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Posted
58 minutes ago, akbaa said:

Did you notice this on your own character or companions? I noticed this sort of behavior on my own companion (with other clothing items it happens too). Apparently the dirt shader doesnt get reloaded properly.

both in fact !

Posted
7 hours ago, hkheung said:

Hello

 

I have a little problem with your mod and the get dirty mod.

 

Indeed when your mod applies a constraint (collar and / or handcuffs) the application of dirt from the get dirty mod no longer works correctly.
the application of dirt begins to appear / disappear all the time until I remove the constraint (s).

 

Do you have an idea ?

 

Cordially

I have never used the GET DIRTY mod. I have no idea how it works, and why it should not work with my mod.

Posted
On 12/26/2019 at 9:48 PM, hkheung said:

both in fact !

In that case, I dont think Real Handcuffs causes this issue. It´s something that is caused by Get dirty. There are (to my knowledge) only two ways to reactivate the shaders. 1. Restart the game 2. Reapply shaders via the console. Both are somewhat time consuming and absolutely unimmersive. I once asked the original mod author about it, but the mod seems abandoned... :(

Posted

@Kharos I love the addition of the shock collars, so much so that I'd like to add additional skins for the collar for variation. Is there an easy way for me to add a mesh swap option via the armor workbench so that I have the choice to use the default skin or an alternate skin?

Posted
8 hours ago, Number24 said:

@Kharos I love the addition of the shock collars, so much so that I'd like to add additional skins for the collar for variation. Is there an easy way for me to add a mesh swap option via the armor workbench so that I have the choice to use the default skin or an alternate skin?

Not yet... and I am not very experienced with things like that. As far as I know (and I may be wrong!) the cleanest way of doing that would be to use empty mesh with an attach point for the collar and converting the current mesh to one that is attached and added by an armor modification. You could then make your own armor modification to replace it with a different mesh.

 

Bottom line, I have never done that, and I am not 100% sure how it needs to be done. If you find out I am ready to work with you though, for example by making the required changes to Real Handcuffs.

Posted
3 hours ago, Kharos said:

Not yet... and I am not very experienced with things like that. As far as I know (and I may be wrong!) the cleanest way of doing that would be to use empty mesh with an attach point for the collar and converting the current mesh to one that is attached and added by an armor modification. You could then make your own armor modification to replace it with a different mesh.

 

Bottom line, I have never done that, and I am not 100% sure how it needs to be done. If you find out I am ready to work with you though, for example by making the required changes to Real Handcuffs.

Fair enough. I'm not really a modder, I'm just not afraid to ask "What does this button do?" right before pressing it. This will probably take a lot of trial and error on my part.

 

I did have one other thought though after my last post. The collar modal that I want to use already exists in my game as it's own item (its the collar from The_Kite's Combat Zone Stripper outfit). Is there a way that I could modify the existing armor to give it access to shock script from Real Handcuffs?

Posted
59 minutes ago, Number24 said:

Fair enough. I'm not really a modder, I'm just not afraid to ask "What does this button do?" right before pressing it.

Yeah.. I'm the "Oh! That what that button does! shit..." LOL

This tutorial might help you with material swaps.

 

Oh... if you want a really simple swap, just take Kite's nif & replace the RH nif. Although RH has it packed in a bas2.. I think! Haven't check lately.

Posted
46 minutes ago, Number24 said:

Fair enough. I'm not really a modder, I'm just not afraid to ask "What does this button do?" right before pressing it. This will probably take a lot of trial and error on my part.

 

I did have one other thought though after my last post. The collar modal that I want to use already exists in my game as it's own item (its the collar from The_Kite's Combat Zone Stripper outfit). Is there a way that I could modify the existing armor to give it access to shock script from Real Handcuffs?

Don't worry, I learnt how to mod by looking what happened when I pressed buttons. Usually without asking  ? .

 

In theory attaching the script to a different armor object should work, though the setup is not that easy. You don't only need to add the script, you also need to add the correct keywords for the armor modifications and make sure that the object spawns with the armor modification installed (object template). Otherwise your collar will lack a shock module and not work, or something like that.

 

Do you have experience with FO4Edit? If so, take a look at RH_ShockCollar and the armor addon (RH_ShockCollarAddon). In theory you should be able to copy these as new records into a .esl, replace the paths to the meshes, optionally modify other values like armor value/weight, and things should work. Just make sure that the copied armor references the copied addon in the models section, not the original one!

