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Devious Devices - For the Masses v3.04 - Files removed


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Devious Devices - For the Masses - v3

 

Files have been removed.

These files may not be reposted, redistrubited or modifed and reuploaded

the original text is in the spoiler below for those that still use it

 



The purpose of this mod is to spread the items in Devious Devices throughout Skyrim. The items can be found with Bandits, Vampires, Thalmore and regular people. Keys are also spread among these groups as well as adding fake keys so you don't know if you found a real or fake until you try it. You can now control the chance of items appearing on various NPC groups as well as what types.

 

Features:
The chance for items to appear on NPC's is now adjustable via an MCM menu. You can use the Preset Generator to help figure out what settings to use or adjust them all yourself (or adjust them after the preset is selected).
There are 9 groups of NPC's that can be enabled or disabled for different types of items. Special NPC's are those with their own outfits as well as Jarls.
Devices on men can be toggled on or off depending on your preference for each item group type.
You can set preferences for device finishes and colors and the chance that they will appear on npc's
Items from Captured Dreams and DD Equip can be used by the system. If they are equipped go to the 'Additional Options' page and hit the 'Rescan for Mods' button. Exit the menu then return and the items from those mods should be available in the tag options.
**Note on the Material options** - The new colors for Captured Dreams are already listed in it, selecting them will result in random colors.
For the materials page you may have to have it recheck the available mods for the tags to show correctly if you have CD.

 

How it works:
There are 9 token rings representing each of the 9 group types, 1 of which is added to an npc's outfit based on what sort of npc's use that outfit.
When an npc is first loaded or loaded after they have been reset after time the ring is equipped and it determines if they should receive any items.
If an npc is to receive items they are added to a queue where the equip system pulls them from.
The Equip system pulls an npc from a queue, checks to make sure they are still a valid actor.
The Equip system will then determine the items they will get based on the npc's sex, group settings and chances for each of the items.
Once it has finished it will check if there is another npc in the queue to outfit otherwise it stops.
Since it handles npc's one at a time it won't overload the script system when entering a populated area for the first time, the most taxing thing that will be happening at that point is the rings checking if the npc will get items and adding them to the queue if they do.

 

Note: If you get an error from Integration during the process it is due to an npc that was valid to start with being no longer valid when it comes time to equip the items. Hit OK and it will continue.

 

Note: If you use a mod that allows you to move quickly over an area (such as flying) or running a high percentage chance of npc's getting items increasing the Timeout timer in the MCM menu will cause fewer time outs before the mod drops the npc from processing.

 

Installation:
Install the mod using whatever method you prefer.
There are 4 esp's included in the mod: USE 1 ESP ONLY!!!!
FtM_3 Base version
FtM_3 - CCOR For use with CCOR (made with v1.70)
FtM_3 - OBIS For use with OBIS (made with v2.02)
FtM_3 - OBIS + CCOR As above but combined

 

Update instructions:

 

Updating to v3-1.05 install v3-1.04 then v3-1.05 over it as it only contains scripts.

 

When updating, move to a location where there are no npc's around so the mod won't be trying to apply devices to them.

 

Updating from FtM II to FtM 3 - Uninstall old version and install new one, neither version share the same file names for anything so overwriting it with the new version will not remove FtM II.

 

Updating FtM 3 - You can overwrite the new version over the old one with either the full version or the update. Again Make sure only 1 esp is used!

 

You won't see any changes to loaded npc's only one they reset will the new version take effect on them.

 

NOTE: If you are updating and have a queue that has a number of npc's in it and it is not processing them, hit the option to 'Clear Current Stoppage in Queue' and it should restart with the failsafe timer running.

 

Uninstall Instructions:
Remove ESP and scripts

 

Requirements:
SexLab
Devious Devices - Assets
Devious Devices - Integration - latest release
Devious Devuces - Expansion - latest release
If using the CCOR or OBIS versions you also need their required mods.
Plus any other mods the above require.
If using Captured Dreams the current version is fine (has finishes from v4 listed though)
If using DD Equip it must be v2.00+ and you must use the option in its MCM menu to register the tags or they will not be picked up.

