EgoBallistic Posted January 21, 2020 Posted January 21, 2020 11 minutes ago, Malphias said: Wrist Ropes...is that from this mod? Additionally one could find a scapel (sp), bone saw or scissors. Wrist Ropes are from Devious Devices. If you have a Combat Knife or Switchblade in your inventory you can almost always cut yourself free.
Kharos Posted January 21, 2020 Author Posted January 21, 2020 16 hours ago, Nebuchadnezzer2 said: You certainly managed that. Does what it sets out to do, pretty much flawlessly. Better than another DD situation. Am curious: How easily could the animation or object be swapped out? I know you included two 'poses', would that be a simple keyword change? I'd imagine changing out the 'cuffs themselves, or adding a variant, wouldn't be terribly difficult. Similar tangent: I'm curious what you've used to play around with the animations. Just with the CK, or with something like Maya/3DSMax? It's one of two reasons I've not hopped into making anything, myself. I know damn well I'll struggle with scope-creep and/or drive to make/finish it. Been doin alright with Hardship so far, so good luck At the moment the MT animations are set up in the following ways: 1. they are added to the subgraph (in RH_HumanRaceSubgraphData, using "Anim Injured" keywords like for example RH_AnimArmsCuffedBehindBack) 2. when you equip a restraint, the function GetMtAnimationForArms() is called on the restraint, it will return None if there is no animation, otherwise it will return the animation keyword 1 is therefore set up as you would expect. 2 is hardcoded in the implementation of GetMtAnimationForArms() of the handcuffs script, which is not really a good mechanism and hard to extend; you basically have to subclass the script and override the function. I did that a year ago when I knew much less about modding and FO4, I should probably refactor it to make it a property of the script instead. The regular handcuffs have two poses (because I originally used the pose from Torture Devices). As the pose only affects the character but not the armor, this is solved by a "pose mod" that sets the index of the armor addon. There are two armor addons that have a different "pose" for the handcuffs to match the pose of the character. This mechanism is somewhat fragile but I am currently not aware of a better way. Summing it up, just swapping the animations is not that hard, basically override the animation files and the mesh of the handcuffs armor addon. Adding a new animation to the existing handcuffs is not possible with my current setup, I would have to refactor. Adding new handcuffs with a different animation is possible but I could make it much easier by refactoring my code. I did the animations with an old version of 3DS Max (I think it was a 2016 version) that I used in trial mode for the one month that I used it. I consider myself a noob when it gets to animations, and I am not aware of another tool that works. I did modify the mesh for the armor addon with blender. Basically modify the mesh in blender, export it, put it in the game (using Outfit Studio), start the game and note how it looks (e.g. the left cuff still clips the arm). Then repeat the process until things are ok. It is a slow process and somebody who knows more might know a better process, but it can be done fully with free (at least as in beer) software. [Edit] Basically this workflow for the mesh: https://www.nexusmods.com/fallout4/mods/17785 1
Kharos Posted January 21, 2020 Author Posted January 21, 2020 14 hours ago, Malphias said: Which got me to thinking that with Raider Pet as well as Combat Surrender and Abduction, you can't always run back to a settlement to use the work bench. There needs to be more ways to remove the handcuffs. There are any number of items laying around that once you find them, could do the trick: Soap, Oil, Oil Can, Oil Cannister, Lantern, Bloatfly Gland just to name a few. When I made my mod, the assumption was that these other mods (surrender, abduction, ...) will provide you a way to get out if running is not an option. This mod is only providing the actual devices and the framework to interact with them. I am taking note of your idea that certain items (e.g. misc items that contain oil) could improve your struggle chance or even allow you a chance when the handcuffs are otherwise too tight. No promises though, it is just in my "things I might do if I feel like it" list.
