izzyknows Posted March 24, 2020 Posted March 24, 2020 5 hours ago, DocClox said: What's a good way to free a slavegirl from high security handcuffs? I don't mind buying a key, but I'd like to know if there's a guaranteed instance anywhere. An owned workbench. IF by slavegirl you mean your PC. If not, then BATFL has a bunch of keys, or any police station. Or pick it.. or the Debug menu if all else fails. LOL Tip, when you run across a key, grab it and sit it "on" a settlement workbench.
DocClox Posted March 25, 2020 Posted March 25, 2020 36 minutes ago, izzyknows said: IF by slavegirl you mean your PC. If not, then BATFL has a bunch of keys, or any police station. "Not". I've got Ack-Ack standing by her pilloy but unable to enter because of the cuffs, and I'm about four levels away from being able to pick high security cuffs (at which point I could probably just make a key anyway. I'll try some cop-shops
Kharos Posted March 25, 2020 Author Posted March 25, 2020 6 hours ago, DocClox said: "Not". I've got Ack-Ack standing by her pilloy but unable to enter because of the cuffs, and I'm about four levels away from being able to pick high security cuffs (at which point I could probably just make a key anyway. I'll try some cop-shops That should work, yeah. If you have the regular edition (not the lite edition) the mod will replace "legacy" handcuffs with mine. 80% will come with keys. 20% will be high security. So 16% of all legacy handcuffs will be converted to high security handcuffs with keys. The choice should be consistent for placed handcuffs (as opposed to randomly spawned loot). So if you find high security handcuffs in a particular police station in one play-through, they should be the same in the next play-through. PS: In case you are using Just Business and want to assign Ack-Ack to the pillory to prevent her from running away, you can also use the prisoner mats for the same purpose. NPCs can use these with bound hands.
DocClox Posted March 25, 2020 Posted March 25, 2020 Well, I found a key. Bloody typical really. I spend a couple of days trying to find one, and five minutes after I post, there's one crops up at the slave trading post, outside Goodneighbour. 6 hours ago, Kharos said: PS: In case you are using Just Business and want to assign Ack-Ack to the pillory to prevent her from running away, you can also use the prisoner mats for the same purpose. NPCs can use these with bound hands. I tried that last run and couldn't get them to work properly for some reason. The slaves just stood and looked at 'em. I'll try again - I've fiddled with my load order quite bit since then, so it might work now. [edit] Tried the handcuff mat. The slave uses the mat, but just stands on it. Is that correct? I was hoping for kneeling-down pose. (I know multi-pose mats were being looked at, not sure if the functionality was finished or not)
Kharos Posted March 25, 2020 Author Posted March 25, 2020 9 hours ago, DocClox said: Well, I found a key. Bloody typical really. I spend a couple of days trying to find one, and five minutes after I post, there's one crops up at the slave trading post, outside Goodneighbour. I tried that last run and couldn't get them to work properly for some reason. The slaves just stood and looked at 'em. I'll try again - I've fiddled with my load order quite bit since then, so it might work now. [edit] Tried the handcuff mat. The slave uses the mat, but just stands on it. Is that correct? I was hoping for kneeling-down pose. (I know multi-pose mats were being looked at, not sure if the functionality was finished or not) With the newest beta you should get an additional "activate" option on your slave to make her kneel. This is very new though, and barely tested. You may need to disable JB's "additional dialogue" mode (or however it is called) because the game only allows one additional option. Mods like QuickTrade will conflict, too, for the same reason. Maybe I need to add a MCM hotkey or something like that to make it work?
