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About This File

Description

This mod provides animations, furniture, functionality and everything else that could be seen as or used for a torture device.

 

Torture Devices provides two main things:

- Craftable furniture like X-Crosses, Pillories, Wooden Horse, 3pPole, etc, that can be crafted at settlements and to which you can assign settlers
- A framework of keywords, magic effects, and animations that allows mod authors to add bound animations and behavior to bondage gear. 

 

Current Content in TD version 2.1 :

 

General :
- A "TortureDevices" workshop menu, accessible via the workshop main menu, for craftable furniture
- NoFighting MagicEffect (Blocks the ability for Player and NPCs to fight)
- RestraintMovement MagicEffect (Blocks Running, Sprinting, and Jumping (Player Only))

- A MCM menu to use the idles in game

 

Animations :

 

 


- 2 Idle Animations with Xcross AnimObjects
- 1 Idle Animation with Cage AnimObject
- 1 ArmOffset Animation for the provided Handcuffs
- 3 ArmOffset Animations for the Institute Handcuffs
- 2 Bound Feet Movement Animations
- 1 ArmOffsets for the DD Armbinders
- 2 ArmOffsets for the DD Yokes
- 1 Struggle Idle animation
- 1 Aroused idle animation
- 1 HogTie Idle
- 2 Strapando Idles

- 2 Package Idles

- 4 AAF animations

 

 

Furniture:

 

 


- The WallLock - workshop and non-workshop versions
- The 3pPole, a Pole to bind up to 3 Actors - workshop and non workshop version
- 2 Xcross furnitures, XcrossFF ( FaceForward pose ) and XcrossFB (FaceBackwards pose) for placing them anywhere via CK
- 2 Xcross furnitures, same as above, which are constructable via workshop and can be used by settlers.
- HydroPillory
- Extraction chair (vanilla asset)
- Reclamation chair (vanilla asset)

- Wooden Horse

- SuckerChair

- F-Frame - workshop and non-workshop versions

 

 

Static / Compound Devices:

 

 

- Hanging Cage - Can be activated by player or companions.

- Gallows - Used to display hanging cages.

- Connector -  Snaps to Gallows.  Hanging cage snaps to connector.

- Large Cage -  Static only, works with idle markers from other mods.

- Large Cage Door -  Snaps to Large Cage, use like a normal door.

- Magnetic Fence -  Blocks NPC travel

- Capsule01 - Can be placed but is not functional.  Works with idle markers from other mods.

- Auctioneer - WIP.  Use for screenshots only, do not save a game with this placed in a settlement.

 

 

Updates / Uninstall

 

- If updating from version 1.9 or newer, it is safe to uninstall the existing version and install the new version.

 

Future Plans

 

- More MT restraint animations
- More keywords to apply restraint animations
- More spells for restraint effects
- Integration of gag sounds and other bondage functionality

 

Functionality / For Modders

 

 

 

AnimationKeywords:

 

AnimationKeywords are just normal Keywords that provide information wich specific Animation is active or should be set on an Actor.
Together with a BoundType Keyword they trigger the respective Animation.
The AnimationKeywords names are following the pattern :

 

Object they were made for-/-BoundType-/-(optionally) a position

 

Like InstituteCuffsFboundHandsBack means the Animation was made for/with the InstituteHandCuffs are, of course, of type BoundHands and bind the Actors Hands behind his back.

 

List of Current (1.6) AnimationKeywords:

 

 

 


_TD_Crawl

_TD_BoundFeetHobble
_TD_GenericBoundFeetSolid
_TD_GenericBoundHands
_TD_InstituteCuffsFboundHandsBack
_TD_InstituteCuffsFboundHandsFront
_TD_InstituteCuffsFboundHandsFrontLow
_TD_GenericBoundHandsArmsBehindBack
_TD_GenericBoundHandsMidMovement
_TD_DeviousArmbinder
_TD_DeviousYoke
_TD_DeviousYokeAlt

 

 

BoundType Keywords:

 

BoundType Keywords are Kewords of the "Anim Injured" type and provide wich type of Animation is active or should be set on an Actor.
Together with an AnimationKeyword they trigger the respective Animation.

 

List of current(1.4) BoundTypes:

 

 

 


_TD_BoundCollar
_TD_BoundFeet
_TD_BoundFeetSolid
_TD_BoundHands

 

 

Idles:

 

List of current (1.8) Idle-ID´s:

 

 

 


_TD_Xcross01_Pose01
_TD_Xcross01_Pose02
_TD_CageIdle01
_TD_BoundHandsBackStruggle
_TD_ArmbinderStruggle
_TD_DDAroused01
_TD_HogTie01
_TD_Strapando01

_TD_Strapando02

_TD_Package01

_TD_Package02

 

 

_TD_DoNotProcess / _TD_DoNoAIChange

 

Actors who have the DoNotProcess keyword will not be processed by TortureDevices ( No Animations, No MagicEffects, No AI Package change)
Note : This applies only to the provided scripts, custom scripts could ignore that.

 

Npc's who have the _TD_DoNoAIChange keyword won´t change their AIPackage when the NoFightingEffect is applied.

 

 


Requirements

 

TortureDevices itself requires nothing but Fallout 4

 

Credits and Special Thanks

 

- Vader666 for creating the Torture Devices mod


- ShadeAnimator for the F4 Animation Kit

 

- Ag12 for helping me getting started with Scripts and AI Package handling

 

- The guys who are writing the CK wiki pages

 

- The ZaZ Animation Pack Guys

 

- DexesTTP for HKXPack

 

- Gray User for new hobble, armbinder, and yoke animations added in 2.2

 

- naaitsab for new X-Cross textures and materials files added in 2.2

 

- JB for the crop impact texture

 

 

Full Changelog

 

 

2.21
------------------------------------------------------------------------

- Fixed MCM functions script to ensure current selected actor is valid (loaded, not
  deleted, not disabled, not dead, etc.) before attempting to call functions on them

 

2.2a
------------------------------------------------------------------------
- Added missing crop decal texture so crops leave marks on skin.  Thanks to JB!