JB. Posted January 21, 2020 Posted January 21, 2020 Yeah, the mods provide solutions. "Combat Surrender" leaves you some bobby pins. Raider Pet has a character that takes them away if you behave. And in Hardship you can ask anyone for help, and they can help you (or take advantage). 1
Malphias Posted January 21, 2020 Posted January 21, 2020 9 minutes ago, Kharos said: When I made my mod, the assumption was that these other mods (surrender, abduction, ...) will provide you a way to get out if running is not an option. This mod is only providing the actual devices and the framework to interact with them. I am taking note of your idea that certain items (e.g. misc items that contain oil) could improve your struggle chance or even allow you a chance when the handcuffs are otherwise too tight. No promises though, it is just in my "things I might do if I feel like it" list. I don't disagree, these other mods should take into account the different problems the player may find themselves in and provide ways to deal with it. In one case an abduction took me someplace where the boss was behind a master locked door, I am not high enough level yet to even get that perk! On the other hand, they didn't create handcuffs, it's just something they utilize with cross-mod compatibility. I do like your mod because without setting the MCM settings overly difficult I can use a lockpick and get out of the cuffs or I have keys. It isn't easy as I only get the one lockpick and sometimes just a twitch is enough to break it. I have devious devices but its not active, needed it for ...Violate? I don't like that one. All those contraptions are impossible to remove and the only place to get 'standard' keys is in Goodneighbor which is unacceptable. I have no desire to go to Goodneighbor at this time. I am level 18 and I haven't done any quests and have only explored the upper left corner of the map. I have no desire to enter Boston at this time...unless I'm kidnapped and forced to fight my way back out. Just something that came to my mind as I tried to figure out how to get out of the handcuffs without having to reload a save. I am where I wanna be to test Raider Pet and hate to have to start again. Even with Violate set to 100% chance of being made a Raider Pet it failed to do so 5 out of 6 surrenders. A lot of time sitting thru sex scenes only to be told I have 15 seconds to run away :(
Malphias Posted January 21, 2020 Posted January 21, 2020 6 minutes ago, JBpy said: Yeah, the mods provide solutions. "Combat Surrender" leaves you some bobby pins. Raider Pet has a character that takes them away if you behave. And in Hardship you can ask anyone for help, and they can help you (or take advantage). You play with all those? I'm trying to determine which of them is causing me save game corruption. The last good save was just after defeating the boss of Raider Pet ...or it's the start of the problem. So, been trying to recreate those conditions and see what happens.
EgoBallistic Posted January 21, 2020 Posted January 21, 2020 1 hour ago, Malphias said: Even with Violate set to 100% chance of being made a Raider Pet it failed to do so 5 out of 6 surrenders. A lot of time sitting thru sex scenes only to be told I have 15 seconds to run away Violate will only make you a Raider Pet if you are in a Raider-owned location (a location with a Boss NPC basically) like Corvega, Monsignor Plaza, etc. There must also be at least 3 aggressors in the violation scene. However, Violate always gives one of the aggressors the key(s) to whatever restraints are applied. This is the same actor who robs you if you have robberies enabled, which makes him easy to find since he gets a quest marker. So if you are locked in Devious Devices, you can go get companions to help you kill them and free yourself. I agree though that DD makes it excessively difficult to free yourself. Some of them are easy to escape from by cutting yourself free if you have a Switchblade or a Combat Knife in your inventory, but anything metal is a real pain. In any event, Violate supports both Real Handcuffs and Devious Devices, and neither one is required. So you can always get rid of DD completely if you don't like it.
