Popular Post Kimy Posted November 14, 2019 Popular Post Posted November 14, 2019 Devious Devices - Contraptions View File Devious Devices: Contraptions ABOUT Devious Devices - Contraptions is the furniture component of the Devious Devices framework. It provides a variety of bondage furniture for use in BDSM themed mods, and provides mechanics for using the devices in game. Device behavior can be freely configured by the modder, and without having to write code or handle complicated packages. The devices are fully compatible with DD restraints, without modders having to write complex workarounds on their end. CONTRIBUTORS Kimy Supertin T'ara CORE FEATURES - Both players and NPCs can use the furniture. - Actors can be placed and released from devices via script. - Hotkey to order arbitrary NPCs into furniture, where they can be either locked in, or held for a certain amount of time, at the player's discretion! - Hotkey triggered dialogue for the player to lock up herself, either to play for a certain amount of time, or with fully engaged locks for extra kink! - Locking system (requiring one or more keys to release the subject), including optional configurable lock shields preventing unlocking the device for a given time. - Escape system for both player and NPC. Devices can be struggled out from, lock-picked, or even broken. The player can help NPCs to escape with not in posession of a key, in which case the player performs the escape checks for the NPC. - Configurable escape difficulties and cooldowns per device. - Devices are fully compatible with DD restraints. No workarounds needed. Each furniture device can be set to allow any type of DD restraint to be worn while locked in it. Incompatible restraints will be hidden. - Alternate poses can be set to accommodate DD wrist restraints (e.g. for wearing armbinders while sitting on a wooden horse) - Arbitrary number of additional scripted effects the device will apply to subjects locked in it. - Configurable messages per device. - Outfit swapping for NPCs, stripping for players, plus re-equipping gear on release. - Arbitrary number of poses per device, one of which is randomly chosen or set by script. - Struggle animations played both periodically and when trying to escape. - NPC poses survive cell changes. - The player cannot wait/sleep if the device doesn't allow it. - Self Bondage feature, allowing the player to set a timed lock, both for herself or any NPC she locks in the device. - Optional minigame that rewards the player with configurable rewards if she escapes the device before the release timer sets her free. - Build-able devices, that can be placed in the game world by the player during a playthough. REQUIREMENTS - SexLab - SexLab Aroused - Devious Devices Assets - Devious Devices Integration - Devious Devices Expansion - any requirement of the above mods, such as FNIS, XPMSE etc. Please refer to the respective mods for details. INSTALLATION 1. Install ALL requirements listed above using your favorite mod manager, including THEIR respective requirements. 2. Install this mod. 3. Run FNIS when done PERMISSIONS Anyone who wishes to use this mod as a dependency for their own work is quite welcome to. The following rules apply: - You can NOT bundle/re-distribute any part of this mod with your own (e.g. include patched versions of the scripts in your mod), as future updates to DD might break your and other mods if you do - You can NOT post this mod or any of its parts (including any derived works) outsides of LL without explicit permission. - You can NOT incorporate any parts of this mod in any for-profit project. Donations/Patreons are fine, as long as they are strictly voluntary and don't offer the donor any tangible advantage over non-donors. - You can NOT incorporate any parts of this mod in a project that's going to be uploaded to Bethesda.Net and/or made available for consoles in any other way. - You can NOT use any parts of this mod in a closed source project. No exceptions, ever. No need to ask for permission either. It won't be given. - You can NOT publish a fork of this mod (as in using it as a base for a project offering similar functionality) without permission. That includes porting it to other platforms/games. - You can NOT use any code or assets from this mod in projects competing with it, without permission. - You can NOT redistribute, repackage, or upload any art assets from this mod without permission. Please contact the artist(s) directly for any inquires. - You CAN otherwise use code for your own projects as long as you include all source code with your distribution and allow others to use your own code in a similar fashion. And give proper credit where it's due. All above rules still apply! In plain English: Do with my code what you want, as long as you credit me, and your own project is also open source and available free of charge. But don't use my own code to make mods competing with mine, don't change my mod's behavior against my will, and don't steal my stuff by uploading it somewhere else. CONTRIBUTION LICENCE Contributions to DD are welcome! If you are considering contributing, here are our guidelines for your consideration: By contributing assets or code to this project, you grant the DD team represented by its lead maintainer a non-exclusive, non-revokable, and non-transferable licence to use your assets without limitation in Devious Devices or any other projects, provided