Popular Post Kimy Posted February 23, 2017 Popular Post Share Posted February 23, 2017 Devious Devices View File -----------------------------------------------------------------------------------------------Devious Devices - A Bondage Framework for Fallout 4  Code By Kimy, using some design ideas from Min's DD implemention for Skyrim.Additional code by AG12.Devious Devices Art assets by Zadil, Koffii, Pincopallino and Heretical.Additional art assets by DixiePig, Vioxsis, Newmiller, HisDudeness, Vader666, mxwqtkl, Dasha and Nytesorrow.Fallout 4 conversion of Skyrim art assets by Bumex-----------------------------------------------------------------------------------------------  DESCRIPTION  Devious Devices is a collection of restraining devices and toys to torment your Nora, including, but not limited to: chastity belts, collars, cuffs, vibrators, gags, and even hobble skirts! And don't worry about wiggling out of them: All devices lock in place, and only the correct key can open the locks! And these devices don't just look restrictive, they ARE! These handcuffs really lock your hands on your back and make you unable to fight. Running in leg irons? No way! And yes, wearing a gag will make you speak gibberish!  NPC Support: Yes, it works with the other denizens of the Wasteland, too. Is Preston asking you to save yet another settlement you couldn't care less about? Just gag him and shut him up!  Intuitive Interfaces! - No need to use spells, or batch files or other quirky methods to enjoy these devices! Just click them in your inventory and choose what you want to do with them via the easy to use interaction menu!  Framework! - Want to create your own bondage mod? Kinky quests? Custom restraints? DD is providing all needed functionality for that, so you don't have to! Want to create custom bondage items? Just make your item use the DD scripts and customize dozens of properties to your taste and create your own toys without writing one line of code! Items with custom keys? No problem! Multiple locks? For sure! Timed locks? You bet! Cuttable material? Yep, got that, too! Impossible to struggle out from? Check! Override animations? Just tell the item which ones to use, or create your own! Items that cannot be removed as long as another is locked on? Yes, even that! And if all of that isn't enough, create your own spell effects and add any number of them to your item. If you think it can't be done, think again!  REQUIRED MODS  - All DLCs (And please don't ask for a non-DLC version. I won't make one.)- CBBE Body - http://www.nexusmods.com/fallout4/mods/15/?- Bodyslide and Outfit Studio - http://www.nexusmods.com/fallout4/mods/25/?- Armor Keyword Resource - http://www.nexusmods.com/fallout4/mods/6091/?- Torture Devices - http://www.loverslab.com/topic/68652-torturedevices/  INSTALLATION  1. Install the NEWEST versions of ALL requirements listed above using your favorite mod manager, including THEIR respective requirements.2. Install this mod with a mod manager of your choice.3. Run Bodyslide and batch build all assets using the preset of your choice.  CONFLICTS  General: The point of this mod is locking the player character in restraints hard to remove. This feature might cause issues with other mods not expecting the character to wear non-removable items. Known issues will be listed in this section. Feel free to report incompatibilities in the support thread.  No other conflicts known at this point.  KNOWN ISSUES AND LIMITATIONS The items do not have world/ground models. I don't have world models I could use. Gags do not change an actor's expression and do not force them to open their mouth. That's currently not feasible to do (at least not that I'd know of). For that reason, the panel gag works best. Some of the items might clip with others and with clothing. There is currently no way to dynamically hide armor on a character. The code is currently not attempting to catch brute-force removal of DD items via UnequipAll(). This command, if used on the player without other precautions, breaks the game anyway, as it stips the PipBoy from the player as well. I don't expect mods to widely use it. I will deal with it down the road in case I have to. Some API functions work on the player only, not NPCs (e.g. RemoveGenericItemByKeyword). This is due to a scripting lanaguage limitation. As a consequence, modders need to keep track of what they are equipping on NPCs, if they want to remove the items later on.  PERMISSIONS You can NOT post this mod or any of its parts (including any derived works) outsides of LL without my explicit permission. You can NOT incorporate any of my code in any for-profit project (Donations/Patreons are fine as long as they are strictly voluntary and don't offer the donor any tangible advantage over non-donors) You can NOT incorporate any of my code in mod that's going to be uploaded to Bethesda.Net and/or made available for consoles in any other way. You can NOT use any of my code in a closed source project. No exceptions, ever. No need to ask for permission either. I won't give it. Even in my wildest dreams I can't think of a good reason not to publish a mod's source code. You can NOT publish a fork of this mod (as in using it as a base for a project offering similar functionality) without my permission. That includes porting it to other platforms/games. You CAN otherwise use my code for your own projects as long as you include all source code with your distribution and allow others to use your own code in a similar fashion. And give proper credit where it's due. All above rules still apply! Legacy clause: If I can no longer be contacted for a sustained period of time despite sincere efforts to do so, I grant the LL staff permission to assign a new maintainer to Devious Devices to update it with fixes and feature enhancements. In case this clause is invoked, I do reserve the right to request back maintainer status of the mod at any time for any reason, though.  