changed the pc, starting installing all mods back in pretty much same way as before, running the FNIS and have a problem that arms are bound but the walking animation stays vanilla so no bunny hopping or small steps when wearing hobble dress, same with armbinder, arms correct all the other animations stay vanilla, anyone had that before?

 

Are you using DD NG?
There's two versions of the hobble dress. only the strict one changes movement. armbinders don't change walking, and i've no idea what other animations you think would change besides the arms.

Posted
10 hours ago, zarantha said:

 

Are you using DD NG?
There's two versions of the hobble dress. only the strict one changes movement. armbinders don't change walking, and i've no idea what other animations you think would change besides the arms.

yeah, I am using DD NG, will try to remove and start again installing it, see if it works and will look at old pc while I still have it if I missed something, thank you for the answer

Posted
36 minutes ago, rebeljion6 said:

yeah, I am using DD NG, will try to remove and start again installing it, see if it works and will look at old pc while I still have it if I missed something, thank you for the answer

 

Just an FYI that if you're on skyrim version 1170 DD 5.2 won't work out of the box. you'll need to use either the script fix to remove the need for 5.2's DLL or you'll need to use one of the really early versions of the NG DLL. Both are on the troubleshooting post.


For help with DD NG, you want to go to that thread.

Posted

After having a mouth gag my toons mouth no longer works for anything.  talking doesn't move, sex doesn't move, eating nothing happens.  is there anyway to reset the mouth to make it work again?

Posted
8 hours ago, alex61821 said:

After having a mouth gag my toons mouth no longer works for anything.  talking doesn't move, sex doesn't move, eating nothing happens.  is there anyway to reset the mouth to make it work again?

 

Sounds like a DD NG issue. Are you using that?

'mfg reset' in the console should reset it.

Posted
Vor 17 Stunden sagte Zarantha:

 

Klingt nach einem Problem mit DD NG. Nutzt du das?

Mit dem Befehl „mfg reset“ in der Konsole sollte das System zurückgesetzt werden.

 

Thanks for the tip (reset)... which also applies to mods linked to DD.

For example, with the "Tentakle Parasite" mod (by Predator), I had the problem of the mouth being permanently open as soon as I removed the headpiece... the console command closes it, though.

Posted

Hi, just curious, is it normal to not be able to sneak when wearing the pony play boots. Playing d-followers and my follower gave me them to wear. I seemed to be able to sneak initially but after a while, I couldn't. Now if I take them off I can sneak but but them back on and no sneak. Thanks.

Posted
4 hours ago, smarchet00 said:

Hi, just curious, is it normal to not be able to sneak when wearing the pony play boots. Playing d-followers and my follower gave me them to wear. I seemed to be able to sneak initially but after a while, I couldn't. Now if I take them off I can sneak but but them back on and no sneak. Thanks.

 

the pony play (different from pony boots) are supposed to override your walk and make you prance. i don't think i ever tried sneaking in them (you're a pony, ponies don't sneak), but it wouldn't surprise me if you aren't allowed to sneak in them.

 

ah, there it is. yes, i'm pretty sure this means you are not supposed to sneak. in zadlibs.

Quote

    if playerRef.WornHasKeyword(zad_DeviousPonyGear)
        sneaking = false
    EndIf

 

Posted
43 minutes ago, zarantha said:

 

the pony play (different from pony boots) are supposed to override your walk and make you prance. i don't think i ever tried sneaking in them (you're a pony, ponies don't sneak), but it wouldn't surprise me if you aren't allowed to sneak in them.

 

ah, there it is. yes, i'm pretty sure this means you are not supposed to sneak. in zadlibs.

 

Yup, that makes sense! Thanks ;)

Posted

So i have a question. I have all the needed mods and have worked with body sliders but the pony tail plus act like my rear is on the ground. how do I fix this?

 

Posted
Vor 52 Minuten sagte Kyomi_Ho:

Ich habe eine Frage. Ich habe alle benötigten Mods installiert und die Karosserie-Slider ausprobiert, aber der Pferdeschwanz und die Karosserie-Slider verhalten sich so, als ob mein Hintern auf dem Boden wäre. Wie kann ich das beheben?

 

 

Sounds like a problem with "smp"... it seems to be missing.

Check if you have something like "faster smp" installed.

 

Posted
9 hours ago, Miauzi said:

 

Sounds like a problem with "smp"... it seems to be missing.

Check if you have something like "faster smp" installed.

 

So i do have that and i made sure that the skeleton is loaded last and everything. still clipped into the floor :bawling:

 

Posted
10 hours ago, Miauzi said:

 

Sounds like a problem with "smp"... it seems to be missing.