DocClox Posted March 25, 2020 Posted March 25, 2020 1 hour ago, Kharos said: With the newest beta you should get an additional "activate" option on your slave to make her kneel. This is very new though, and barely tested. You may need to disable JB's "additional dialogue" mode (or however it is called) because the game only allows one additional option. Mods like QuickTrade will conflict, too, for the same reason. Maybe I need to add a MCM hotkey or something like that to make it work? Yeah, I just had to uninstall Quick Trade for just that reason. And it's possible that Atomguard is going to block it too, since that uses an activate option to feed, (although that only procs if sneaking,). An MCM key would work, certainly. Hit he key, get the target under the cursor and it it's a mar or someone kneeling on one, give the options. Another possible would be a hand held controller, like the shock collar activator. Point it like a gun, fire and trigger the same logic.
Kharos Posted March 31, 2020 Author Posted March 31, 2020 Version 0.4.4 beta 2 ==================== tweaks to existing functionality - various reliability improvements and cosmetic improvements for prisoner mats and poses - add a second kneeling pose for prisoner mats (less submissive, more like a hostage) - make the "submissive" kneeling pose the default pose for prisoner mats - move hotkeys into separate MCM page - add a new hotkey for triggering interactions with NPCs (at the moment only changing pose) - add a MCM setting to disable the POSE activation, for compatibility with other mods (e.g. QuickTrade) - JB integration: add a small amount of bonus submission when a shock sends a slave into bleedout - SS CQ integration: further improve compatibility with personal squad, there are still some minor issues though With the MCM hotkey and the MCM switch to disable the activation action, posing victims on prisoner mats should now be fully compatible with mods like QuickTrade. The same hotkey can also be used to change the pose of handcuffed followers that have been told to wait (so there is no need to create a prisoner mat to just have them temporarily wait). The prisoner mats should now use the kneeling pose as a default, but this will only work for newly created prisoner mats, not for existing ones created with previous versions (the last pose is remembered by the prisoner mat, not by the victim). 1
Guest Posted March 31, 2020 Posted March 31, 2020 This is gonna sound dumb, but I installed the new version and it says that DD Compatibility is no longer present.
bstylez Posted April 1, 2020 Posted April 1, 2020 very nice mod, any chance you can make the handcuff struggle animation recognize the feet being tied if Devious device leg cuff is locked on?
Jappa123 Posted April 1, 2020 Posted April 1, 2020 I didn't play fallout for like year i see you still maintaining Real Handcuffs do you have any plans for other items or different type of handcuffs like institute handcuffs? Also wanted to ask you about scripts my scripting/ck knowledge is very limited especially in fallout 4 is there any ready to go script for equping and removing handcuffs? like in skyrim default dd equip script is libs.equipDevice. Thanks!
DocClox Posted April 1, 2020 Posted April 1, 2020 Beta 2 seems to do what I want except ... I have two of them I can't get to leave the mats. I wanted a quick and dirty lineup for a screenshot, and I also wanted to try out the mates. The girls were already cuffed, so it seemed like a no brainer. Anyway, some of them knelt on the mats and then got back up again, some didn't do anything, and two of them knelt down and one won't follow me still. None of them were members of the settlement if that makes a difference. They were all following due to JB
Kharos Posted April 1, 2020 Author Posted April 1, 2020 20 hours ago, EconomicPolicy said: This is gonna sound dumb, but I installed the new version and it says that DD Compatibility is no longer present. I see two possibilities: you forgot to check it during installation (though it should check automatically) you have in the meantime installed Servitron - if so do not worry, you should now have a combined compatibility plugin for DD and Servitron
Kharos Posted April 1, 2020 Author Posted April 1, 2020 11 hours ago, bstylez said: very nice mod, any chance you can make the handcuff struggle animation recognize the feet being tied if Devious device leg cuff is locked on? Not sure if that is possible. I do not fully understand how the DD leg cuffs animation works, but it looks like it does in general not combine with idle animations.
