Jump to content

GregariousGibbon

Members
  • Posts

    262
  • Joined

  • Last visited

Recent Profile Visitors

985 profile views
  1. What does the extra P stand for in HPHP? Patched? Does it work with regular HPH?
  2. That seems extreme but I gave it a go, but no, still not initialising DDNG properly. Its not just a case of the events taking a while to initialise, the base quest and variables it relies on seem not to initialise, so the MCM menu is completely blank. Without menumaid, the MCM doesn't even show up.
  3. No, heres my load order and modlist if you're interested: loadorder.txt modlist.txt
  4. Hi there, I have run into an issue which makes debugging my skyrim really irritating. On new game, DD sometimes does not initialize correctly and it causes a knockon effect for a bunch of other mods. The irritating part is how random it seems, I can start a new game with my entire papyrus intensive load order and it can load fine, and then disable the majority other than DD and it can still occur. I have papyrus tweaks installed, but none of the experimental options enabled. I have tried enabling speedUpNativeCalls but to little effect. I can see in ReSaver the suspended stacks but am not sure how to see the cause, or debug further. Removing UD doesn't seem to matter either. Any ideas why it is failing to initialise and any workarounds? and without UD
  5. Im having an issue with Piercings of the Divines, namely that I see that the piercing has been registered in both DD and Unforgiving devices, but cannot be removed from my character. I dont think I had any issues reported when I created the synthesis patch, and they were definitely included in the patch. Clicking on them in my inventory brings up the DD default struggle options, and I can choose unlock with key, and I get the message "successfully unlocked" but theyre still equipped. Obviously I cant drop or store them in containers either. They are also registered in the Unforgiving Devices Debug panel and from there I can choose unlock, but I get an error when I do so. I have also tried unregistering them but all that does is make them disappear from the Debug panel. Is there any way to force unequip these piercings, they are starting to make it difficult by taking up a useful slot.
  6. You can also blacklist certain mods from OBody in its OBody_presetDistributionConfig.json "blacklistedNpcsPluginFemale": ["DarkDesiresCircleOfLust.esp"], "blacklistedNpcsPluginMale": ["DarkDesiresCircleOfLust.esp"],
  7. In the quest Lola for Sale, how does the 2nd step actively searching work? "Your Owner is actively searching for a potential Buyer or you are searching for a potential buyer" I've gotten to this step but can only find a buyer myself. I've entered the same cell multiple times with an NPC who is a potential SS buyer, I thought that might be what triggered it but nothing yet.
  8. Couple of issues but I think its generally working with the use of debug, my experience: - Got the amulet, tried it out on a bunch of people, got nowhere with it, gues i need to increase speech skill - Did J'zargo quest, he uses his illusion spell on Brelyna, scene starts. Talk to him after but he doesn't have much useful to say other than, be careful with it. Quest kinda hangs there with no "quest complete" notification, but I get the spell. - I then assume that you cast the spell and then try and hypnotize in the same way as before, but doesnt work. I try the debug button (f4) a few times, but it doesnt work. Its only when i use the console to check if there was any quest stages that i find that the mind control spell actually summons an invisible weapon, and youre supposed to hit victims with it. - After hitting someone, the debug menu comes up 4 times in a row (from before), and 4 NPCs swarm my character. They wont leave me alone until i force an SL scene with each of them. After this pressing f4 works, and triggers an approach from an NPC, which as far as I can tell so far works flawlessly. I haven't yet seen an approach without the use of the debug, but now that things seem to be moving along now, theres hope.
  9. I think its actually some sort of cloak that is being confused as doing damage, the actors dont ragdoll unless youre close. I cant currently think what mod in my current order might cause this though, maybe mageblight from dealingwithdeadra? Anyway setghost 1 should be a good enough workaround for now.
  10. Cant see anyone having reported this issue but I have a problem with the timer to escape devices on my PC. Recently upgraded from 0.3.7 to 0.4.1. No matter how much time I wait, the timer on equipped restarints is always 2 hours. Previously you could cheat reset the timer by trying to store the device in a container which would reset back to 0 allowing you to try to escape, but that doesn't work either, just stays at 2 hours. Everything else seems to work fine as far as I can tell.
  11. Yeah I just a had a check here as I had the same issue, and then checked FGT thread; on page 5 theres an explanation why FGT is incompatible with bounty quests redone. Its not really this mod thats at fault, its that FGT and BQR do not mesh well it seems.
  12. Small question about the MCM, I read that the MCM will only show up if the original is also installed (mainly for the esp). However during my setup for a new game I forgot about this requirement and adding it to my existing save doesn't seem to cause Slave Tats to pop up in the MCM. Is there any way to force start the MCM to show, or would I need a new game start. (I've already tried setstage ski_configmanagerinstance 1)
  13. With a belt and a straitjacket, when i start an animation with penetration, it starts and then resets a couple of times to find a suitable animation, usually one where my player's mouth is free, but no stripping of the belt or straitjacket occurs.
  14. Thanks for responding, there are two settings in DDi that I think might affect the mecha suit; "enable bound animations" and "preserve scene aggressiveness". Enabling bound animations says that without the option enabled, items are stripped. But while enabling bound animations works fine for things like yoke, elbowbinder etc. seems to work fine, mecha suit does not, and is instead stripped prior to the animation. It may be a case of that it cant find an animation that can satisy all the filters for the mecha suit, but I doubt it because definitely do have at least one animation that does require an access, and that can play with a yoke + belt for example. I also tested toggling "Preserve scene aggressiveness", but also doesnt seem to be causing the stripping
  15. Bit of a strange issue but I cant figure out why the mech suit always unequips when entering a sexlab animation, all the slots are disabled for stripping. Is this something to do with heavy bondage (and mech suits) being unequipped by default to help increase variety of animations? This doesn't seem to happen with yokes for example though, jsut the mech suit.
×
×
  • Create New...