Malphias Posted January 21, 2020 Posted January 21, 2020 2 hours ago, EgoBallistic said: Violate will only make you a Raider Pet if you are in a Raider-owned location (a location with a Boss NPC basically) like Corvega, Monsignor Plaza, etc. There must also be at least 3 aggressors in the violation scene. However, Violate always gives one of the aggressors the key(s) to whatever restraints are applied. This is the same actor who robs you if you have robberies enabled, which makes him easy to find since he gets a quest marker. So if you are locked in Devious Devices, you can go get companions to help you kill them and free yourself. I agree though that DD makes it excessively difficult to free yourself. Some of them are easy to escape from by cutting yourself free if you have a Switchblade or a Combat Knife in your inventory, but anything metal is a real pain. In any event, Violate supports both Real Handcuffs and Devious Devices, and neither one is required. So you can always get rid of DD completely if you don't like it. Well...there were three of them and yes, they qualified. As I said I was made a pet, freed myself, slaughtered them. Got the key off the boss. Saved and went off to do something and now that save is the last one that works....any saves since are corrupted. Hell, the last one didn't even create a save, clicked on save and screen went black for a micro second and then was on desk top. So, went earlier than that save and have re-entered that camp multiple times, but always told to run away. instead I've been made a bet at the ....oh hell...I don't know the name of it off the top of my head. But...I'm a Raider Pet but also in cuffs I can't get out of this time
izzyknows Posted January 22, 2020 Posted January 22, 2020 11 hours ago, Malphias said: Hell, the last one didn't even create a save, clicked on save and screen went black for a micro second and then was on desk top. This might be a long shot.. but, I had the same issue and found out that some part of Real handcuffs had become corrupted during a crash. A simple overwrite of RH fixed the problem. Now keep in mind.. it wasn't RH fault, it just so happened that RH was the victim. And when I say long shot, I've only had this happen three times in 12K+ hrs. LOL
Malphias Posted January 22, 2020 Posted January 22, 2020 5 hours ago, izzyknows said: This might be a long shot.. but, I had the same issue and found out that some part of Real handcuffs had become corrupted during a crash. A simple overwrite of RH fixed the problem. Now keep in mind.. it wasn't RH fault, it just so happened that RH was the victim. And when I say long shot, I've only had this happen three times in 12K+ hrs. LOL Something of the sort may be possible. These things can be hard to track down as the point of corruption could have happened an hour earlier in game play and you just don't know it until you make a save. I have a lot of mods that add content and some fairly high adversaries have been placed in low level areas so I've surrendered numerous times trying to take them out and pretty much most of the time when I run away I'm cuffed. Not to mention the occasional cannon-fodders that get in a lucky cripple shot (ya know, those easy to kill little Raider runts). So being cuffed happens a lot and who knows at what point something gets jacked up and spoils the save. Played last night from a good save and everything went fine. Saved often to test everything. But, at that time I didn't lose any fights and when I did I got abducted by Super Mutants and discovered I was black faced. That had never happened before with the may abductions I've tested. I quit in disgust and watched tv instead.
JB. Posted January 22, 2020 Posted January 22, 2020 1 hour ago, Malphias said: and discovered I was black faced Try this. https://www.nexusmods.com/fallout4/mods/31028 Quote This mod fixes this annoying bug that makes the player's and NPCs faces turn brown when reloading a savegame. It is completely transparent, autonomous, has no impact on performance and is compatible with any mods.
Malphias Posted January 22, 2020 Posted January 22, 2020 34 minutes ago, JBpy said: Try this. https://www.nexusmods.com/fallout4/mods/31028 Thanks, but I already have that and another. I didn't load a save, by the way. I killed bugs around Taffington boathouse, then headed to the ruined community on the other side of the river to kill the super mutants there and loot everything. Killed most of them but then got surprise by one and that resulted in a bit of abuse, a bad end, and an abduction. But on loading into the site, found myself black faced for the first time in an abduction. Hell, even before Taffington. I started way to the North on the border. So, no load from a save for some time and no black face until the abduction.
vaultbait Posted January 25, 2020 Posted January 25, 2020 On 1/21/2020 at 10:24 PM, Malphias said: DD makes it excessively difficult to free yourself. Some of them are easy to escape from by cutting yourself free if you have a Switchblade or a Combat Knife in your inventory, but anything metal is a real pain. I've been enjoying the additional integration in recent updates to Sex Attributes Framework. If I gain some experience or find somewhere to sleep to recoup some willpower (and avoid getting raped some more), then there's a chance I might be able to free myself from a device through sheer will alone:
Tentacus Posted January 26, 2020 Posted January 26, 2020 On 1/22/2020 at 3:43 AM, izzyknows said: This might be a long shot.. but, I had the same issue and found out that some part of Real handcuffs had become corrupted during a crash. A simple overwrite of RH fixed the problem. Now keep in mind.. it wasn't RH fault, it just so happened that RH was the victim. And when I say long shot, I've only had this happen three times in 12K+ hrs. LOL Yeah, mods can become corrupted on your Hard Drive all the time, and it's a bitch to figure out which one it is. One time had a single bad eye texture file causing a location based CTD. ? For a while there it was seemingly like The Zex skeleton was getting corrupted once a month, which looks like this: 1
izzyknows Posted January 26, 2020 Posted January 26, 2020 2 hours ago, Tentacus said: Yeah, mods can become corrupted on your Hard Drive all the time, and it's a bitch to figure out which one it is. One time had a single bad eye texture file causing a location based CTD. ? For a while there it was seemingly like The Zex skeleton was getting corrupted once a month, which looks like this: LOL! I like that one! hehehe I had a pair of boots worn by 1 NPC get porked that caused the location CTD. I've also had the entire town of Quincy disappear. No mods, just a corrupted ba2. Oh, if you use the 50/50 method it's pretty easy to find a broken mod.