Check if you have something like "faster smp" installed.

 

So i do have that and i made sure that the skeleton is loaded last and everything. still clipped into the floor :bawling:

 

 

UPDATE: i had the wrong faster smp

 

Posted
Vor 2 Stunden sagte Kyomi_Ho:

Ich habe das also überprüft und sichergestellt, dass das Skelett zuletzt geladen wird. Trotzdem steckt es noch im Boden. :heulend:

 

 

UPDATE: Ich hatte das falsche schnellere SMP.

 

 

This is a known bug that's been around for a while - but you found the solution yourself.

:thumbsup:

 

Posted
10 minutes ago, Sir Artorias said:

please someone help, i tried to install this with vortex but it says i have no permission, i can't unzipp the dan thing.

 

That's not really a mod problem. It's a vortex or windows problem.

 

All i can suggest is redownloading it. If it can't be unzipped, it could be a corrupt or incomplete download. 

If it's a permissions or vortex problem you're better off asking in the tech support section of the forum.

Posted

Does anyone know much about how nodes and hidden devices work? I've fumbled my way through it before but I struggling with this instance now. I want genital piercings to be hidden under panties/bikini armor instead of clipping through them, but I can't find which nodes to tamper with

Posted
2 hours ago, quykiem201193 said:

hi I'd like to ask if there are any mods for human-themed furniture that use DDSE? 

 

The only one i'm aware of is display model by darkconsole. And i'm uncertain if it has an SE page, although i know people have played it on SE. It's also incomplete and not currently in development. 

Posted
44 minutes ago, spartan0078 said:

Does anyone know much about how nodes and hidden devices work? I've fumbled my way through it before but I struggling with this instance now. I want genital piercings to be hidden under panties/bikini armor instead of clipping through them, but I can't find which nodes to tamper with

 

You'll probably want to ask on the DD NG thread or hop onto DD NG's discord server. They've done some work with hiding nodes in DD NG, but it's all magic to me. 

Posted
38 minutes ago, zarantha said:

 

You'll probably want to ask on the DD NG thread or hop onto DD NG's discord server. They've done some work with hiding nodes in DD NG, but it's all magic to me. 

 

Appreciate you pointing me in a direction thanks! 

Posted (edited)
On 12/19/2025 at 6:39 PM, Sir Artorias said:

quiplease someone help, i tried to install this with vortex but it says i have no permission, i can't unzipp the dan thing.

 

I think there is an option in Vortex\settings\workaround, in Symlinks try enabling "Allow Symlinks without elevation".  "Elevation" is "asshole" programmer lingo for "write access to protected area", in this case are the NTFS structure database using the NTFS symlink libraries.  They could explain it better, there's a lot of unused space in that page.  The option may not work if you issue requires "local administrator" access, and your account is standard user.  For that, you need to move as an admin all the game files from protected area to standard user folder accessible area.  Steam has a move option, but a new storage folder is required be created outside the Windows protected area.  Do not know about other game distributors.

 

Spoiler

I'm guessing because you did not provide any info.  Likely your Windows account do not have local administrator access and the game is installed in a protected area of the Windows folder structure like "c:\program Files\" or "c:\program Files (x86)\".

 

If the game path is behind the folders "c:\program Files\" or "c:\program Files (x86)\" it will have higher security in newer Windows since Windows 7.

By default, game delivery systems like Steam will create the default storage path inside those two folders. Create a new one outside; something like "C:\Steam", so is outside the protected areas of Windows. 

Then move or reinstall the game to that new storage. The security will be lower and writable by standard user account.  

 

 

 

Edited by safado
Posted (edited)
2 hours ago, spartan0078 said:

Does anyone know much about how nodes and hidden devices work? I've fumbled my way through it before but I struggling with this instance now. I want genital piercings to be hidden under panties/bikini armor instead of clipping through them, but I can't find which nodes to tamper with

 

First, you need to know the standard or assignment for usage of the "Slots" in Devious Devices. Other mods likely use a different layout, that why there are conflicts, like with bikini "armors", armor in parts, or outfits in parts collections mods.

 

In DD MCM Device Hider menus should show the equip slots and under it the slots assigned to behave like they are under it. 

Slot-32 defaults has the following slots assigned in the hider parameters: (hider feature needs to be enabled and slots assignment followed)

  •      51 ; When slot 32 is equipped, hide slot 51 (Nipple Piercings).

  •      56 ; When slot 32 is equipped, hide slot 56 (Chastity Bra's).

  •      58 ; When slot 32 is equipped, hide slot 58 (Corsets).

  •      49 ; When slot 32 is equipped, hide slot 49 (Belts).