that proper credits are given. You still retain full rights to your work. Everything you create is still yours. Instead of this licence, you may also opt to place your work under an alternative licence compatible with the above, such as Creative Commons or MIT (it cannot be more restrictive, though!) In the later case, we will mark your work as subject to the licence you chose. CREDITS Code by Kimy Models and animations by Supertin Additional models and animations were imported from ZaZ Animation Pack Version 7, with permission and T'ara's help! KNOWN ISSUES - The furniture object will display a slight flicker when transitioning back and from the struggle animation. - The NPC interaction key is currently hardcoded to PgUp, as DDC does not yet have its own MCM. FREQUENTLY ASKED QUESTIONS - USERS Q: How to best report any issues with this mod? A: Post your issue in the support thread and describe what happened, and how. In enough detail that we might have a chance to understand what went wrong there. Oh, and post a Papyrus log if you can. While we might be able to guess the cause of your problem every now and then, chances are that we will never find out what went wrong unless you provide me with the log. DO NOT PM THE DD TEAM WITH SUPPORT REQUESTS!!! Q: I have this and that problem with an older version of this mod. A: Please don't ask about older versions. Ever. We release patches for a reason. Use them! Some of them even might have fixed the exact bug you're reporting to occur in your ancient version of this mod. Only the newest version is supported at any time. Don't post any questions in the support thread unless you're running the -newest- version of this mod AND all of its requirements. Q: I have a support question and wonder if I should PM it to you. A: Please, PLEASE do NOT use PMs for support issues and bug reports. We might/will ignore them and delete them without responding to them! Support requests belong in the support thread and nowhere else, so other people having the same issue can see the reply as well, or even help each other, so I don't have to answer ALL questions people might have. Q: Can I suggest new features? A: Absolutely! We have implemented a lot of user-suggested features and will continue doing so. But please understand that we cannot implement them all and that some others we really just won't like enough. Q: Does this mod support male character? A: The devices should work for either male or female characters, but are primarily designed for females. Q: Can I translate your mod? A: Yes. But please re-post only the files needed for the actual translation (e.g. localized ESM, string tables etc), as a patch with a link back to the official mod! Do NOT re-distribute the entire mod. If you want to post the translated files outsides of LL, please ask for permission first. Q: I found this awesome model that would be a perfect fit for this mod. Will you include it? A: The model needs to come with permissions to freely include and distribute it in 3rd party mods. If it does, feel free to suggest it! Q: Where can I find the devices in game? A: DDC itself does not place any devices in the game world. It is a library of furniture bondage devices and mechanics related to them, meant for modders to create content with. You will need mods actually using the framework. Q: How do I escape a device when locked in one? A: Press the key you mapped to activate world objects to call the device dialogue. Q: How do I lock a NPC into a device? A: The hotkey is currenty hardcoded to PgUp. Focus the NPC, press PgUp, then focus the desired device, press PgUp again. FREQUENTLY ASKED QUESTIONS - MODDERS Q: Another furniture mod? Why should I use this mod and not something else? A: DDC has been written from the ground up to complement Devious Devices and is the only furniture mod fully supporting DD wearable restraints. DDC's code is very powerful and flexible, offering many, many advanced features such as locking furniture, an escape system and even selfbondage! Q: Where can I find documentation? A: API Documentation can be found in zadclibs.psc (code comments within that file). Feel free to ask team members if you need assistance creating a mod using the resources provided by this mod. Q: I want to place devices in the world, but use different parameters. How can I get this done? A: Place a reference of the desired device in the game world, and change the script properties to your liking. You can even remove poses you don't want this devices to use. There is no need to duplicate the device in CK. TROUBLESHOOTING If you run into issues, please read the FAQ first. If this doesn't solve your problem, use the search feature: Most questions you're going to ask have probably already been answered. If you're still unable to find the answer to your issue, please post in the support thread proving a Papyrus log and an in-depth description about your issue to allow us to figure out what went wrong there and why. Do NOT PM maintainers with bug reports. Bug reports go in the support thread and only there! Bug reports not accompanied by a log and/or sent via PM will likely be ignored. Submitter Kimy Submitted 11/14/2019 Category Framework & Resources Requires Devious Devices, Sexlab, Sexlab Aroused Special Edition Compatible No 22
Aki K Posted November 14, 2019 Posted November 14, 2019 This looks cool. I hope to see more done with this in the future.