 

Well... that's theory, I have never tried that so no guarantees. Please tell me if it does not work, or if you do not have enough experience with FO4Edit and my (very short) instructions do not make sense.

Posted
18 minutes ago, izzyknows said:

Oh... if you want a really simple swap, just take Kite's nif & replace the RH nif. Although RH has it packed in a bas2.. I think! Haven't check lately.

Yep, there are two .ba2 files: One for the textures, one for almost everything else (including materials and meshes). As far as I know loose files will override files from the .ba2, so that is not really a roadblock. Replacing the .nif is much simpler than what I wrote above, but all collars will look the same.

Posted
8 hours ago, Kharos said:

Don't worry, I learnt how to mod by looking what happened when I pressed buttons. Usually without asking  ? .

 

In theory attaching the script to a different armor object should work, though the setup is not that easy. You don't only need to add the script, you also need to add the correct keywords for the armor modifications and make sure that the object spawns with the armor modification installed (object template). Otherwise your collar will lack a shock module and not work, or something like that.

 

Do you have experience with FO4Edit? If so, take a look at RH_ShockCollar and the armor addon (RH_ShockCollarAddon). In theory you should be able to copy these as new records into a .esl, replace the paths to the meshes, optionally modify other values like armor value/weight, and things should work. Just make sure that the copied armor references the copied addon in the models section, not the original one!

 

Well... that's theory, I have never tried that so no guarantees. Please tell me if it does not work, or if you do not have enough experience with FO4Edit and my (very short) instructions do not make sense.

I do have some limited experience with FO4Edit, enough that I believe I understand what you’re suggesting. It actually reads almost exactly like the plan I had originally thought up before I posted, but didn’t implement due to being uncertain if I had a proper grasp of how things work.

 

I’ll give it a spin and see what happens. Just a quick question: the only things I need to copy into the new esl are RH_ShockCollar and RH_ShockCollarAddon correct? And from there I point them to the alternate .nif and make sure that the new Armor references the new ArmorAddon?

 

UPDATE EDIT:

I successfully got everything to work. It took a fair amount of extra work due to the way that the original collar was constructed (it uses object modification to enable or disable a name tag), so I had to create a couple of extra entries into the new esl in order to get the model to render in game. This however was definitely a blessing in disguise because the resulting collar has all of the visual modification of the original model AND all the shock collar options of Real Handcuffs. Best of all since my edits are contained within a separate esl I shouldn't have to redo all of my work when updating Real Handcuffs (barring major changes to the way the shock collars work). @Kharos Thank you very much for your help and if you'd like I can send you the .esp file if you'd like to take a look at how I got everything working.

Posted
3 hours ago, Number24 said:

I successfully got everything to work. It took a fair amount of extra work due to the way that the original collar was constructed (it uses object modification to enable or disable a name tag), so I had to create a couple of extra entries into the new esl in order to get the model to render in game. This however was definitely a blessing in disguise because the resulting collar has all of the visual modification of the original model AND all the shock collar options of Real Handcuffs. Best of all since my edits are contained within a separate esl I shouldn't have to redo all of my work when updating Real Handcuffs (barring major changes to the way the shock collars work). @Kharos Thank you very much for your help and if you'd like I can send you the .esp file if you'd like to take a look at how I got everything working.

 

Happy to hear that and great work! Actually why don't you attach it to a post instead of sending it to me, maybe somebody else is interested, too?

 

[Edit] I assume it requires TheKite's mod to work, so maybe include a link to that one, too.

Posted
10 hours ago, Kharos said:

 

Happy to hear that and great work! Actually why don't you attach it to a post instead of sending it to me, maybe somebody else is interested, too?

 

[Edit] I assume it requires TheKite's mod to work, so maybe include a link to that one, too.

You are quite correct that my esp requires TheKite's original Combat Zone Stripper mod, so here is a link for it: https://www.nexusmods.com/fallout4/mods/20424

 

And attached is my esp file. [EDIT: The .esp that was originally attached had a couple errors in it. Please see my post further down for the updated version] I'm going to hazard a guess that it needs to be placed below both the Real Handcuffs esp and Combat Zone Stripper in your load order since it references both of those mods.