Kharos Posted April 1, 2020 Author Posted April 1, 2020 8 hours ago, Jappa123 said: I didn't play fallout for like year i see you still maintaining Real Handcuffs do you have any plans for other items or different type of handcuffs like institute handcuffs? Also wanted to ask you about scripts my scripting/ck knowledge is very limited especially in fallout 4 is there any ready to go script for equping and removing handcuffs? like in skyrim default dd equip script is libs.equipDevice. Thanks! I do have plans to make other items. It's just that creating meshes and animations is not my favorite part of modding (I am a beginner and quite slow), so I keep putting that off. Also my pace is sometimes rather slow, I mod when I feel like I will enjoy it. I do not want this to feel like a second job. For scripting, take a look at ThirdPartyApi.psc (in Data\Scripts\Source\User\RealHandcuffs). This is a script for other modders with a lot of functions for creating handcuffs and collars, equipping them, unequipping them, etc. I try very hard to keep this script stable (i.e. not make any breaking changes) even when I make internal changes to the rest of the mod. 1
Kharos Posted April 1, 2020 Author Posted April 1, 2020 5 hours ago, DocClox said: Beta 2 seems to do what I want except ... I have two of them I can't get to leave the mats. I wanted a quick and dirty lineup for a screenshot, and I also wanted to try out the mates. The girls were already cuffed, so it seemed like a no brainer. Anyway, some of them knelt on the mats and then got back up again, some didn't do anything, and two of them knelt down and one won't follow me still. None of them were members of the settlement if that makes a difference. They were all following due to JB Yeah, I have sometimes seen problems too with "followers" that get assigned to the prisoner mats (i.e. actors that are not part of the settlement; JB slaves, Conqueror squad members etc.). I cannot reliably reproduce the problems though. I am currently trying to find and fix bugs. If you have a sure way to reproduce the problem, please tell me. You should be able to fix them by removing the prisoner mat. If that does not work, please tell me (would be another bug) and use the JB reset slave function instead.
Kharos Posted April 1, 2020 Author Posted April 1, 2020 1 hour ago, Kharos said: If you have a sure way to reproduce the problem, please tell me. Never mind, I think I am able to fix followers not leaving prisoner mats when told to do so. Another thing, placement of prisoner mats can be tricky. Depending on placement, they may not be able to get to the prisoner mat when told to use it. The pathfinding in Fallout 4 is sometimes really bad.
Guest Posted April 1, 2020 Posted April 1, 2020 2 hours ago, Kharos said: you have in the meantime installed Servitron - if so do not worry, you should now have a combined compatibility plugin for DD and Servitron This was it. Thank you!
Faustling Posted April 4, 2020 Posted April 4, 2020 Sorry if you have already answered this question; I am too lazy to read through all 24 pages of posts: What should I do when I remove handcuffs from a character, and their arms remain in the handcuffed position. It doesn't happen all the time, but it's annoying when it does. It happens with some other restraints too. (Before you mention it, yes I did try removing unattached scripts.)
Kharos Posted April 4, 2020 Author Posted April 4, 2020 1 hour ago, Faustling said: Sorry if you have already answered this question; I am too lazy to read through all 24 pages of posts: What should I do when I remove handcuffs from a character, and their arms remain in the handcuffed position. It doesn't happen all the time, but it's annoying when it does. It happens with some other restraints too. (Before you mention it, yes I did try removing unattached scripts.) Nope, that's a new one, as far as I know you are the first to report this. Do not just remove unattached scripts, you will probably just do more damage. Can you give me some more information? Does it happen with any kind of handcuffs (normal, hinged)? What do you mean with "It happens with some other restraints too."? When it happens, does the character keep full bound state (e.g. will not draw weapons, will not fight), or will they draw weapons and fight? When you point your crosshair at the character and then go to the MCM menu, debug settings, what does the debug page say about that character (requipped device, currently runing package)? I assume from your description that saving and loading the game does NOT clear up the situation, right?
