drm_wayne Posted February 5, 2018 Share Posted February 5, 2018 THe SuckerChair is indeed abit "buggy", after fast-traveling back to my "Torture Home" the chair is misplaced, but it can be fixed by storing / replacing it via workshop. Everything else works fine, but i would like to see a working furniture with the Hanging Cage and the Cage AnimObject Idle Link to comment
Vader666 Posted February 6, 2018 Share Posted February 6, 2018 7 hours ago, drm_wayne said: THe SuckerChair is indeed abit "buggy It seems the collision is faulty, it's either too less weight or false settings. Though this should only cause issues when placing it on uneven surface. I'll take a look at that. Link to comment
drm_wayne Posted February 8, 2018 Share Posted February 8, 2018 Also the HandCuffs are not aligned with my character, they are floating in the air. Also i cant find the Institute Handcuffs, are they not added yet or i am missing something? Link to comment
Vader666 Posted February 8, 2018 Share Posted February 8, 2018 13 minutes ago, drm_wayne said: Also the HandCuffs are not aligned with my character, they are floating in the air I made these just for testing some stuff, they're not meant to be used and will be gone from version 2.0 onwards. 14 minutes ago, drm_wayne said: Also i cant find the Institute Handcuffs, are they not added yet or i am missing something? These are not part of this mod. They are part of the DeviousDevices. Link to comment
Jehuty599 Posted February 8, 2018 Share Posted February 8, 2018 4 hours ago, Vader666 said: I made these just for testing some stuff, they're not meant to be used and will be gone from version 2.0 onwards. These are not part of this mod. They are part of the DeviousDevices. Well that's a bummer, I was using those cuffs, or rather the animation attached to them. What I did was delete your cuffs model/mesh using NifSkope, and this tutorial...(https://www.youtube.com/watch?v=1SfAz0hcuwA). That way when I equiped your cuffs in her inventory she would put her hands behind her back like she was wearing them, then I would equip these handcuff bracelets (https://rd.nexusmods.com/fallout4/mods/16302) to simulate actual working in game handcuffs model. But now that your going to be taking them out I guess I'm stuck using the older versions . I wouldn't mind using DeviousDevices if they didn't have the locking/key mechanic scripts, that thread has alot of people getting restraints stuck on there characters, I'm kind of fearfull of it messing up my game saves. If they are not meant to be used, will they cause any issues if I continue to use them? Link to comment
Vader666 Posted February 8, 2018 Share Posted February 8, 2018 21 minutes ago, Jehuty599 said: I was using those cuffs, or rather the animation attached to them. What I did was delete your cuffs model/mesh using NifSkope, and this tutorial...(https://www.youtube.com/watch?v=1SfAz0hcuwA). That way when I equiped your cuffs in her inventory she would put her hands behind her back like she was wearing them, then I would equip these handcuff bracelets (https://rd.nexusmods.com/fallout4/mods/16302) to simulate actual working in game handcuffs model. It would have been easier and quite a lot "cleaner" to just add the script thats firing the animation to whatever wearable you want using the CK. 30 minutes ago, Jehuty599 said: If they are not meant to be used, will they cause any issues if I continue to use them? Besides the possibility of visual odditys, no. Link to comment
Jehuty599 Posted February 9, 2018 Share Posted February 9, 2018 4 hours ago, Vader666 said: It would have been easier and quite a lot "cleaner" to just add the script thats firing the animation to whatever wearable you want using the CK. Besides the possibility of visual odditys, no. I wish I was able to do that, but I am no good at using the CK, every time I open that thing up I feel completely lost. I'm actually surprised I was able to delete the cuff model using NifSkope as I am clueless when it comes to using that as well . After about four hours of fiddling around and failing...LOL, I happen to stumble across that tutorial and was thrilled at the results in-game. As long as I'm not breaking anything in my game, I'm happy ...Thanks for the great mod BTW, I'm really enjoying it. Link to comment
Jojimbo Posted February 15, 2018 Share Posted February 15, 2018 I like the new suckerchair even if it likes to topple over sometimes but is the animation supposed to restart at some point? or does the npc just sit there unlocked until they're reassigned? it'd be nice to just leave them to their fate but either way I like the flavor this mod adds to my raider settlements. Link to comment
Vader666 Posted February 16, 2018 Share Posted February 16, 2018 10 hours ago, Jojimbo said: is the animation supposed to restart at some point? or does the npc just sit there unlocked until they're reassigned? The Sequence only starts when an actor sits down in the chair, so no restart. Link to comment
command88+ Posted February 26, 2018 Share Posted February 26, 2018 Will you add something like a sybian in the future? 1 Link to comment
SRckt98 Posted March 3, 2018 Share Posted March 3, 2018 So I can't seem to get TD to work. Every time I try to use it the Papyrus log is just full of errors saying it can't find the scripts (despite the fact that they are right there, in the folder, I can see them...). About the best I can get to happen is with the build in handcuffs I can get my hands to hide....that's it. Still just lots of "Cannot open store for class xxx, missing file?" whenever it tries to load a TD item. Halp? Edit: I've tried clean installs, reinstalls, reverting to previous versions of FO4....just about everything. Log attached for reference. Papyrus.0.log Link to comment
