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Posted
On 4/23/2020 at 9:31 PM, SkyAddiction said:

 

Oh, something I thought about the other day...

 

SLS has an option to designate boots as high heels based on NiO values. A similar system in DBA could be interesting as an option for characters with "Cinderella feet" sometime down the line since they'd be stuck barefoot, in DD boots, or restricted to using armor sets with high heels. Not sure if that interests you, but it's a pretty cool little feature.

Have a closer look :)

It´s already part of the mod.

Posted
13 hours ago, Rogwar002 said:

Have a closer look :)

It´s already part of the mod.

 

Yeah, I worded that poorly. As far as I can tell, DBA just checks to see if an NiO transform exists. What I meant to say was SLS allows the user to specify the transform value, so say, anything below 5 wouldn't be considered heels if you set it that high.

 

It's not really all that important, just kind of fun. ?

Posted

Hey there.

I've only recently discovered this little gem of a mod and I'm loving it. My character is all curves thanks to it and the breast scaling from MME is much better. 

 

I've noticed that DBA scaling changes might not happen for some time after MME changes the level of milk the player has. There's a big delay sometimes. I have some suggestions in how you can improve DBAs responsiveness to MME breast changes without being script heavy if it would interest you. I've used these methods in SLS so I know they work fine. 

 

1) MME milk gain update (the regular updates MME does to increase the amount of milk a maid has). When the update cycle is complete MME sends a mod event you can use to run your own update on breast scaling. The event is: MME_MilkCycleComplete

2) A little more tricky but when getting milked in a milking machine you can use vanilla events OnSit() and OnGetUp(). And when you sit down in a milking machine (You can filter for a milking machine specifically by HasKeyword(MME_zbfFurniture)), you could begin running regular updates every X seconds to check MME milk levels and adjust breast scaling accordingly. Then stop updates when the player stands up in OnGetUp(). 

3) 1 and 2 should pretty much cover everything. But one of my mods has an event where an Npc runs up and slaps the players breasts. This can trigger milk leaking and a decrease in milk level. Is there an event/function my mod can safely call to get DBA to run an update?

 

If you need any more information let me know and I'll see if I can help. 

 

If you're not all that interested, I understand. Thanks again for the mod :)

 

Edit: Oops, forgot a couple of events that can change milk level. Simply running a breast scaling update a couple of seconds afterwards should be fine:

4) Vibration events from DDi. Can be detected via a mod event it sends: DeviceVibrateEffectStart.

5. Orgasms. Can also be handled by custom mod events. 

  • For SL Seperate Orgasms: SexLabOrgasmSeparate
  • For vanilla Sexlab, probably just HookOrgasmStart

 

Posted

My time is getting more and more limited. I´ll keep the suggestions in mind, but will not promise anything. If someone is willing to write code or even adopt the idea: just do it.

Posted

Not to be used on serious saves: DeviousBodyAlteration v1.4 (29-Apr-2020).7z

I've tested most things but needs long term testing. 

 

DBA should now respond more quickly:

  • on regular MME updates when player breast milk increases/decreases (usually every hour)
  • when being milked in a milking machine
  • on player orgasm events that cause milk leak
  • on vibration events that cause milk leak

Also added two mod events. One to run an update on breast scaling only (which I intended to use for STA slaps) and another to run a full body update immediately. 

 

@Rogwar002

Feel free to incorporate it or discard it as you see fit.

 

Edit: Oh and I should have said:

1. Requires DBA 1.3

2. Can be installed mid game.

Posted

I'm not sure if it's intentional or not, so i will post here: I have ancountered a bug where; if you use beast form (werewolf) and try to roar (default) while having short achilles, you will do the animation most NPC's use when on low HP (the one where they have one hand on the ground while panting), i also discovered that you will stay that way until beast form runs out, wich is kind of annoying considering that beast form is pretty fun to use, the bug i mentioned makes beast form not-fun to use.

 

Beast form is basically disabled by having short achille's wich renders it completely useless.

 

Could it be possible for beast form (werewolf and vampire lord just in case) to not be affected by DBA?

Posted

 

On 5/4/2020 at 8:51 PM, titlover123 said:

I'm not sure if it's intentional or not, so i will post here

I´m doing nothing with animations. I really have no idea, why this should happen. But to be honest: Never tried any beastform with DBA. It would be very helpful if someone could validate the statement from titlover123, otherwise I have to assume the bug you, titlover123, described is not because of DBA.

  • 2 weeks later...
Posted

For me, RND food is not doing what I would expect.

 

My weight always goes up, never down.

 

I decided to put the PC on a diet.

Her weight was somehow up to 99.3, despite starting at 40.