 

Now that I've got a better understanding of how these two mods work I think it may be possible for me to achieve the same goal more efficiently. Granted my esp isn't anything close to complicated but I feel like if I can simplify it, I should. That why there's less chance of things getting mucked up down the line and it speeds up the process of adding more skins in the future. If I have time I'll do some tinkering tomorrow and let you know what I come up with.

 

Posted
2 hours ago, Number24 said:

You are quite correct that my esp requires TheKite's original Combat Zone Stripper mod, so here is a link for it: https://www.nexusmods.com/fallout4/mods/20424

 

And attached is my esp file. I'm going to hazard a guess that it needs to be placed below both the Real Handcuffs esp and Combat Zone Stripper in your load order since it references both of those mods.

 

Now that I've got a better understanding of how these two mods work I think it may be possible for me to achieve the same goal more efficiently. Granted my esp isn't anything close to complicated but I feel like if I can simplify it, I should. That why there's less chance of things getting mucked up down the line and it speeds up the process of adding more skins in the future. If I have time I'll do some tinkering tomorrow and let you know what I come up with.

Combat Zone Shock Collar.esp 2.58 kB · 0 downloads

Looks pretty good. The two obvious things that I see are:

  • You can probably remove the copied Art Object and reference the one from the original mod instead.
  • It looks like you just copied the object templates, ending up with both those from my mod and from TheKite's mod. This will not work correctly, and created collars will spawn with empty mod slots. You need to instead merge the templates: Start with my object templates (there are five, but see bvelow) and add the two mods that are in TheKite's object template to each of them.

An additional note: Having multiple object templates causes issues when crafting items (the crafted item will spawn with a random configuration, not with the default configuration), and I implemented an ugly workaround to prevent that. You will probably not require multiple object templates (I only need them for proper leveled list integration, such that modded collars can be found as loot and at vendors), so my suggestion is to remove all object templates other than the default one (the one with the name "Default").

Posted
6 hours ago, Kharos said:

Looks pretty good. The two obvious things that I see are:

  • You can probably remove the copied Art Object and reference the one from the original mod instead.
  • It looks like you just copied the object templates, ending up with both those from my mod and from TheKite's mod. This will not work correctly, and created collars will spawn with empty mod slots. You need to instead merge the templates: Start with my object templates (there are five, but see bvelow) and add the two mods that are in TheKite's object template to each of them.

An additional note: Having multiple object templates causes issues when crafting items (the crafted item will spawn with a random configuration, not with the default configuration), and I implemented an ugly workaround to prevent that. You will probably not require multiple object templates (I only need them for proper leveled list integration, such that modded collars can be found as loot and at vendors), so my suggestion is to remove all object templates other than the default one (the one with the name "Default").

1) Yeah the Art Object reference was first on my chopping block. 

 

2) I've made the changes to the object templates and things are working perfectly. You are correct that in the previous version the created collar was being spawned with missing mods. However, I hadn't noticed originally because the first thing I did after spawning it was to go to an armor bench and add mods (derp). Now with the changes the collar spawns with all mods filled and only uses the "Default" object template.

 

So after making the above changes and having another look at everything, assuming that it gets your approval @Kharos this should be the final version of the .esp. Thanks again for all your help.

 

I've attached the updated .esp and I'll be editing my other post to remove the older .esp so as to avoid people downloading a "bugged" version. And just to keep things convenient for others here again is a link to TheKite's Combat Zone Stripper mod https://www.nexusmods.com/fallout4/mods/20424

 

 

Combat Zone Shock Collar.esp

Posted
12 hours ago, Number24 said:

So after making the above changes and having another look at everything, assuming that it gets your approval @Kharos this should be the final version of the .esp. Thanks again for all your help.

 

Looks good in FO4Edit and works in a quick test in-game ?. As long as I don't add major new features to shock collars (i.e. features that need modification of the shock collar armor record; for example new mod slots), it should continue working with future releases of my mod.

 

There are still a few small things that could be improved, but nothing major. They are not must-haves, and it is absolutely ok to not do them. I am documenting them here for completeness, also in case somebody else wants to make a similar mod.