Faustling Posted April 4, 2020 Posted April 4, 2020 23 minutes ago, Kharos said: Nope, that's a new one, as far as I know you are the first to report this. Do not just remove unattached scripts, you will probably just do more damage. Can you give me some more information? Does it happen with any kind of handcuffs (normal, hinged)? What do you mean with "It happens with some other restraints too."? When it happens, does the character keep full bound state (e.g. will not draw weapons, will not fight), or will they draw weapons and fight? When you point your crosshair at the character and then go to the MCM menu, debug settings, what does the debug page say about that character (requipped device, currently runing package)? I assume from your description that saving and loading the game does NOT clear up the situation, right? Off the top of my head: tried it with ropes, yoke, handcuffs, not sure which kind. The character will draw weapons and fight, then reverts to the previous state. Saving and loading doesn't help. I'll experiment a bit more and let you know if I learn anything.
Kharos Posted April 4, 2020 Author Posted April 4, 2020 Version 0.4.4 beta 3 ==================== squashing bugs - fix various animation problems with followers using prisoner mats (i.e. while not assigned to a workshop) - fix followers on prisoner mats not leaving the prisoner mat when told to follow again - fix prisoners (especially those assigned to a workshop) moving around when player fast travels, sleeps or waits - fix visual bug: temporary handcuffs staying on wrists when releasing actors from prisoner mat - fix race condition leading to error messages about "orphaned token" - make debug menu option "reset NPC AI" revert special states of bound NPCs (e.g. wait, use prisoner mat) - try to restore current pose of waiting NPCs when upgrading to a new version of the mod Prisoners will quicky get up and then sit down again when upgrading the mod to a new version, This is expected; it is caused by the mod stopping and then restarting most active effects when a new version is installed. They should now resume the pose that they had before, though. 2
Kharos Posted April 4, 2020 Author Posted April 4, 2020 12 minutes ago, Faustling said: Off the top of my head: tried it with ropes, yoke, handcuffs, not sure which kind. The character will draw weapons and fight, then reverts to the previous state. Saving and loading doesn't help. I'll experiment a bit more and let you know if I learn anything. Most probably you are using restraints from Devious Devices [ https://www.loverslab.com/topic/73925-devious-devices/ ], not from my mod. My mod "only" has handcuffs, and they look like actual handcuffs, including a chain (or a hinge) connecting the two cuffs. If in doubt, please look a the screenshots in the download section [ https://www.loverslab.com/files/file/8485-real-handcuffs/ ]. Do the handcuffs that you are using look like that? If not, they are not form my mod.
Kharos Posted April 4, 2020 Author Posted April 4, 2020 I have a question for the longtime users of this mod. As can be seen in the screenshot below (screenshot is from file download section), the animation of the hinged cuffs should be such that the wrists go through the openings, and the hands are (barely) not touching. One user has shown me screenshots that the animation is not correct on his machine: The right arm is too far to the left, clipping through the handcuffs, and the thumbs of the two hands are overlapping. It's not easy to see but one you know what to look for the animation is clearly incorrect. I have no idea what could be causing such an issue. Does anybody else have that problem?
izzyknows Posted April 4, 2020 Posted April 4, 2020 35 minutes ago, Kharos said: I have a question for the longtime users of this mod. Has always been normal for me.. Maybe a corrupted animation file?
Nebuchadnezzer2 Posted April 4, 2020 Posted April 4, 2020 Spoiler 7 hours ago, Kharos said: I have a question for the longtime users of this mod. As can be seen in the screenshot below (screenshot is from file download section), the animation of the hinged cuffs should be such that the wrists go through the openings, and the hands are (barely) not touching. One user has shown me screenshots that the animation is not correct on his machine: The right arm is too far to the left, clipping through the handcuffs, and the thumbs of the two hands are overlapping. It's not easy to see but one you know what to look for the animation is clearly incorrect. I have no idea what could be causing such an issue. Does anybody else have that problem? Haven't noticed that, but I'll check the 0.4.3 I've got installed in a bit. This is a somewhat old snap mid-violation with them on [hence double-cuffs, the second are the anim object], was fine. Spoiler
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