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jbezorg

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  1. @asdt123123 There's a "gain focus" ability, var, enchantment, whatever, in DDNG (or is it Unforgiving Devices?) that prevents the player from animating when in combat, has an open dialogue, etc.. when a DD animation event triggers I went looking for it but could not find what actually triggers it but perhaps it could be included in the Framework to trigger when the player starts being pulled? I just had a UD device trigger an animation in the front of Castle Dour and Sybille made it all the way to the Blue Palace at a walking pace before the animation ended.
  2. Can't seem to get the leash to trigger. I'm trying to create an Alternate Perspective start where the player is leashed to a wall ring in Castle Dour. This isn't working. LFTLF.EquipLeash( Player, Sybille, "default", true ) LFTLF.LeashToLeashAnchor( Player, LeashRing )
  3. Placing the PO3 PSC scripts directly under "data/source" worked.
  4. I did, and reinstalled them again. Same problem. What version of Skyrim do you run?
  5. Keep running into an issue when trying to compile. ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(78,33): AddItemsWithKeywordToArray is not a function or does not exist ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(78,33): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(87,33): AddItemsWithKeywordToArray is not a function or does not exist ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(87,33): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(96,8): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(96,23): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(101,5): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(101,20): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(104,21): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(104,36): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(53,8): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(53,23): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(66,45): AddItemsWithKeywordToArray is not a function or does not exist ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(66,45): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(67,44): AddItemsWithKeywordToArray is not a function or does not exist ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(67,44): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(204,8): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(204,23): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(231,4): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(231,19): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(238,12): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(238,27): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(252,30): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(252,45): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(175,6): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(175,21): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(221,1): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(221,16): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(227,8): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(227,23): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(232,8): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(232,23): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,8): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,23): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,44): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,59): none is not a known user-defined type ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(247,4): variable LeashFramework is undefined ..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(247,19): none is not a known user-defined type No output generated for AP_LFT_chattel_chained, compilation failed. I can see it defined @ line 587 of PO3_SKSEFunctions.psc in MO2 I can see it "PO3_SKSEFunctions.AddItemsWithKeywordToArray" in LoreFriendly_LeashAnchorObject @ line 66 & 67. I tried "Import PO3_SKSEFunctions" with no luck. Should I use getformfrommod instead of "LoreFriendly_LeashFramework Property LFTLF Auto"?
  6. Actually, I agree and it's for the same reason why I lock my steam manifest files by making them read-only to prevent the game from updating. Sure, the Bethesda update may have fixed bugs and it may be better but my load order is actually working (more or less :P). That house of cards has not collapsed in months and I can actually play the game. But now Bethesda wants to increment the build number a few decimal points and topple everything over? Fuck. That. It isn't an improvement for me if everything else gets broken.
  7. I was conflating the messages from binding with the actual cause for the pause between actors aligning and the scene starting. I removed binding from my load order and it still happens. I still haven't found the cause but I can definitely say it's not Binding.
  8. Was this developed and tested with SexLab P+? Every time a SexLab scene starts there's a long pause and a ton of comments in console starting with "[bind....".
  9. Has anyone tried to leash a NPC or player to a fixed object? Like the DD long chain collar attached to a wall?
  10. It does. The issue arises from mods that do not take into account Devious Devices. I have an older mod called Scavers Closet and it's a prime example what happens if you enable it's clothing filter while wearing devices. Any clothing you pick up it automatically equips and drops it to create a unique instance of that object. It can then run a script on that unique item to see if it's wearable, unwearable or junk. However it does not recognize DD items and the rapid unequip of the DD item with it's own script that will try to reequip it combined with Scavers Closet's quick equip & drop of the vanilla clothing item can break the connection between the devices script instance that you see in your inventory and the rendered device that the character actually wears. You get what Swishshot experienced.
  11. That's been an issue DD since, forever. It's a magic effect and I've been having the same issue with other items as well. But there's also some FO4 mods that use the papyrus UnequipAll() function for their sex scenes w/out checking if DD items are equipped and generally screw the DD items up. KFT items are generally safer.
  12. How would I modify the devices equipped for quest interactions?
  13. set "appmanifest_1946180.acf" to read only to keep the creation kit from being updated too
  14. No problem and thanks again. Anything I post on LL is free for anybody to modify and reshare here.
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