For all third party assets used by this mod (namely art assets, see credits section), all conditions set by their original creators apply instead. Please contact the respective author for further information on permissions etc.  FOR MODDERS  Please refer to the documentation in the archive!  DIFFERENCES BETWEEN FALLOUT 4 DEVIOUS DEVICES AND SKYRIM DEVIOUS DEVICES  There are actually quite a few of them. Some are owed to FO4 being a different game with different capabilities. Some are lessons learned from years of developing for Skyrim DD. Generally, DD for FO4 is not really a 1:1 port of Skyrim DDI, it's more a reimplementation. In particular:  Stuff that's different because of game differences and/or scripting limitations: Unlike Skyrim DDI, effects and relations between devices aren't hardcoded in Fallout 4 DD. Not a single one of them is. All effects, without any exception, are set via item properties and/or keywords. E.g. if you want to create a custom plug and want them to be unable to be removed from a character wearing a chastity belt, you will have to assign the relevant item properties, or the code will ignore it. You can even make gags that don't prevent you from speaking or corsets that make you blind. Because even these effects are not hardcoded for the device types. Unless you tell the code otherwise, a device is just a lockable thing that by itself doesn't do anything except cling to you. Skyrim DDI's approach to creating custom items was objected oriented inheritance: You would inherit the base script and override/add what you wanted. FO4 DD's approach is making everything customizable via script properties and hardcode as few features as possible. This approach should make writing custom code unnecessary almost 100% of the time. Since every item can have an arbitrary number of spell effects attached to it, there is practically no limit to what you can do. There are only limited global user settings affecting item difficulty or behavior in FO4 DD. There never will be any customization options allowing shutting off any features of the device system entirely. Everything influencing item behavior is determined on the device level. This is putting all control in the hands of the modder, where it should be. The settings can be vastly different from item to item. E.g. one item can have a 20% chance to break the key, another can have 0%. The user can apply a modifer to generic items, but a device designed to be punishing will always be punishing in relation to others. Which makes item behavior predictable for modders using the framework - the item will behave exactly the way it was designed! On the flip side, it puts also more responsibility on the modder, not to create unfun features or devices that users will generally end up hating. DDI had a tag-based item database for randomly picking restraints. I do not plan to implement this feature. There is a function in this mod that can pick random devices from formlists. It's not quite as powerful as DDI's tag database, but for most applications it will do its job just nicely. The FormLists are exposed to the API, so 3rd party mods can add their own devices to it! FO4 DD has only one blindfold mode, that's equivalent to Leeches mode in DDI. No other blindfold modes are planned for the framework. The player can NOT set the blindfold strength. The modder can. But even the strictest setting still allows you to navigate your environment. The compass is still there, too. The framework blindfolds are a lot less punishing than their counterparts in DDI. There is no hardcoded event system either. If you want devices to trigger reoccurring events, create a magic effect running a timer and add it to the correct device property. Refer to the implementation of the Plug Vibrate effect to see how to do that. Most of the old events did not get reimplemented because they did not do much, except displaying a text. The dreaded corset implementation is gone and won't be back. The price for that is serious clipping of corsets with most chastity belts, but I prefer that to non-working scripts and broken item states all over the place. There are special chastity belt add-ons for use with corsets. They don't clip. Vaginal piercings did not get implemented and likely never will. This item type was underwhelming in Skyrim (yet another vibrating thing that barely can be seen on the character...) Plugs trigger vibrate effects and that's all the vibrations you will ever need! There is only one class of hand restraints in FO4 DD. Armbinders, yokes, shackles, handcuffs and all other types of wrist restraints share one item type. Which means that characters cannot wear handcuffs and armbinders at the same time, unlike in DDI. Yes, I know that in real life it's possible to put a handcuffed person in an armbinder for additional giggles, but this little drawback made the implementation of wrist restraints so much more efficient that it's not even funny. Generally: The code allows you all sorts of freedom, but you need to be responsible with it. If you create a quest restraint with only one key in the entire world that can unlock it, and then set the key break chance to 90%...don't complain about angry users laying siege to your support thread!  