Garfieldcat Posted November 14, 2019 Posted November 14, 2019 I'm no modder, but I sure hope to see this gem being used in the future mods! Thank you Kimy!
worik Posted November 14, 2019 Posted November 14, 2019 4 minutes ago, Garfieldcat said: I'm no modder, but I sure hope to see this gem being used in the future mods! I am intending to do so, and I 've heard one or two more interested people
windzone Posted November 14, 2019 Posted November 14, 2019 How does this part work? How does the player build a device? And later, how does the player place a device in the world? Quote Build-able devices, that can be placed in the game world by the player during a playthough.
Lokikun Posted November 14, 2019 Posted November 14, 2019 Oh my. It's here. Question: Can the furniture equip DDi/DDx devices on escape as a parting gift? Or that would have to be scripted manually?
Zaflis Posted November 14, 2019 Posted November 14, 2019 If you ever need dedicated tester to your mods, you do know it's only 1 ask away (or anyone else for that matter) Much appreciated making early release. What i could tell so far: - No MCM, is this correct? I got it to "Init" by saving game and loading. - From the test mod there is Cross and X-Cross in Riverwood. Majority of their function is ok, all the dialogs seem working. - The X-Cross goes invisible when i step on it. I'm not sure if there's something specific to my Skyrim inis on this, i have similar sometimes with Sexlab itself where actors go invisible unless i start with camera in a way that both actors are clearly visible. X-Cross places camera somehow inside the pole or something and only zooms out afterwards. It would propably work if camera started outside initially. Cross does similar camera glitching at start but i don't know why it always works. - Devious Body Alteration is for now slightly incompatible if you have arched feet due wearing high heels much. It applies the high heel effect (NiOverride?), raising player above the shackles a bit. I don't have hdtHighHeels.esp installed, and never had.
windzone Posted November 15, 2019 Posted November 15, 2019 2 hours ago, Zaflis said: The X-Cross goes invisible when i step on it. ... Cross does similar camera glitching at start but i don't know why it always works. I tested this mod on Skyrim SE (after converting meshes and .hkx animations) and I see the same behavior: Cross works OK, but X-Cross goes invisible for both player and NPC.
Zaflis Posted November 15, 2019 Posted November 15, 2019 3 hours ago, windzone said: I tested this mod on Skyrim SE (after converting meshes and .hkx animations) and I see the same behavior: Cross works OK, but X-Cross goes invisible for both player and NPC. I found a fix for the NPC fading: https://www.loverslab.com/topic/92958-fix-actor-fading-when-too-close-with-camera/?tab=comments#comment-2762801 Sadly the X-Cross will still go invisible, just actors don't fade anymore even when i make them really close to the camera. I checked in TES5Edit that's a really simple edit, i cannot tell what would need to be changed for furnitures. It seems all it does is edit 2 fields into blanks: L_CAMERA and L_CHARCONTROLLER. If we do that for L_STATIC or L_ANIMSTATIC perhaps? Or someone might know better if it's simply a scripting typo etc. Edit: Hmm, doesn't seem to have anything to do with camera. I told Chloe to get on it and X-Cross still went invisible while i was looking at the whole thing from small range. About the NPC testing, you can give one to yourself with "help x-cross" to get ID of the Kit and player.additem ID. Then drop it on ground. So i could try the other Cross with Chloe and idles work fine at least I can use normal talk dialogs but that's it. I cannot focus the furniture with mouse at all, it always targets the npc. I couldn't set the time and i wouldn't be able to unlock her even if i had the key. She ignores normal follower move commands too, so she is really stuck now... 1
Jade1280 Posted November 15, 2019 Posted November 15, 2019 Very interesting...Very. Could this be...the one.