If the nipple piercing assets are using a different slot, like slot 57, then it will not hide and will instead conflict with vaginal plugs.  Something like that happens with original TAWOBA assets messing with DD slots conflicts. TAWOBA-remastered tries to follow DD slots assignment, but there are too few slots to make it work proper. 

 

 

Spoiler
  • Inventory Item – One of the two parts to a device. This piece contains the scripts that control the locking and unlocking of the device and the only part to show in your inventory.
  • Rendered Item – The second part to a device. This contains the Meshes and Textures that will show on the wearer and contains a number of keywords that controls a number of effects but does not show up in the wearers inventory. It is also referred to the Script Instance item in the Creation Kit.


 

Spoiler

The Devious Device hiding feature works by having hidable assets split in two:  The one shown in inventory (Inventory Item) run a script when activated\equipped, but do not have any visual assets.  The other part (Rendered Item) is also in the inventory but hidden, and it has the slot and 3d mesh, it gets equipped\visible or unequipped\hidden by the core script. It is a nice trick, but is Skyrim engine deficiencies make it fail when multiples of the dame assets are in the inventory. (in my opinion the scripts needs to not allow for multiple, but it is likely not that simple). DD-NG replaced the scripts with a monitoring SKSE64 add-on, and it can override the Skyrim inventory behavior issues in original DD. 

 

The hiding parameters are sets in DD MCM to hide or show the second part (Rendered Item), basically the MCM pages will show the slot assignment for the part that is equipped, and you have to assign under it the slots that are supposed to be hidden because are suppose to be under it.  Suppose if the usage standard was followed, but may have a different effect with mods that follow a different slot assignment. There could be a weird effect where visually it looks like the wrong part is hidden but actually is because it follows a different slot assignment and the slots are the ones being hidden\unequipped. 

 

 

 

 

 

Edited by safado
Posted
6 hours ago, safado said:

 

First, you need to know the standard or assignment for usage of the "Slots" in Devious Devices. Other mods likely use a different layout, that why there are conflicts, like with bikini "armors", armor in parts, or outfits in parts collections mods.

 

In DD MCM Device Hider menus should show the equip slots and under it the slots assigned to behave like they are under it. 

Slot-32 defaults has the following slots assigned in the hider parameters: (hider feature needs to be enabled and slots assignment followed)

  •      51 ; When slot 32 is equipped, hide slot 51 (Nipple Piercings).

  •      56 ; When slot 32 is equipped, hide slot 56 (Chastity Bra's).

  •      58 ; When slot 32 is equipped, hide slot 58 (Corsets).

  •      49 ; When slot 32 is equipped, hide slot 49 (Belts).

If the nipple piercing assets are using a different slot, like slot 57, then it will not hide and will instead conflict with vaginal plugs.  Something like that happens with original TAWOBA assets messing with DD slots conflicts. TAWOBA-remastered tries to follow DD slots assignment, but there are too few slots to make it work proper. 

 

 

  Reveal hidden contents
  • Inventory Item – One of the two parts to a device. This piece contains the scripts that control the locking and unlocking of the device and the only part to show in your inventory.
  • Rendered Item – The second part to a device. This contains the Meshes and Textures that will show on the wearer and contains a number of keywords that controls a number of effects but does not show up in the wearers inventory. It is also referred to the Script Instance item in the Creation Kit.


 

  Reveal hidden contents

The Devious Device hiding feature works by having hidable assets split in two:  The one shown in inventory (Inventory Item) run a script when activated\equipped, but do not have any visual assets.  The other part (Rendered Item) is also in the inventory but hidden, and it has the slot and 3d mesh, it gets equipped\visible or unequipped\hidden by the core script. It is a nice trick, but is Skyrim engine deficiencies make it fail when multiples of the dame assets are in the inventory. (in my opinion the scripts needs to not allow for multiple, but it is likely not that simple). DD-NG replaced the scripts with a monitoring SKSE64 add-on, and it can override the Skyrim inventory behavior issues in original DD. 

 

The hiding parameters are sets in DD MCM to hide or show the second part (Rendered Item), basically the MCM pages will show the slot assignment for the part that is equipped, and you have to assign under it the slots that are supposed to be hidden because are suppose to be under it.  Suppose if the usage standard was followed, but may have a different effect with mods that follow a different slot assignment. There could be a weird effect where visually it looks like the wrong part is hidden but actually is because it follows a different slot assignment and the slots are the ones being hidden\unequipped. 

 

 

 

 

 

 

You're a godamn gem thanks a ton for the explanation! I'd just been fumbling my through it with trial and error till now.

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