FAQ:  Q: How to best report any issues with Devious Devices?A: Post your issue in the support thread and describe what happened, and how. In enough detail that I might have a chance to understand what went wrong there. Oh, and post a Papyrus log if you can. While I might be able to guess the cause of your problem every now and then, chances are that I will never find out what went wrong unless you provide me with the log. DO NOT PM ME WITH SUPPORT REQUESTS!!!  Q: I have this and that problem with an older version of Devious Devices.A: Please don't ask me about older versions. Ever. I release patches for a reason. Use them! Some of them even might have fixed the exact bug you're reporting to occur in your ancient version of this mod. Only the newest version is supported at any time. Don't post any questions in the support thread unless you're running the -newest- version of this mod AND all of its requirements.  Q: I have a support question and wonder if I should PM it to you.A: Please, PLEASE do NOT use PMs for support issues and bug reports. I might/will ignore them and delete them without responding to them! Support requests belong in the support thread and nowhere else, so other people having the same issue can see the reply as well, or even help each other, so I don't have to answer ALL questions people might have.  Q: I love this mod and want to support you. Can I?A: It would be very much appreciated! I have a Patreon set up if you want to tip me: https://www.patreon.com/kimy  Q: Can I suggest new features?A: Absolutely! I have implemented a lot of user-suggested features in my mods and I will continue doing so. But please understand that I cannot implement them all and that some others I really just won't like enough.  Q: Will this mod ever support male player characters?A: Male player characters will never be officially supported. Blame it on me being lazy or on the general lack of interest of the LL community in DD support for males. It's also just fair, because the gaming industry is making me play guy characters in their games all the time and I don't like that either. Some of the items offer male models at their creator's discretion, in which case I might add them to DD, so that they can be used on male NPCs. But I will not ever give any sort of guarantee that any particular item will work on males, and I will never test or design any feature of this mod with male characters in mind.  Q: Why are the bundled items changing my body when equipped? Why are some items invisible? Why is everything so messed up???A: Use Bodyslide, Luke! It's listed in the requirements for a reason. You need to actually build the assets with Bodyslide!  Q: Is this mod compatible with <obscure mod you found in a remote corner of the internet and nobody else but you ever seems to use>?A: Ummm...I dunno.. You tell me! I list all known incompatibilities in this ReadMe, but there are really a lot of mods out there, and I can't possibly test them all.  Q: Why don't you add <items from this and that other restraint mod available on LL> to DD's item library?A: If the other mod has been out on LL for more than a couple months and I haven't added the items, chances are that I don't like them enough and/or their creators didn't give me permission.  Q: Can I translate your mod?A: I'd feel honoured, but please re-post only the files needed for the actual translation, as a patch with a link to the offical mod! Do NOT re-distribute the entire mod. If you want to post the translated files outsides of LL, please ask for permission first. I am likely to give permission for non-English speaking communities outside of the EU or NA and very, very unlikely otherwise. I also reserve the right to pack any translated files with the main mod and distribute it as part of DD.  Q: I found this awesome model that would be a perfect fit for a DD item. Will you include it?A: I will not put in anything in DD that doesn't support CBBE Bodyslide. The model AND the sliders obviously also need to come with permissions to freely include and distribute it in 3rd party mods. If it does, feel free to suggest it!  Q: How can make this mod not ever hide the PipBoy? I want to use my own PipBoy hider mod!A: Set DD_PipBoyAlwaysHide to -1. This will completely disable the hider feature. Warning: Some restraints will look extremely silly with the PipBoy not hidden. Use this only if you have the PipBoy permanently hidden by another mod and do NOT use this setting when DD's hider feature is currently active.  