 

Issues and Compatibility:
Since npc's are handled one at a time it may take some time to equip all of them when entering a city for the first time with the equip rate set to a high percentage. There is an option to enable notifications about npc handling. You can also see the current queue on the last page of the MCM, if this is not going down use one of the options to start the queue moving again. There is also an option to put in a pause between npc's having items equipped if you encounter overload issues when equipping a large number of items on a large number of npc's

 

If you see the error from Devious Devices while the npc's are being processed it is due to the fact that the npc changed from a valid to invalid npc. Click OK and it should continue as normal.

 

 

 

Versions
 


v1.0
Use the compatibility patch if using Cloaks of Skyrim.

 

v2.0
Adds items from Assets / Integration v 2.7

 

v2.1
Added missing scripts to installer for Dragonborn option.

 

v2.2
Updated installer, should now install all the files needed.
v2,3
Skipped. I had it ready to go, was doing some testing before I made additional changes. Named new one before realizing this wasn't up yet.

 

v2.4
Fixed properties issue on Non Dragonborn esp
Added missing blindfold commands to scripts

 

v2.6
Removed the use of Plug sets
For women the plugs are generated randomly for each type so they may or may not be the same
The Males will only get anal plugs

 

v2.7
Added rings to additional outfits so nearly everyone can have them (CCO patch not updated as of yet)
Added check to scripts for compatibility with Skykids and other mods that use adult outfits on children to keep children from getting items

 

v2.71
Fixed broken properties.

 

v2.8
Added the correct DD - Cloaks esp file (without DB listed as a Master)
Added the Cloaks + WIC patch to the installer
Added a patch for OBIS and included it in the installer
There are no script changes or any changes to the core esp

 

v 3.03 Beta
Complete rewrite of mod.

 

v 3 RC 2
Adjusted equip order for some items
Added debug options to MCM menu
Added support for DD Equip v2.00
Added support for OBIS and CCOR

 

v3.00
Sped up the equip process vs the Release Candidate.

 

v3.01
Fixed the issue of invalid actors stopping the processing, it will now properly skip them and move on to the next actor.

 

v3.02
Added failsafe to work queue, if an npc takes too long it will be dropped and a new one selected.
Added ability of npc's to get keys even if they don't get other items.

 

v3.03
Made failsafe timer adjustable via MCM menu

 

v3.04
- fixed issue of men getting items when not supposed to
- fixed array issue on material types for leather/ebonite items
- made changes on storing npc's for processing so it should cause less of a delay when entering an unprocessed cell

 

 

 

 

 

 

Thanks to Aelie for the scriptwork from FtM II which I was able to build upon for the menu's for FtM 3.


  • Submitter
  • Submitted
    10/28/2013
  • Category
  • Requires
    Devious Devices - Integration, Expansion and all of their requirements
  • Special Edition Compatible
     

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Edited by Veladarius
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Nice work. Let me know if you need any other options included in Integration.

 

I don't think there is anything else I need added. The hard part is going to be adding them to outfit lists since Wrye Bash won't do anything with them. Luckily few mods change the outfit lists so compatibility issues are minimal and I am doing some tests now with the belts from the Assets mod.

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Nice idea. However after going through one bandit dungeon it feels a bit too much. At least half of the bandits seemed to carry one of the sets with them. I think it would be nicer to have that number around 10%. Also, how about separating the keys from the rest of the sets so they'd have their own list?

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Nice idea. However after going through one bandit dungeon it feels a bit too much. At least half of the bandits seemed to carry one of the sets with them. I think it would be nicer to have that number around 10%. Also, how about separating the keys from the rest of the sets so they'd have their own list?

 

I have been considering separating out the keys so you would get either keys or a belt and items. As for getting a lot of the items I have had some areas have none and others a lot but I can reduce the chance to get items.