Malphias Posted January 27, 2020 Posted January 27, 2020 Well, problem may have been in removing some mods and continuing to play on. Level 10 now without a single CTD or issue other than some dropped frame rates out in the world but I am playing with some heavy duty graphics mods that tax my machine at times. Though, most of that time has been spent in Sanctuary building it up yet again. Still, at this point I don't see removing any more mods and added just one...to remove the level requirements on perks. Pissed me off when I was ready to build my Food and Drink vendor and can't until I reach level 14 and get Local Leader level 2...screw that! Bethesda have their way I'd be level 50 and still not finished with Sanctuary because of their damn level requirements. So, who knows. At this point...I don't think I've even been cuffed yet...pretty sure I have yet to lose a fight.
NoJoker Posted January 28, 2020 Posted January 28, 2020 Great mod that works flawlessly! Keep up good work!
JB. Posted January 29, 2020 Posted January 29, 2020 Hey, I don't know if you remember a problem I had with the camera every time I equipped myself with the handcuffs. I've done everything and even tried a game with just the basics mods, but I could never solve the problem and decided to get used to the centered camera. But yesterday I downloaded a mod that has the same problem. And in the files section they put a fix ( Standing Female Animation replacer fix) I installed it and fixed the problem. I tried it with the handcuffs and it was also fixed! I remember reading a couple more users with the same problem in this thread, so if it helps someone, I leave it here. Standing Female Animation replacer fix-22351-1.7z 3
NobodyImportant33333 Posted February 10, 2020 Posted February 10, 2020 I've been trying to implement the armbinder from DD into the framework, but no dice. I copied the Standard Handcuffs and most if not all of the called entries, renamed them to reflect the armbinder, and swapped out the models. I went into the attached scripts and swapped out the called armors, and I tried adding the references to the Handcuff quest entries. I probably messed that up. Regardless, the new armbinder doesn't function properly. When I equip it, the data entry displays "[Real Handcuffs] Created token 00000014 for Test Dummy F", but nothing else happens. This problem has stumped me, so I ask if anyone could figure out what I'm doing wrong? This is the project file I worked with. It requires DD. RHDD_DDWrists_to_RH_package.esp
NobodyImportant33333 Posted February 10, 2020 Posted February 10, 2020 I think I have an idea. It probably has something to do with equip messages. Something I did probably detached the new restraints from the equipmessage system. I will have to work on the messages. Unfortunately, I have no idea where to even begin to put in the missing equip messages.
Kharos Posted February 11, 2020 Author Posted February 11, 2020 22 hours ago, NobodyImportant33333 said: I've been trying to implement the armbinder from DD into the framework, but no dice. I copied the Standard Handcuffs and most if not all of the called entries, renamed them to reflect the armbinder, and swapped out the models. I went into the attached scripts and swapped out the called armors, and I tried adding the references to the Handcuff quest entries. I probably messed that up. Regardless, the new armbinder doesn't function properly. When I equip it, the data entry displays "[Real Handcuffs] Created token 00000014 for Test Dummy F", but nothing else happens. This problem has stumped me, so I ask if anyone could figure out what I'm doing wrong? This is the project file I worked with. It requires DD. RHDD_DDWrists_to_RH_package.esp 41.11 kB · 1 download I took a very quick look in FO4Edit (only very quick, I did not spend more than a few minutes looking for problems, so I am pretty sure I missed some things). - You should delete the RH_MainQuest copy from your mod; instead your objects should refer the RH_MainQuest from my mod. This will require that my mod is a master of your mod. - I do not know why you have a Navigation Mesh Info Map in your mod. Is that on purpose? - The armor addons look well at first glance. - RHDD_Armbinder has a lot of properties (mostly script properties) where FO4 tells me <Error: Could not be resolved>. You need to fix these, most of them probably by making them refer something from my mod. - The same is true for the two dummy armbinder objects (though these are less important, the important one to fix first is RHDD_Armbinder). If I may make a suggestion, I would suggest that you delete RH_MainQuest, RHDD_Armbinder and the two dummy armbinders from your mod. Make my mod a master of your mod. Then copy the hinged handcuffs into your mod (RH_HandcuffsHinged) using the "copy as new record" functionality in FO4Edit. Then test if they work without changing them (use additem to spawn them). Then start modifying them, testing if they still work after a few changes. Continue like that (make some changes, test). Like that you will be able to find out if one of your changes breaks them and go back to the last working version to try again. Edit: I am suggesting to use the hinged handcuffs because they only have one pose, not two poses, just like the arminder.