Q: Where can I get the items in game?A: There is a vendor in Goodneighbor, in the Memory Den. She can sell you restraints and (standard) keys. Her name is Kimy!  Q: Can I craft the items?A: Yes! Make a restraint workbench (found in the workshop menu)  Q: Can I craft keys?A: No. Kimy (the NPC) can sell you standard keys. But she knows how desperate locked-up people are to get their hands on a key, so her prices might be a tad obscene.  Q: Will DD integrate with FourPlay?A: While DD content mods might want to be able to trigger sex scenes to enhance their quests, the framework itself has limited reason to. The biggest use-case is providing a means to pick restraints-aware animations for scenes (so that these chastity belts actually prevent what they are meant to prevent), but FP is not yet stable enough to consider adding it as a dependency. I also want to keep DD F4SE free, so I will probably be looking for ways to link to it as a soft dependency or through an add-on.  Q: Will this mod ever support another body than CBBE Bodyslide?A: That's very extremely unlikely. The Skyrim body wars still haunt me, and I am not keen on a reprisal. Unless another body completely takes over the market in the future, I will not even think about it. And I hope none ever will. CBBE is good enough and supports pretty much any imaginable body shape through Bodyslide. There is zero reason for more body mods, really.  Q: How about physics support?A: In contrast to Skyrim, no single physics mod has currently achieved high enough popularity/support to warrant supporting it. Once this changes and physics-supported gear becomes widely available, it will be considered.  CREDITS AND THANKS Min for originally developing Devious Devices Integration for Skyrim, and the design concepts and ideas I used for this mod. Vader666 for making the bound animations in Torture Devices, which are utilized by this mod. Bumex for converting so many Skyrim devices to FO4 for me. You might want to check out his/her awesome clothing pack for FO4 as well: http://www.loverslab.com/topic/72183-fo4-clothing-conversions-from-skyrim-wip/ Zadil for the original Devious Devices Assets, used in this mod with his permission. Fallout 4 conversions by Bumex. DixiePig for the Slave collar and manacles set: http://www.loverslab.com/files/file/2847-not-at-all-kinky-slave-collar-and-manacles/ These items are licenced under Creative Commons (http://creativecommo...y/4.0/legalcode) Vioxsis for the Institute and Vault-Tec slave sets, used as per the general permissions: http://www.loverslab.com/files/file/3362-vault-tec-slave-gear/ and http://www.loverslab.com/files/file/3160-institute-slave-gear/ Koffii for the awesome restrictive set and the yoke, originally made for Skyrim Devious Devices. These items are licenced under Creative Commons. A copy of that licence can be found with the items. Fallout 4 conversions by Bumex. Pincopallino for the bondage mittens, straitjacket, hobble skirts and formal/elegant dresses, originally made for Skyrim Devious Devices Expansion. Fallout 4 conversions by Bumex. Heretical for the chain harness, nipple clamps, shame mask, and pear gag, originally made for Skyrim Devious Devices Expansion and Heretic Resource Pack. Fallout 4 conversions by Bumex. Newmiller for the latex mini dresses and spandex dresses, taken from the Experimental Latex set. The mod recently got reuploaded again: http://www.nexusmods.com/skyrim/mods/72361/? These items are free to use for non-commercial purposes, as long as credit as given. Fallout 4 conversions by Bumex. mxwqtkl for the Shiny Rubber gear, used as per his/her general use permission: http://www.nexusmods.com/skyrim/mods/41534/? Fallout 4 conversions by Bumex. HisDudeness for the Balloon Bondage Mittens and Balloon Hoods used as per the general permissions. Get the original mod here: http://www.loverslab.com/files/file/2819-the-duders-grab-bag-of-fetish-items-wip/. Fallout 4 conversions by Bumex. Volfin for allowing me to bundle the excellent gagged sounds from GagSFX with this mod - http://www.loverslab.com/files/file/794-gagsfx/ Nytesorrow for generously allowing me to use the latex hoods (http://www.loverslab.com/topic/38270-wip-latex-hood/) Dasha for her awesome Devious Toys I partially bundled with this mod in good faith that it's ok to (the assets will be removed immediately in case it is not): http://www.loverslab.com/files/file/2170-dashas-devious-toys/ Fallout 4 conversions by Bumex. All the other current and previous members of the DD Team for their work and contributions! Submitter Kimy Submitted 02/23/2017 Category Other Requires DLCs, Torture Devices, CBBE, Bodyslide, AWCKR 29 Link to comment
Kimy Posted February 23, 2017 Author Share Posted February 23, 2017 Ok, here we go! Â Mind you that this mod is new. Expect some issues. Some features were tested thoroughly. Some not so much (e.g. NPC support). If you encounter bugs and other issues, please report them here! Â In case you are curious, there are almost 130 restraints and toys in this mod. Yes, that's why I was unable to upload it here and had to use MEGA instead. Sorry about any inconvenience this might cause. Link to comment