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Since Min has released the new version of Devious Devices - Integration I will start adding them to outfit lists for npc's. Any thoughts on how often they appear? On civilians the items will be based more on social class as to what they have where bandits and such will be based on how it is now.

 

BTW, if you are using LSAR (here: http://skyrim.nexusmods.com/mods/5564/?) the belts replace the skirts (still wear the bodice) so the belts are on display.

 

Edit:

 

Pic from testing out adding to outfit lists (currently adds to everyone while testing)

 

 

 


post-101267-0-58333300-1383055701_thumb.jpg

 

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I have tested out adding items to npc outfits and it works pretty well. The only real issue is getting named npc's to update if you have already been near enough for them to load. So far the only ways I have been able to get them to update is to resurrect them in the console as it resets them (and reloads their outfit). Unnamed and generic npc's update constantly so there is no real problems there.

 

Currently I am working on the release build of the lists and wanted to ask if people wanted the Padded Bra included in outfits for citizens since the tend to clip quite a bit. I am not sure if the clipping bothers people or not. The other question is do people want a high or low chance to see them locked up? Since I will be building different lists for different classes of citizens and npc's such as bandits it can vary from group to group. Sets for different social classes of npc will be the same (or have minor variation) where bandits and such will be based mor on enemy level as it is now.

 

The only other issue I foresee is with Wrye Bash since it wont merge anything with outfits. I have found very few mods that actually change those but I will see what I can do for compatibility.

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Version 2.0 is out and adds items to the outfit lists. Nearly all NPC's have a chance to have a belt set except soldiers and guards. There are a few named NPC's that were missed as they probably don't use an outfit list but have one custom to them.

 

You might want to reverse engineer or ask the author of this mod: http://skyrim.nexusmods.com/mods/42662/? Dynamic loot. Figure out how they built their loot script since it's clean and doesn't cause any problems like CTDs, and can be in a game filled with scripted mods without throwing an error. So this mod wont need compatibility patches and will have adjustable belt drop rates for people who want the belts to show up more or less. Plus they wont need to resurrect NPCs for the belts to show up in older games that didn't start with this installed.

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Compatibility Patches for 2.0v

Merges the outfit lists. Npcs will have cloak/scarf + belt.

Covers: Cloaks of skyrim, Winter is Coming, and Scarves of Skyrim so far.

 

 

Wow, that was fast. Did you use a program to do that or was it manually done?

 

 

Just whipped it up in Tes5Edit. Mostly manual because I'm anal about dirt edits lol.

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Version 2.0 is out and adds items to the outfit lists. Nearly all NPC's have a chance to have a belt set except soldiers and guards. There are a few named NPC's that were missed as they probably don't use an outfit list but have one custom to them.

 

You might want to reverse engineer or ask the author of this mod: http://skyrim.nexusmods.com/mods/42662/? Dynamic loot. Figure out how they built their loot script since it's clean and doesn't cause any problems like CTDs, and can be in a game filled with scripted mods without throwing an error. So this mod wont need compatibility patches and will have adjustable belt drop rates for people who want the belts to show up more or less. Plus they wont need to resurrect NPCs for the belts to show up in older games that didn't start with this installed.

 

 

I will take a look and see if this is adaptable or not. As for NPC's using the items the best place for them to be added is the outfit list otherwise if something happens and it triggers for them to reload their outfit the belts won't load. Thanks for the info on this.

Link to comment

 

I will take a look and see if this is adaptable or not. As for NPC's using the items the best place for them to be added is the outfit list otherwise if something happens and it triggers for them to reload their outfit the belts won't load. Thanks for the info on this.

 

That's why I suggested Dynamic Loot as a template since NPCs equip the items that are placed by the mod. Honestly you should just ask the author. I've seen a few modders try the dynamic inventory scripts but few got it past the bugged phases. 3Jiou did which is impressive in it's own right. Varakz who make the ZF Primary Needs mod would be another person to ask, having made a dynamic inventory script himself. The SoS team has made one but haven't hear from those guys in a while.

 

It's weird that we don't have a script resource section on this site considering how heavily we rely on them lol.