steelmagpie Posted November 15, 2019 Posted November 15, 2019 It will be fun to see which mods take the furniture into them and how they use it. Thanks Kimy for even more fun added to the LL universe.
Lupine00 Posted November 15, 2019 Posted November 15, 2019 What is the main pain point when creating new furnitures? Setting up animations? Something else? Let's say a modder wanted to add something popular, with limited existing animations, like the bondage horse with hanging yoke, would the existing Zaz animations be insufficient? Clearly, there are some aspects of this that led to it getting put into cold-store for nearly a year. Is the problem mainly asset availability? Or just busywork that needs to be done? 5
Kimy Posted November 15, 2019 Author Posted November 15, 2019 4 hours ago, Lupine00 said: Clearly, there are some aspects of this that led to it getting put into cold-store for nearly a year. Is the problem mainly asset availability? Or just busywork that needs to be done? It turned out that making furniture models was a lot less amusing for our modellers than they initially thought. They experienced quite some burnout over that, maybe paired with general burnout, but let's just say there is a reason why I wrote that I don't expect more furniture models to be added anytime soon. So yes, it's asset availability. I didn't want to release DDC with so few models, but I had to realize that I am not likely to get any more. I worked for several months on the code, so at least I wanted to get it published, because it's feature complete and (for me) working. ZAP models cannot be easily ported to DDC. I tried with ZAP 7 models (which ZaZ gave me permissions to use, even), but they do not render correctly when using DDC's code. DDC's architecture is radically different from ZAP's code, so I guess that's why. Someone explained why this is, but I am not sure I even understand the problem. I am a software engineer, not a 3D artist. But ZAP models render black in game when used by DDC. To the person who experienced issues with running DDC in Skyrim SE. That's to be expected. This mod claims nowhere to be SE compatible! Can anyone but me (using Oldrim) confirm the models to work correctly in game, and not be invisible? 1
worik Posted November 15, 2019 Posted November 15, 2019 10 minutes ago, Kimy said: Can anyone but me (using Oldrim) confirm the models to work correctly in game, and not be invisible? I was in Riverwood, 15 minutes ago. walked around them , all looking fine ? (DDC + the demo.esp)
Kimy Posted November 15, 2019 Author Posted November 15, 2019 6 minutes ago, worik said: I was in Riverwood, 15 minutes ago. walked around them , all looking fine ? (DDC + the demo.esp) Did you use them?
worik Posted November 15, 2019 Posted November 15, 2019 19 hours ago, Kimy said: Q: Can I suggest new features? A: Absolutely! We have implemented a lot of user-suggested features and will continue doing so. But please understand that we cannot implement them all and that some others we really just won't like enough. Since you asked, my personal wish list for furniture in DDC. Most wanted first: a pillory (e.g. like the one from ZAZ) a wheel (same) a wooden frame to tie the actor in the same pose as with the X a wall attached yoke, e.g. connected with a chain a torture rack like the static vanilla asset
worik Posted November 15, 2019 Posted November 15, 2019 39 minutes ago, Kimy said: Did you use them? Not yet, (RL called ?) ... give me another 30 minutes Edit:@Kimy I did skip the FNIS part and just coc'ed into the game. All left on default entering the devices, manipulated the locks and tried to get out. escape failed unlocking "with key" worked both devices disappeared when I was locked I guess due my ignorance of FNIS both reappeared after I got out Spoiler Setup: Vanilla Skyrim + DLCs for my CK testings, plus some textures + SL, SLAR, DD assets, DDi, DDx, DDC
Kimy Posted November 15, 2019 Author Posted November 15, 2019 FNIS is -definitely- needed to make it work. The devices being invisible without running FNIS first would be 100% as expected. 1
Kimy Posted November 15, 2019 Author Posted November 15, 2019 17 hours ago, Loki15kun said: Oh my. It's here. Question: Can the furniture equip DDi/DDx devices on escape as a parting gift? Or that would have to be scripted manually? Not as a built-in feature, but it would be trivial to code. 3
Zaflis Posted November 15, 2019 Posted November 15, 2019 48 minutes ago, Kimy said: FNIS is -definitely- needed to make it work. The devices being invisible without running FNIS first would be 100% as expected. I did run FNIS (with no warnings). The locked player or follower has arms stretched to side when the device is invisible. In worik's screenshot the arms were against the body.