Reesewow Posted February 23, 2017 Share Posted February 23, 2017 Very awesome to see a huge leap in bringing some of the Skyrim funtimes to FO4, appreciate the hard work from everyone involved. Â This might be the excuse I needed to grab the rest of the DLCs and start a female playthrough at last! Link to comment
brothalynshhung Posted February 23, 2017 Share Posted February 23, 2017 wow thank you very much. im speechless Link to comment
Soroskan Posted February 23, 2017 Share Posted February 23, 2017 Well Done Kimy, well done ! Â Link to comment
Yuni Posted February 23, 2017 Share Posted February 23, 2017 Hooray! Congrats on finally making this. <3 A+, Kimy. *wiggle* Link to comment
kjari Posted February 23, 2017 Share Posted February 23, 2017 same here, kimy has no shop menu :/ Link to comment
torinarg Posted February 23, 2017 Share Posted February 23, 2017 Wow, finally a ballgagged Piper:) Is there any chance of a list of all your devices? it is a little bit of guesswork for me at the moment. Link to comment
dwellerindarkplaces Posted February 23, 2017 Share Posted February 23, 2017 Yay! Well done Kimy! Link to comment
Guest Posted February 23, 2017 Share Posted February 23, 2017 When wearing the straitjacket I noticed that my hands will still appear in 3rd person. I didn't see an option in bodyslide to zap the hands, and prevent them from appearing. Did I miss something, or is this possibly just a bug? Also, I know someone else said this but the NPC Kimy only says hello and wont sell me anything. But otherwise I want you to know that I am so happy that DD has finally come to fallout 4! Great work Kimy! Link to comment
ssonly Posted February 23, 2017 Share Posted February 23, 2017 Great! Waiting for DCL for F4 :-) Link to comment
dibz666 Posted February 23, 2017 Share Posted February 23, 2017 Thank you Kimy Your amazeing.........Im in love the Institute Chastity Belt. Â Thank You Sssssoooo Much!!!! Link to comment
tjuebussen Posted February 23, 2017 Share Posted February 23, 2017 What am I missing? Have the same problem as som others here. When I try to talk to Kimy, she just sais "yeah" and "yes", and nothing else happens. What is supposed to happen? A shop menu? Link to comment
Kimy Posted February 24, 2017 Author Share Posted February 24, 2017 The reason why in-game Kimy might be less than chatty is probably because the mod was installed over an older save and her alias didn't properly fill. Try with a new save and tell me if the problem persists! Link to comment
xarvenius Posted February 24, 2017 Share Posted February 24, 2017 The reason why in-game Kimy might be less than chatty is probably because the mod was installed over an older save and her alias didn't properly fill. Try with a new save and tell me if the problem persists!  i have the same problem, only a helly fro mkimy, no dialog, its a complete fresh install of fo4 with a complete new save and modinstallation  problem persists even with minimum requirements Link to comment
BringtheNoise Posted February 24, 2017 Share Posted February 24, 2017 You need to redo a lot of the plugs, they are distorted. Suggestion: When moving them from the old skyrim cbbe shape to the fallout 4 cbbe shape do not conform to slider. Instead set the slider to edit mode (@ 100 percent) and highlight the meshes you need to move then right click and choose move. This will bring up a box with x,y,z co-ordinates and adjust the location via those 3 sliders and click okay. If the angle is off you can right click and choose rotate, but be very careful with this part of outfit studio... Note: small adjustments to rotation followed by moving items via the move function may be need to line the items up Properly. Note 2: you can reduce your bodyslide package size by a couple of megs by simply unchecking the option to save the reference (cbbe) shape in outfits that do not need a body (like the piercings, plugs, etc). Â You have roughly 180 folders in the shape data folder for the bodyslide part. each of those folders contains a copy of the FO4 CBBE reference body (only about 20 of them need it). That reference body is 974K in size (just under 1 meg). Uncompressed your bodyslide package is 700+ Megs. You can reduce that by roughly 120 to 150 megs just by unchecking the "Copy reference shape into output" when you do the "Save Project As" function in Outfit Studo. Not sure how much that will reduce the ziip file size by, but its a decent amount on the uncompressed side. Â Link to comment
davisev5225 Posted February 24, 2017 Share Posted February 24, 2017 Stuff that's different because I chose to make it different: There are no global user settings affecting item difficulty or behavior in FO4 DD and never will be. Everything incfluencing item behavior is determined on the device level. This is putting all control in the hands of the modder, where it should be. The settings can be vastly different from item to item. E.g. one item can have a 20% chance to break the key, another can have 0%. The user cannot influence this. Which makes item behavior predictable for modders using the framework - the item will behave exactly the way it was designed! On the flip side, it puts also more responsibility on the modder, not to create unfun features or devices that users will generally end up hating.  Please re-consider this. I know I can't be the only person that HATES every default implementation I've ever seen. If this stays, I'll just end up cheesing keys in because my version of fun apparently doesn't match anyone else's. Cheesing keys will also remove a lot of the fun.  Allowing the user to customize device difficulty, key break chances, key drop chances, etc. allows each user to find the perfect balance for themself, rather than rail-roading them into someone else's kinky experience. Link to comment