 

2.2

------------------------------------------------------------------------

- Fixed hanging cage script so animation timer gets cleared when actor is freed,
  and actor will automatically be freed when they move > 1000 units from the activator
- Activating an occupied Hanging Cage will free the occupant
- Fixed bug in _TD_NoFightingScript where a companion could become stuck in the
  alias if the player dismissed the companion while the companion is bound

 

2.2 Beta 1/2/3
------------------------------------------------------------------------
- Added a _TD_BoundFeetHobble keyword and the hobble animation by Gray User
- Replaced the armbinder arm offset animation hkx with new one by Gray User
- Replaced the two yoke arm offset animation hkx's with new one by Gray User
- Replaced X-Cross diff texturem, normal map, and material files with new ones by naaitsab
- Fixed missing entry in subgraph data causing _TD_GenericBoundHandsArmsBehindBack

   not to work properly with bound leg animations


2.1a
------------------------------------------------------------------------
- Fixed incorrect furniture tags in _TD_tagData.xml

 

2.1
------------------------------------------------------------------------

- increased priority of _TD_GeneralFunctions quest so its AI packages will take precedence
- fixed _TD_NoFightingScript so it prevents follower from drawing weapon when combat ends
- changed Bound Hands AI packages to prevent NPCs from interacting with objects and furniture
- NPCs in the Bound Hands AI packages who are not followers will stay at their current location

- Followers in the Bound Hands AI packages will now walk when appropriate instead of always running

 

2.0c
------------------------------------------------------------------------
- fixes to the MCM menus and supporting scripts

- removed the MT Animations MCM menu
- minor changes to AAF animations to comply with latest XML standards

 

2.0b
------------------------------------------------------------------------
- Settlers can now be assigned to the F-Frame
- Added AAF animations which use the F-Frame, X-Frame, and Wall Lock

 

2.0a
------------------------------------------------------------------------
- added an MCM to control animations from ingame and to install/uninstall the workshop menu
- a new Furniture, the F-Frame
- Some new idles
- some new statics
- added a crop and a punishment scene
- added a "punisher" perk which allows you to punish actors (obtainable by console only)
- various other WIP content

 

1.9
------------------------------------------------------------------------
- added 2 Package Idles
- added an alternative strapando Idle
- added WoodenHorse furniture
- added SuckerChair

 

1.8
------------------------------------------------------------------------
- added a cage and a door for it
- added a strapando idle and animObj
- Changed the priority of the GeneralFunctions quest to 80

 

1.7 bugFix patch
-----------------------------------------------------------------------
- NPCs are actually staying in the HydroPillory / ExtractionChair / RecamationChair instead of leaving them immediately again now.

 

1.7
-----------------------------------------------------------------------
- added hogtie idle animation
- added HydroPillory furniture
- added crawling MT anims (still WIP)
- added extraction chair to workshop menu (no scene animations )
- added reclamation chair to workshop menu (no scene animations )
- added sound effect to the WallLock
- added a clean retex for The WallLock and 3pPole
- removed the Holoband terminals except (un)installing workshop menu

 

1.6
-----------------------------------------------------------------------
- Fixed the Camera in OffsetAnimations
- Added ArmOffsets for the DD Armbinders and Yokes
- Added a Struggle idle

- Added a "Aroused" idle

 

1.5
-----------------------------------------------------------------------
- Added 2 Furniture Items
- Made the Static Cage buildable in Workshop
- Added _TD_DoNoAIChange keyword
- Changed the EnterFromStand animations of the Xcross

 

1.4
-------------------------------------------------------------------
- Changed the GenericBoundHands animation
-- and added a version with more movement
- Added a Struggle Idle
- Added an ArmsBehindBack ArmOffset animation
- Added NPC support to the NoFighting effect
- Added _TD_DoNotProcess keyword

 

1.3
-------------------------------------------------------------------
- Added an alternative (Bound)WalkForward animation
- Changed/Added alot of Keywords
- Changed how animations are triggered
- Added Script Templates

- Updated TDtoCRPbridge to 1.2
-- its now using the provided scripts
-- Triggers the GenericBoundFeetSolid animation when one of the AnkleCuffs get equiped
-- Adds the RestraintMovement MagicEffect when one of the AnkleCuffs get equiped

 

1.2
-------------------------------------------------------------------
- Added 2 Xcross furnitures for placement via CK
- Added a Workshop menu
- Added 2 Xcross furnitures for Workshop found in TortureDevices > Furniture
- Changed how AnimArchetype gets reset due to camera issues ( thanks to Tefnacht )

- Updated TDtoCRPbridge to 1.1
- Changed how AnimArchetype gets reset due to camera issues ( thanks to Tefnacht )

 

1.1
-------------------------------------------------------------------
- Changed from plugin to masterfile (esm)
- added 3 new ArmOffsets
- created for the Institute HandCuffs

- Initial release TDtoCRPbridge
- fixed some things

 

Edited by EgoBallistic


What's New in Version 2.21

Released

  • Added check in MCM functions to ensure current selected actor is valid (loaded, not deleted, not disabled, not dead, etc.)

 

Note that the Devious Devices support in this version is for Devious Devices Community Patch RC8.  If you are using Devious Devices 2.0 then you should use Torture Devices version 2.1a. See the Devious Devices thread for info on the DD Community Patch



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