valcon767 Posted November 15, 2019 Posted November 15, 2019 tested the demo version, when anyone (player or npc) uses the x-cross it disappears and cannot interact with the device. just able to talk to the NPC. the regular cross stays visible (but cannot interact with it) when used by NPCs, when just locking self (player) into the cross it stays visible, but when using the self bondage timed release it also goes invisible. screenshot of NPC in x-cross and player just locked into cross (not using selfbondage timer) FNIS ran without any errors showing up before testing this. 1
DeWired Posted November 15, 2019 Posted November 15, 2019 4 hours ago, Kimy said: It turned out that making furniture models was a lot less amusing for our modellers than they initially thought. They experienced quite some burnout over that, maybe paired with general burnout, but let's just say there is a reason why I wrote that I don't expect more furniture models to be added anytime soon. So yes, it's asset availability. I didn't want to release DDC with so few models, but I had to realize that I am not likely to get any more. I worked for several months on the code, so at least I wanted to get it published, because it's feature complete and (for me) working. ZAP models cannot be easily ported to DDC. I tried with ZAP 7 models (which ZaZ gave me permissions to use, even), but they do not render correctly when using DDC's code. DDC's architecture is radically different from ZAP's code, so I guess that's why. Someone explained why this is, but I am not sure I even understand the problem. I am a software engineer, not a 3D artist. But ZAP models render black in game when used by DDC. To the person who experienced issues with running DDC in Skyrim SE. That's to be expected. This mod claims nowhere to be SE compatible! Can anyone but me (using Oldrim) confirm the models to work correctly in game, and not be invisible? X-Cross invisible on use. Guessed cause: in "animated object" zadc_xcrossAO was stated model filename XCross_AO.nif, but this file does not exist, nearest is XCross_AO_Standing.nif. Also, standing cross in his animated object, had model path with pose included. So, changed model path in TES5Edit, repeated test - X-cross works now. Interestingly, in first test, when Xcross didn't work, standing cross worked, but with height shift, as if it didn't clear high heels. But on second test, when standing cross was used, it first showed Xcross, then standing cross engaged as normal.. with height perfectly synced. Strange, that. Oh, and I wonder - what is a proper way to get Furniture Key? Maybe it can be added to SelfBondage Game loot pool? P.S. It will be interesting looking inside... Maybe something can be done like Display Model furniture with Contraptions scripts.. 3
Zaflis Posted November 15, 2019 Posted November 15, 2019 @DeWired That works, no more invisible furniture issue. Is CBBE and UUNP physically very different btw? I had this issue always with ZAP too where arms do not exactly fit the restraints. This is UUNP: Spoiler Or is it something i could tweak with racemenu or BodySlide more? The height alignment looks fine at this time when wearing actual boots, but i feel like my player is just too short... I'll propably edit this post if i find a solution. For now unsuccessful. "player.setscale" command was first attempt but it scales the furniture at exact same rate, so that won't help. Ok the solution was in RaceMenuPlugin.esp, which adds a tab for changing player height. Set that to 1.01 scale and arms align well. I am not sure why i disabled the plugin in the first place.
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