izzyknows Posted February 24, 2017 Share Posted February 24, 2017 The reason why in-game Kimy might be less than chatty is probably because the mod was installed over an older save and her alias didn't properly fill. Try with a new save and tell me if the problem persists! Â Old save, new save, even new game. Kimy will not give up the loot. Papryus log attached... just in case.. ya never know. lol! Papyrus.0.log Link to comment
Kimy Posted February 24, 2017 Author Share Posted February 24, 2017 I will check Kimy's rude behavior, then! She's supposed to sell you stuff, not sit in a corner and refuse to speak! Link to comment
Kimy Posted February 24, 2017 Author Share Posted February 24, 2017  Stuff that's different because I chose to make it different: There are no global user settings affecting item difficulty or behavior in FO4 DD and never will be. Everything incfluencing item behavior is determined on the device level. This is putting all control in the hands of the modder, where it should be. The settings can be vastly different from item to item. E.g. one item can have a 20% chance to break the key, another can have 0%. The user cannot influence this. Which makes item behavior predictable for modders using the framework - the item will behave exactly the way it was designed! On the flip side, it puts also more responsibility on the modder, not to create unfun features or devices that users will generally end up hating.  Please re-consider this. I know I can't be the only person that HATES every default implementation I've ever seen. If this stays, I'll just end up cheesing keys in because my version of fun apparently doesn't match anyone else's. Cheesing keys will also remove a lot of the fun.  Allowing the user to customize device difficulty, key break chances, key drop chances, etc. allows each user to find the perfect balance for themself, rather than rail-roading them into someone else's kinky experience.   *nod* I realize that this feature (or lack thereof) might be both controversial and surprising for those who remember me creating one of the most complex customizeable mods out there. But here is the logic behind this decision:  I -love- customization. I think I have proven that. Ideally, players should be able to take a game, or mod in this case, and make it their experience by customizing every nook and cranny to their personal tastes. There is no such thing as two people agreeing on what a good game or the right difficulty is. The more options, the better.  Except that Devious Devices is a -framework-. It's not its place to make a statement regarding difficulty. That's up to decide for the people USING the framework to create content. If I allow people to adjust item difficulty on a framework level, I automatically make these settings supercede each and every content mod using the framework. They won't have the chance to make their own decision about how hard or easy an item is to escape from and/or how it behaves. I would decide that for them. Which isn't fair to these mods. The philosophy of Fallout 4 Devious Devices is to put customization in the hand of the modder using the framework. I would love to see lots of content mods each having their own custom items, allowing users to set the difficulty to different levels, so players can play the game they way they want it. But I don't want to make this decision for them, Link to comment
bumex Posted February 24, 2017 Share Posted February 24, 2017 You need to redo a lot of the plugs, they are distorted. Suggestion: When moving them from the old skyrim cbbe shape to the fallout 4 cbbe shape do not conform to slider. Instead set the slider to edit mode (@ 100 percent) and highlight the meshes you need to move then right click and choose move. This will bring up a box with x,y,z co-ordinates and adjust the location via those 3 sliders and click okay. If the angle is off you can right click and choose rotate, but be very careful with this part of outfit studio... Note: small adjustments to rotation followed by moving items via the move function may be need to line the items up Properly. Note 2: you can reduce your bodyslide package size by a couple of megs by simply unchecking the option to save the reference (cbbe) shape in outfits that do not need a body (like the piercings, plugs, etc). Â You have roughly 180 folders in the shape data folder for the bodyslide part. each of those folders contains a copy of the FO4 CBBE reference body (only about 20 of them need it). That reference body is 974K in size (just under 1 meg). Uncompressed your bodyslide package is 700+ Megs. You can reduce that by roughly 120 to 150 megs just by unchecking the "Copy reference shape into output" when you do the "Save Project As" function in Outfit Studo. Not