 

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Looking at the Dynamic Loot mod the problem I see is how often does it run on the npc's especially named or unique ones? If it runs on named npc's whenever you see them and had a chance to add the items eventually everyone would be belted unless you made it so it would remove items then the people who were belted would change constantly.

 

The reason I ended up using the Outfit lists is that it did not directly change an NPC (would not override beauty mods or others that directly changed npc's) or require adding a layer to the leveled lists for armor (would have to rebuild every curiass leveled list risking being incompatible with other armor overhaul mods) or not having any npc use them (npc's wont use items added to loot lists).

 

One of my other prerequisites is that I could get it to work in my game since I run a ton of mods (currently at 242 esp/esm's even with combining and merging mods) and is at the edge of stability.

 

As I have found out today named and unique npc's only refresh their outfits if it is taken from them. This explains why people have problems changing follower outfits without them changing back. This can be an advantage as any npc with a belt can have the rest of their clothing removed/replaced without them resetting so they will wear whatever with the belt or just the belt.

 

I am going to try to find a way to be able to reset npc's once as a group(s)

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  • 2 weeks later...

I was testing out your add-on, Veladarius, and everything seemed to work well for me!

The only thing I noticed was your folder layout when extracting the mod.  Effectively its folder -- same name folder -- data, scripts, whatever.

 

That tends to screw with some mod managers a bit, would it be possible to cut out that "middle" folder if/when a next release comes about?

Otherwise, great stuff!  

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I was testing out your add-on, Veladarius, and everything seemed to work well for me!

 

The only thing I noticed was your folder layout when extracting the mod.  Effectively its folder -- same name folder -- data, scripts, whatever.

 

That tends to screw with some mod managers a bit, would it be possible to cut out that "middle" folder if/when a next release comes about?

 

Otherwise, great stuff!  

 

Mine has the Named folder then the data folder. If it is one with scripts it is probably the Integration mod as that as a number of them. I'm glad you like the mods as Zadil and Min have done a great job on these, my part was somewhat easier.

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I was hand waving, I didn't really remember what was in the folders.

 

What I meant is it goes:

 

Devious Devices FtM DB 2.0

Devious Devices - FtM Outfits DB

Data Folder

 

My mod installer gets confused with the second folder, as it finds nothing it in.

For comparison, I think Min's Integration goes:
 

Devious Devices v2.02

Interface/Meshes/Scripts folders

 

And you take too little credit!  Its pretty crazy to find three different people working loosely around the same mod, but its making awesome stuff!

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I was hand waving, I didn't really remember what was in the folders.

 

What I meant is it goes:

 

Devious Devices FtM DB 2.0

Devious Devices - FtM Outfits DB

Data Folder

 

My mod installer gets confused with the second folder, as it finds nothing it in.

For comparison, I think Min's Integration goes:

 

Devious Devices v2.02

Interface/Meshes/Scripts folders

 

And you take too little credit!  Its pretty crazy to find three different people working loosely around the same mod, but its making awesome stuff!

 

I think I understand what you are saying. I don't really need the initial folder just the data folder with the esp's in it, is that correct?

 

I started playing around with adding the belts to people when Zadil first released his mod. Once Min released his with the scripting for locks I switched over to adding those and we started working together.

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Folks,

 I would like to install for the masses now that i have most of DD working. chuckle chuckle !!

I am unsure as to how many files i need to install.

There are 2 for the masses and 2 more Ver 2.0?

Do i need all 4 files? is there a preferance as to which files are installed first?

( I use NMM for almost all installs)

thank you,

sachs

 

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There are a few different versions that I made: v 1.1 just adds them as loot to bandits and such while v 2.0 also adds them to outfit lists so people wear them. If you have the Dragonborn DLC download the version with DB you wish to use. There are 2 files in the zip: a main file and a merge file. Activate the main esp as normal, if you use a bash patch created by Wyre Bash the use the merge patch as well (rebuild the patch and the merge file will be merged into it so the items show up in loot properly).

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