  • The collar will visually revert to the default collar when worn by the player while bartering with merchants and while using the armor workbench. This can only be noticed in third person view; the simplest way of seeing it is by changing to third-person view while wearing the collar and then activating the armor workbench. To fix, copy RH_DummyShockCollar into your mod, change the addon to one of the "Cait" addons (there is currently no way to support both with and without tag in that use case, so you need to choose one), and then change the value of the "DummyShockCollar" object in the shock collar script to your copied dummy object (also note to self: Remove the mods and default objects of the dummy objects, they are useless baggage).
  • Very advanced feature: When an explosive collar explodes, it will be deleted from the game and an "exploded collar" object will spawn. This will currently spawn RH_ShockCollarRemains which looks like the "metal belt" of the original shock collar (i.e. a black metal belt with a gap). You could in theory create your own "exploded collar" misc object with a different mesh and then use that in the shock collar script, but I am thinking that we are entering "overkill territory" here. Note: I am wondering if anybody has ever noticed the "exploded collar" object, as they can be hard to find, they usually fly away because of the explosive force.
Posted
7 hours ago, Kharos said:

Looks good in FO4Edit and works in a quick test in-game ?. As long as I don't add major new features to shock collars (i.e. features that need modification of the shock collar armor record; for example new mod slots), it should continue working with future releases of my mod.

 

There are still a few small things that could be improved, but nothing major. They are not must-haves, and it is absolutely ok to not do them. I am documenting them here for completeness, also in case somebody else wants to make a similar mod.

  • The collar will visually revert to the default collar when worn by the player while bartering with merchants and while using the armor workbench. This can only be noticed in third person view; the simplest way of seeing it is by changing to third-person view while wearing the collar and then activating the armor workbench. To fix, copy RH_DummyShockCollar into your mod, change the addon to one of the "Cait" addons (there is currently no way to support both with and without tag in that use case, so you need to choose one), and then change the value of the "DummyShockCollar" object in the shock collar script to your copied dummy object (also note to self: Remove the mods and default objects of the dummy objects, they are useless baggage).
  • Very advanced feature: When an explosive collar explodes, it will be deleted from the game and an "exploded collar" object will spawn. This will currently spawn RH_ShockCollarRemains which looks like the "metal belt" of the original shock collar (i.e. a black metal belt with a gap). You could in theory create your own "exploded collar" misc object with a different mesh and then use that in the shock collar script, but I am thinking that we are entering "overkill territory" here. Note: I am wondering if anybody has ever noticed the "exploded collar" object, as they can be hard to find, they usually fly away because of the explosive force.

Great thanks for the thumbs up!

 

And thank you for posting the possible improvements, as you said they'll be handy for others. However, for my personal usage those are (for the time being) non-issues.

 

The first one isn't a problem because I made the mod to be used on Cait specifically and exclusively. Additionally I had a look at it in game with the collar on my character and honestly with the menus that pop up I find it VERY hard to notice. So it doesn't bother me. That said it might bother someone else so its good to have the solution documented.

 

The second one doesn't bother me because given that this collar will only ever be used (by me anyway) on Cait there is no point to making it an explosive collar because she can't die. And in the event that I ever do use it as an explosive collar it isn't lore breaking to me that after having an internal explosive go off the collar would look different and be "charred and/or blackened"

 

Oh and I was feeling productive last night and I made a second collar mod (patch?). This one is for another of TheKite's outfits: Vault-Tec Slave. It will also have the noted issues of @Kharos quoted post but it is otherwise fully functional with all the features of the original collar plus those of the Real Handcuffs shock collars. As with The Combat Zone Shock Collar place this after both Real Handcuffs and Vault-tec Slave in your load order.

 

The_Kite's Vault-Tec slave

https://www.nexusmods.com/fallout4/mods/20950

VTS Shock Collar.esp

Posted
Version 0.4.3 beta 1
====================
add prisoner mat, various improvements
- add prisoner mat to workshop (under Raider -> Misc), a "workshop furniture" that keeps a single NPC as a handcuffed prisoner
- add taser mod for security baton
- varions small fixes and improvements
- update AWKCR compatibility plugin for AWKCR 8.6

There are two "prisoner mats", one with a visible rubber mat, one without a visible mat. They should keep a single NPC as prisoner - the NPC will just stand there handcuffed. It should work both for settlers (assign them like for any work object) and for followers (command mode, "sit"). NPCs who are not already handcuffed will get a temporary pair of handcuffs when assigned. NPCs in sandbox mode should ignore the furniture, so your settlers should not tie themselves up.