Jappa123 Posted March 3, 2018 Share Posted March 3, 2018 Hello! Great mod! but i have a question any plans for better armbinder animations? i mean current animations looks super weird for me and some body parts looks hmm "stretched?" maybe wrist cuffs animation but for armbinders(like in skyrim if im not mistaken) Link to comment
SRckt98 Posted March 3, 2018 Share Posted March 3, 2018 15 hours ago, SRckt98 said: So I can't seem to get TD to work. Every time I try to use it the Papyrus log is just full of errors saying it can't find the scripts (despite the fact that they are right there, in the folder, I can see them...). About the best I can get to happen is with the build in handcuffs I can get my hands to hide....that's it. Still just lots of "Cannot open store for class xxx, missing file?" whenever it tries to load a TD item. Halp? Edit: I've tried clean installs, reinstalls, reverting to previous versions of FO4....just about everything. Log attached for reference. Papyrus.0.log So it seems NMM doesn't like installing TD. I installed with MO2 and it worked out of the box....weird. Link to comment
Wonko486 Posted March 4, 2018 Share Posted March 4, 2018 5 hours ago, Jappa123 said: Hello! Great mod! but i have a question any plans for better armbinder animations? i mean current animations looks super weird for me and some body parts looks hmm "stretched?" maybe wrist cuffs animation but for armbinders(like in skyrim if im not mistaken) Armbinders and such would be devious devices. Torture devices add furniture that "tortures" folks. But I get the idea behind confusing them, it's all just another form of torture, after all. Link to comment
Jappa123 Posted March 4, 2018 Share Posted March 4, 2018 9 hours ago, Wonko486 said: Armbinders and such would be devious devices. Torture devices add furniture that "tortures" folks. But I get the idea behind confusing them, it's all just another form of torture, after all. I know but TortuteDevices provides animations for dd stuff - 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 - 1 Alternative Movement Animation- 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 Link to comment
Vader666 Posted March 4, 2018 Share Posted March 4, 2018 21 hours ago, Jappa123 said: i mean current animations looks super weird for me and some body parts looks hmm "stretched?" Unfortunatly the Body and the Rig were never meant to perform those "extreme" poses, which is why they aren´t looking very well. But i´ll see how far i can get. Link to comment
Jappa123 Posted March 4, 2018 Share Posted March 4, 2018 18 minutes ago, Vader666 said: Unfortunatly the Body and the Rig were never meant to perform those "extreme" poses, which is why they aren´t looking very well. But i´ll see how far i can get. Cool! btw is anything changed in terms of ball gag animations are they still impossible to do ? Link to comment
Vader666 Posted March 4, 2018 Share Posted March 4, 2018 28 minutes ago, Jappa123 said: in terms of ball gag animations are they still impossible to do ? I haven't heard of anyone who managed to get this working. Link to comment
Jojimbo Posted March 10, 2018 Share Posted March 10, 2018 On 16/02/2018 at 8:23 AM, Vader666 said: The Sequence only starts when an actor sits down in the chair, so no restart. Hey thanks for the reply. Would setting the animation to loop be something easy to change in the CK for someone that has never really used it? or is it an adventure into the dark recesses of scripts and other arcane places? Link to comment
Vader666 Posted March 10, 2018 Share Posted March 10, 2018 3 hours ago, Jojimbo said: or is it an adventure into the dark recesses of scripts and other arcane places? You need to make changes to the script in order to loop the sequence. And because the player gets locked while the sequence is running, you need to deal with that too. An infinitely locked player because of a looped sequence is not very fun to have. Link to comment
Jojimbo Posted March 12, 2018 Share Posted March 12, 2018 On 10/03/2018 at 1:58 PM, Vader666 said: You need to make changes to the script in order to loop the sequence. And because the player gets locked while the sequence is running, you need to deal with that too. An infinitely locked player because of a looped sequence is not very fun to have. Aha I never considered the player using it, that's fine. Thanks for the reply. Link to comment
Meepa bop Posted March 20, 2018 Share Posted March 20, 2018 Uh how do I actually handcuff people or use the institute handcuffs I cant get it to work just please put a thing saying the command or whatever I need to do. Link to comment
bstylez Posted March 24, 2018 Share Posted March 24, 2018 If I have my actor/npc hands tied in the front already is there another way to make their hands go behind the back instead of it being random every time I equip the handcuffs? I'm not too familiar with the whole keyword thing? Is that a another separate program i need to use to active the keyword or just a console command I'm not aware of? Thanks for the mod, I really enjoyed it. Hope to see more! Link to comment
Vader666 Posted March 25, 2018 Share Posted March 25, 2018 On 24.3.2018 at 9:08 AM, bstylez said: is there another way to make their hands go behind the back instead of it being random every time I equip the handcuffs? Currently there is no "easy" way other than that. You can use console commands for removing the keywords of the current anim, add the keywords for the ne anim and change the animarchtype back and forth, but thats quite a hassle everytime you want do have a specific anim. Link to comment
master6sic6 Posted March 26, 2018 Share Posted March 26, 2018 I'm having a bit of trouble binding 3 npcs to the 3pPole is there a script line I'm missing to input or something else? Link to comment
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