 

She was allowed only water and a small food item each day (no bigger than 0.2).

After ten days, her weight was slightly up.

During that time RND declared her to be "Starving" every day and applied penalties.

 

In the previous period, about 30 days of game time, she had gone from 40 to 99.X, despite rarely eating to "full" on most days.

Posted
7 hours ago, Lupine00 said:

For me, RND food is not doing what I would expect.

Yeah. the Feature is not working as planned. Someday I´ll change that.

Posted

I know the "Enable mod" option, when disabled, is supposed to reset all changes to zero, but I never managed to get it working.  I can even set the recovery to the maximum and progress to zero, the changes will persist.  I know this comment is a bit vague, sorry I can't give you more details right now (just thought about it as the topic popped up).

However, could you maybe provide a dedicated button that would rforce eset every value back to zero ? 

Posted
On 5/16/2020 at 10:59 PM, mangalo said:

However, could you maybe provide a dedicated button that would rforce eset every value back to zero ?

Believe me: Every time you enter the MCM of DBM a reset of the body modifications is done. If you disable the mod, a script is running turning everything to default.

I made a dedicated function to be sure it will reset. Please make a Papyros log and with a running DBA start the game, enter the MCM from DBA and close it. Wait 10 seconds. Enter the MCM disable the mod and close the MCM. Leave the game.

If everthing is working in your game as intended you should find two lines in your Papyrus log:

"DBA: MCM settings changed." (This notification does indicate, you entered the MCM from DBA and left it with or without changing anything)

"DBA: Mod disabled." (This notification is obviously shown whenever the mod is disabled after leaving the MCM Menu)

 

Just to be clear: Whenever those notes are part of your papyrus log, the script (resetAlterations) turning the alterations to default or in another word: to zero was done, because the note is running after this script.

 

All my DBA debug notes start with "DBA:"

 

regards

Rogwar

  • 2 weeks later...
Posted
1 hour ago, sofialoveswe said:

Is there a SE verison to this? :D

No, but people keep telling me it is working in SSE. I can´t give support for SSE, because I don't use SSE.

Posted
On 5/18/2020 at 7:45 PM, Rogwar002 said:

Believe me: Every time you enter the MCM of DBM a reset of the body modifications is done. If you disable the mod, a script is running turning everything to default.

I made a dedicated function to be sure it will reset. Please make a Papyros log and with a running DBA start the game, enter the MCM from DBA and close it. Wait 10 seconds. Enter the MCM disable the mod and close the MCM. Leave the game.

If everthing is working in your game as intended you should find two lines in your Papyrus log:

"DBA: MCM settings changed." (This notification does indicate, you entered the MCM from DBA and left it with or without changing anything)

"DBA: Mod disabled." (This notification is obviously shown whenever the mod is disabled after leaving the MCM Menu)

 

Just to be clear: Whenever those notes are part of your papyrus log, the script (resetAlterations) turning the alterations to default or in another word: to zero was done, because the note is running after this script.

 

All my DBA debug notes start with "DBA:"

 

regards

Rogwar

After some testing, you're right, disabling the mod resets the nodes.  However, the values in the stats tab of the MCM persist.  I would have thought they'd go back to 0, but even when re-enabling the mod, the old values are still displayed.  I'll have to investigate this a bit more

Posted
On 6/1/2020 at 11:09 PM, mangalo said:

After some testing, you're right, disabling the mod resets the nodes.  However, the values in the stats tab of the MCM persist.  I would have thought they'd go back to 0, but even when re-enabling the mod, the old values are still displayed.  I'll have to investigate this a bit more

It is called DEVIOUS body Alteration... there is no way back ;)

My mod still is tracking the changes. There is no feature implemented to reset the values.

hm.... why not?...never occured to me...it's always active in my setup anyway...should there be a feature to reset the values...nope ?

Posted
On 5/16/2020 at 9:55 PM, Rogwar002 said:

Yeah. the Feature is not working as planned. Someday I´ll change that.

I'm hoping even without any realistic needs mod one needs to eat at least twice a week to have any chance of over 30 weight. If not eating it would drop to 0.

Posted
4 hours ago, Rogwar002 said:

should there be a feature to reset the values...nope ?