 

This was a bit more complicated than I thought; for example I had problems convincing the workshop to unassign settlers from all other work. It should work now and not cause any problems, but there are still a few very small issues that I want to improve, so I consider this a beta release.

Posted

I'm pretty new to all of this. I just got bored of the adult games I'm following, decided to go for fallout mods, I just couldn't force myself to do it before. I love the handcuffs but is there a way for groping/foreplay while they're handcuffed? like another mod that works with this one? Also I'ld welcome any mod recommendations about slavery, incest, corruption themes.

Posted
3 hours ago, borndigital said:

I'm pretty new to all of this. I just got bored of the adult games I'm following, decided to go for fallout mods, I just couldn't force myself to do it before. I love the handcuffs but is there a way for groping/foreplay while they're handcuffed? like another mod that works with this one? Also I'ld welcome any mod recommendations about slavery, incest, corruption themes.

AAF ( https://www.loverslab.com/topic/97147-advanced-animation-framework/ ; https://www.nexusmods.com/fallout4/mods/31304 ) is the go-to mod for animations. There are different animation packs from different authors, many of sexual nature. The animations technically work with handcuffs (the bound hands animation is merged with the AAF animation) , but depending on the animation there is some clipping, and for some animations the pose  looks illogical. You need to experiment a bit and see which animations look good.

 

Just Business ( https://www.loverslab.com/files/file/4028-just-business-wip/ ) allows to enslave characters, e.g. raiders. The interactions with the slaves are rather basic though. Real Handcuffs has some extra support for it, including taser security batons and taser darts for the pipe gun to provide an alternative to "hunter mode".

 

Maybe others have more (or better!) recommendations? 

Posted
8 hours ago, Kharos said:

AAF ( https://www.loverslab.com/topic/97147-advanced-animation-framework/ ; https://www.nexusmods.com/fallout4/mods/31304 ) is the go-to mod for animations. There are different animation packs from different authors, many of sexual nature. The animations technically work with handcuffs (the bound hands animation is merged with the AAF animation) , but depending on the animation there is some clipping, and for some animations the pose  looks illogical. You need to experiment a bit and see which animations look good.

 

Just Business ( https://www.loverslab.com/files/file/4028-just-business-wip/ ) allows to enslave characters, e.g. raiders. The interactions with the slaves are rather basic though. Real Handcuffs has some extra support for it, including taser security batons and taser darts for the pipe gun to provide an alternative to "hunter mode".

 

Maybe others have more (or better!) recommendations? 

Thx! I'm looking forward for the further progress of this mod as well! Have a good one!

Posted
On 1/3/2020 at 2:50 PM, Number24 said:

Great thanks for the thumbs up!

 

 

Thanks for your patch. I was wondering, if it doesn't bother you, make a patch for the DixiePig collar. It is the one used in Devious Devices.

Posted
4 hours ago, JBpy said:

Thanks for your patch. I was wondering, if it doesn't bother you, make a patch for the DixiePig collar. It is the one used in Devious Devices.

I see that @DixiePig released the collar (and the manacles) under the CC by 4.0 license. This means that I could theoretically even include them in the base mod.

I have not planned to do so up to now. Is this something that people would like to see?

Posted
2 hours ago, Kharos said:

I see that @DixiePig released the collar (and the manacles) under the CC by 4.0 license. This means that I could theoretically even include them in the base mod.

I have not planned to do so up to now. Is this something that people would like to see?

It would be great, if it doesn't cause you much inconvenience. Of all the available collars, it is my favorite. It is the one that uses the Raider Pet mod, where it acts as an explosive collar.

 

 

Posted
2 hours ago, Kharos said:

I see that @DixiePig released the collar (and the manacles) under the CC by 4.0 license. This means that I could theoretically even include them in the base mod.

I have not planned to do so up to now. Is this something that people would like to see?

I would definitely appreciate it. That same collar gets reused by Hardship and Raider Pet, both of which I keep pretty much permanently in my mod loads.

Posted
21 minutes ago, JBpy said:

Of all the available collars, it is my favorite.

To be honest, I'm not a huge fan of the model (it's cool enough) but the convenience of the same ID getting used by multiple mods is immeasurable. For my own purposes, I replace the NIF with the silver "PET" collar from Inoue's Kinky Kollars, which is hard to pass up for sheer amusement factor alone.

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