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About naaitsab

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    'Devious devices' related kinky stuff ;)

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  1. The mod author is MIA and no permission == no resource usage. So sadly no. There are some new devices in there, but mostly script optimizations Link is on the post above this one.
  2. Yeah sometimes the packages with the pathing collide. Just Skyrim things. You can try to load a save before the scene. Or teleport Elvira to your position with the moveto command. Halted at the moment, until DD5 is released I'll do a bugfix and DD5 update patch.
  3. Something like a rusty piece of metal between the collar and the 'legs' of the grenade could work. I've honestly got no clue. I can find my way round 2D in a breeze (Photoshop/Premiere etc) but 3D is mostly mumbo jumbo for me. I tried a few tutorials but good "no experience at all" tutorials are unavailable. I'm getting the hang of Fusion360 for my 3D printer but that's something different completely to software 3D modeling. Especially the part of model software -> game You can combine parts in OutfitStudio, so you could try to mod the NIF and import it there. The movement and rotation controls in OS are horrible but it's quite easy to use. Different material files in 1 NIF is no problem but it's 1 material file per "part" of course.
  4. Sure thing, I did add the plasma cartridge as a why not thing. It's quite big already but does blend in a bit. Perhaps removing the coil thing and moving it a bit more on the collar would make it look a bit more 'real'?
  5. Then perhaps the "remote settings" thing could still exist. As the way you describe it as a remote detonator it's not that useful indeed. But things like changing the collar code (purely for "realism" sake) or settings the torture mode on a companion without opening the inventory would be neat. I did separate the box from the collar in Outfitstudio to split the parts so to create a 3-part device partslist to create the collar ingame for my mod. But I'm not skilled with 3D things. Also the scale is a bit of an issue, the core is about as large as the PC's entire head. And even rotating it so it fits between the shoulder and ears would be a challenge. A plasma cartridge could be attached to the collar I think. There is small box on the opposite of the collar that has no icon on it. Perhaps it could replace that? That should be doable in Outfitstudio. The fusion cell is a bit more easy in size bit I couldn't find a decent ingame thing that holds one that can me added to the collar NIF.
  6. Kimy, did you find the time to check the modified gag nif's I posted a few pages back? If it needs some things adjusted let me know so they perhaps are in time for DD5's release
  7. Just an idea that came to mind when reading this. How about adding a "antenna" mod (ingame mod that is) that allows you to register and then connect to these collars remotely? So you can activate companion collars or do stuff like remote detonate if that's not already possible if you boobytrap a corpse that is.
  8. Not currently, I'm waiting for DD5 to be released then I'll update the mod with some bugfixes and changes relating to DD5. Some people mentioned it works on SE without much problems out of the box.
  9. Microsoft ain't EA. I think they are smart enough to see how much the paid modding thing flopped. But as with all things we all rant about, if people still buy the games they will continue that line. Vote with your wallet is the most effective way to counter these things.
  10. The issue most of the time is that the user is not active here anymore also if a mod gets abandoned. And modifying someone elses mod without permission for pure combability sake (e.g. DD Libs calls in scripts) is still a gray zone.
  11. I wonder what Microsoft does with the modding thing. It has been one of Betheda's pro's over the years and I'm sure it helps in keeping it alive after so many years. Skyrim is ported to about everything besides your E-Bike screen over the years and in doing so sold a lot. So I hope this will be enough encouragement to keep the modding open and accessible. Engine based Fallout 4 is a lot better (as far as Beth and better engine go together ) but it's a shame certain elements hurt moddding. Especially the dialogue system, nice for the base game but for a mod it's quite difficult to work with. Also the outfits are terrible, FO5 needs way more armor slots if they want to keep the 'over armor' thing alive. We can only hope and see what the future holds, but for me 50% of a Bethesda experience is the awesome modding scene.
  12. See attached files I've set the shock one as default (replaces the default texture file so keep an eye on this) and renamed the original and included the required Materials file. If you need help setting up the texture replacement for the explosive mod, let me know. And I also upped the resolution to 2k from 0.5K as the vanilla textures are horrible. Photoshop source file is added with a link to the used PNG (free to use of course) Shock mod.7z
  13. I presumed it was something like that indeed. It would be a nice addition to the advanced firmware indeed. I also made a personal retexture for the collar replacing the explosive warning with a shock sign. I you want I can provide the DDS. We could even go as far as adding a texture replacement and tying it to the explosive mod. If that's installed the vanilla warning is loaded/shown.
  14. You can apply both spells and perks silent. With perks (AddPerk) it's silent by default. For spells you sneed to specify it like AddSpell(Spellname, false) Or you can of course use part of the main script to achieve the same with a timer, inputlayer and PlayIdle commands. Spell might be better I think. Just for 'lore' sake and I'm not really a fan of the "Raider terminal" thing personally. Perhaps in the regular firmware it could be renamed to something like 'Punishment Mode' with a small piece of text warning of the function before enabling it. Talking about warnings, if you unlock the regular firmware collar it warns you that this is unadvised, the upgraded firmware does not show a warning at all. Didn't look into this but it just came to mind. Jup, as per Dwemer RobCo magic the gag I custom scripted for a WIP mod surrounding the collar has a special stimpack injector beside the built-in Chem injector
  15. @Kharos small bug (rather a beauty flaw). If you get knocked down by a shock a unnamed perk/spell is applied. Presumably to force the idle. This is not done silent however so it shows half in the notification part of the screen (something like "*blank* was applied") Also there seems to be support for the non-hacked collar to enable torture mode, judging from the made lines in the Terminal and script(s). But besides adding the keyword via Papyrus this can't be achieved via normal ways. Is this a dropped feature? Keeping with the Torture theme, I could not find a way to set or disabled it via the API. So I had to write my own calls. (Enable+Restart timer, set freqency, get frequency and Disable+Restart timer). Perhaps something for the next build? If it helps here is the code I used:
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