That's so cruel, devious you could say :bawling:

 

I'm not really trying to escape devious situations here, it's just that my game is such a mess with various mods interacting with nodes that sometimes a cleanup is required.  It's the same with Devious Devices, it has an option to remove every devices.  I don't use it when I'm locked up, but it's handy in some wtf situations :)

Posted
18 hours ago, mangalo said:

That's so cruel, devious you could say :bawling:

 

I'm not really trying to escape devious situations here, it's just that my game is such a mess with various mods interacting with nodes that sometimes a cleanup is required.  It's the same with Devious Devices, it has an option to remove every devices.  I don't use it when I'm locked up, but it's handy in some wtf situations :)

I agree.

tbh I never even thought about the necessity to return every single value back to zero, because if you're playing with DBA, you want to have the effect. Disabling the mod does reset the changes to the character, but does not reset the calculation in the variables.

Still it is a good hint and I´ll keep that on my to do list next to many many other things currently happening.

  • 1 month later...
Posted

Hi, 

i've begun using the mod, and i've become afflicted with the feetsies. Since i made it so it brings huge debuffs (SL disparity), I need to get rid of them and resolve myself to spend some time barefoot.

I spend one day, two days, three days... then i see that the alteration value hasn't moved at all!

 

So i've looked into the mod files a bit, including the source scripts, and i found a nasty loop on the feet check:

- if wearing DD boots or any shoe with an NIO heel, increment the feet alteration (up to 80 for heels, up to 100 for DD boots).

- if crooked feet, unequip non-DD/NIO heel slot 37 (boots) item and feedback message

- if wearing none of 1), feet alteration diminishes.

 

Until there it's alright, it forces you to go barefoot to correct your feet slowly... right? But no : the crooked feet mesh... has an NIO heel! (see screenshot in spoiler)

So suddenly, crooked feet become permanent and will never go down, since you can't wear anything else than DD boots, heels, or the bare crooked NIO'd feet.

It makes it the only alteration that can and will become permanent if not careful. Is this on purpose or an accident during the implementation/an update to the meshes by switching from HDT heels to NIO heels?

 

It's still possible to cheese your mod's scripts with its actualization delay (equip "normal" boots, and pass time by waiting/sleeping before DBA unequips them), but it feels kinda bad and i'd prefer there to be a "legit" way to get out of this.

 

function checkFoot()

	bool isFemale = dba_player.GetLeveledActorBase().GetSex()
	int status = 0
	if dba_player.WornHasKeyword(dditem[0])
		status = 1	;Altered feet ; if I find a free desgin bared bondage feet UUNP
	elseif NiOverride.HasNodeTransformPosition(dba_player,False,isFemale,"NPC","internal") && (dba_player.getWornForm(Slot37) != AlteredFeet || dba_player.getWornForm(Slot37) != CinderellaFeetItem)
			status = 2	;Altered feet
	endIf
	if status == 0 && foottime > 0 && MCMValue.footrecover > 0
			foottime -= GTpassed * 3.57 * MCMValue.footrecover
		elseif status == 1 && foottime < 100	;Devious boots will lead to extrem shortend Achilles
			foottime += GTpassed * 3.57
		elseif status == 2 && foottime < 80	;High Heels will damage your Achilles
			foottime += GTpassed * 3.57
		endif;foottime multiplied by 3.57 is approx 28 days from 0 to 100
		if foottime < 0 
			foottime = 0
		elseif foottime >= 75
			if dba_player.getWornForm(Slot37) != AlteredFeet  && status == 0 && isFemale && !MCMvalue.yps
				dba_player.unequipItemSlot(37)
				Debug.notification("You can only walk on your tippy toes or high heels with your altered feet.")
				dba_player.equipitem(AlteredFeet, false, true)
			endif
			if foottime > 100
				foottime = 100
			endif
		endif
	
endFunction
Spoiler

image.png.c173272871191de6ea5da369b5188bbb.png

Posted
23 hours ago, Clockwinding said:

Is this on purpose or an accident during the implementation/an update to the meshes by switching from HDT heels to NIO heels?

accident.

Damn. One mistake corrected, another one is happening ;) Will fix. Thanks. Good find.

Posted
1 hour ago, Rogwar002 said:

accident.

Damn. One mistake corrected, another one is happening ;) Will fix. Thanks. Good find.

No, no. Thank YOU! for making this mod in the first place and maintaining it :)

Posted
20 hours ago, tookachinchilla said:

Is this normal?

Yes it is. As I started with the mod I thought about changing the body to my liking wearing devices. As a matter of fact the changes happen hardcoded. You can soften them in intensity but never circumvent them. 

Still I get your meaning. There should be a possibility or better a toggle to prevent things like a different mesh, because taste is nothing to argue about :)

I will think about a method to implement it without to much hassle.

  • 3 weeks later...
Posted

Just another voice telling people that this works flawlessly in SSE.

MFG Fix is needed though for the mouth and eye-alterations. Other then that, despite my mod manager warning me that this is for skyrim LE, i am currently using it without problems on SSE

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