sure how much that will reduce the ziip file size by, but its a decent amount on the uncompressed side. Â Great suggestions. Thanks. Very helpful, specific, and well written. Redid the plugs and sent them to kimy. No distortion at all with plugs on base body with zeroed sliders. Had to leave in sliders for HipsBack, MoveCrotch, etc. for those who use those sliders. Unavoidable distortion there. Â I initially built the bodyslide files without the reference body in the manner you suggested, but all the sliders were being deleted at random from several outfits. Tried again tonight with same results. Works for some, but not with others. Not sure why. Perhaps you might get different results. Let me know if you know the root of this. Â Also the bone weights are a big root of the problem. Sending fixes for that to kimy as well. Link to comment
davisev5225 Posted February 24, 2017 Share Posted February 24, 2017   Stuff that's different because I chose to make it different: There are no global user settings affecting item difficulty or behavior in FO4 DD and never will be. Everything incfluencing item behavior is determined on the device level. This is putting all control in the hands of the modder, where it should be. The settings can be vastly different from item to item. E.g. one item can have a 20% chance to break the key, another can have 0%. The user cannot influence this. Which makes item behavior predictable for modders using the framework - the item will behave exactly the way it was designed! On the flip side, it puts also more responsibility on the modder, not to create unfun features or devices that users will generally end up hating.  Please re-consider this. I know I can't be the only person that HATES every default implementation I've ever seen. If this stays, I'll just end up cheesing keys in because my version of fun apparently doesn't match anyone else's. Cheesing keys will also remove a lot of the fun.  Allowing the user to customize device difficulty, key break chances, key drop chances, etc. allows each user to find the perfect balance for themself, rather than rail-roading them into someone else's kinky experience.   *nod* I realize that this feature (or lack thereof) might be both controversial and surprising for those who remember me creating one of the most complex customizeable mods out there. But here is the logic behind this decision:  I -love- customization. I think I have proven that. Ideally, players should be able to take a game, or mod in this case, and make it their experience by customizing every nook and cranny to their personal tastes. There is no such thing as two people agreeing on what a good game or the right difficulty is. The more options, the better.  Except that Devious Devices is a -framework-. It's not its place to make a statement regarding difficulty. That's up to decide for the people USING the framework to create content. If I allow people to adjust item difficulty on a framework level, I automatically make these settings supercede each and every content mod using the framework. They won't have the chance to make their own decision about how hard or easy an item is to escape from and/or how it behaves. I would decide that for them. Which isn't fair to these mods. The philosophy of Fallout 4 Devious Devices is to put customization in the hand of the modder using the framework. I would love to see lots of content mods each having their own custom items, allowing users to set the difficulty to different levels, so players can play the game they way they want it. But I don't want to make this decision for them,   While I respect your opinion, I do have to object to the bit in red.  You're not making the decision, the end-user is.  And honestly, I feel that's how it should be.  The end-user shouldn't have to re-code and re-compile each and every single mod to their own personal tastes, they should have easy access to those settings and be able to make decisions for themselves.  This isn't a movie, this is a video game and a mod framework, which means the end-user is ALREADY making changes beyond the vision of the developers.  To put it another way, the player is crafting and customizing their own experience rather than passively participating in a pre-existing narrative.  It's quite the odd dichotomy to say "here's something to customize your game with", but then turn around and say "oh, but you'll have to play how the mod developers decide, you don't get a choice".  At best, you're just forcing each mod to have its own customizable difficulty settings, which means making adjustments will be a long, tedious, and inconsistent chore.  At worst, you're forcing the users to re-code mods, which is even longer and more tedious, and requires constant work every time there's a mod update... multiplied by however many mods they have that hook into Devious Devices.  Please consider this before you completely dismiss the idea of keeping difficulty options centralized and end-user customizable. 3 Link to comment
lordgdavid Posted February 24, 2017 Share Posted February 24, 2017 This is Commander Shepard and this is my favourite news in this month. Thank you very much. 1 Link to comment
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