NobodyImportant33333 Posted February 12, 2020 Posted February 12, 2020 10 hours ago, Kharos said: I took a very quick look in FO4Edit (only very quick, I did not spend more than a few minutes looking for problems, so I am pretty sure I missed some things). - You should delete the RH_MainQuest copy from your mod; instead your objects should refer the RH_MainQuest from my mod. This will require that my mod is a master of your mod. - I do not know why you have a Navigation Mesh Info Map in your mod. Is that on purpose? - The armor addons look well at first glance. - RHDD_Armbinder has a lot of properties (mostly script properties) where FO4 tells me <Error: Could not be resolved>. You need to fix these, most of them probably by making them refer something from my mod. - The same is true for the two dummy armbinder objects (though these are less important, the important one to fix first is RHDD_Armbinder). If I may make a suggestion, I would suggest that you delete RH_MainQuest, RHDD_Armbinder and the two dummy armbinders from your mod. Make my mod a master of your mod. Then copy the hinged handcuffs into your mod (RH_HandcuffsHinged) using the "copy as new record" functionality in FO4Edit. Then test if they work without changing them (use additem to spawn them). Then start modifying them, testing if they still work after a few changes. Continue like that (make some changes, test). Like that you will be able to find out if one of your changes breaks them and go back to the last working version to try again. Edit: I am suggesting to use the hinged handcuffs because they only have one pose, not two poses, just like the arminder. Thanks for the feedback. Got everything working, but the animations is clipping for me. I imagine I would need to port over the pose settings from Devious Devices, but I'm not sure how I would go about doing that.
Kharos Posted February 12, 2020 Author Posted February 12, 2020 13 hours ago, NobodyImportant33333 said: Thanks for the feedback. Got everything working, but the animations is clipping for me. I imagine I would need to port over the pose settings from Devious Devices, but I'm not sure how I would go about doing that. Right.... yeah that's unfortunately not easily possible at the moment. I didn't consider that yesterday. You could replace the animation for the hinged handcuffs with the one from the Devious Devices armbinder to make it work, but by doing so you will break the hinged handcuffs (the original ones) as they would then use that animation, too. There is at the moment no way to add a new animation. I would need to make some changes to my mod to allow that. ?
izzyknows Posted February 12, 2020 Posted February 12, 2020 Can you just not allow the arm binder when RH are worn? "Conflicting device"
NobodyImportant33333 Posted February 12, 2020 Posted February 12, 2020 2 hours ago, izzyknows said: Can you just not allow the arm binder when RH are worn? "Conflicting device" Actually, I'm trying to port over the armbinder to the RH framework. I don't like how NPCs will wear them and still participate in combat, breaking the animation. 4 hours ago, Kharos said: Right.... yeah that's unfortunately not easily possible at the moment. I didn't consider that yesterday. You could replace the animation for the hinged handcuffs with the one from the Devious Devices armbinder to make it work, but by doing so you will break the hinged handcuffs (the original ones) as they would then use that animation, too. There is at the moment no way to add a new animation. I would need to make some changes to my mod to allow that. ? I'm actually using the Handcuffs_TD animations, and if it's just a matter of replacing the animations, that's good enough for me. By replacing the TD animations, nothing else will be compromised, since I will be running them with RH animations. I just need to figure out how to replace the animation.
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