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Posted

@Kimy a bug (doesn't break anything, its just a wrong log message):
script zadBQ00.psc, function StoreGags()

Spoiler

1183: Function StoreGags(actor[] originalActors)
1184:     libs.Log("StoreBelts()")

 

Posted

Hello,

 

i've been searching through the last 5-8 pages and found no mention of it, so i'll ask here : when wearing DD boots and entering a DD furniture, the height offset is not treated properly, and the character appears to sink into the contraption as a result. Most visible on pillories, wooden horses, chair and torture poles, it just mis-aligns everything.

 

Have i missed an MCM setting somewhere, or is DD just overcompensating the boots? can it be fixed without touching scripts user side or will it go to the "to fix" list coder side?

 

Below pictures without & with boots.

 

Spoiler

1075092549_ex12.png.05a1c65593ae79567c083001149942a8.png1657904248_ex1.png.ea4d440c68df4808f99fc088a5a73e35.png

 

Posted

After reading some recent posts in the Cursed Loot thread regarding slow speeds while wearing certain devices I wondered if there was anything that could be done differently. Right now our characters are simply slapped with -1000 carry weight plus a speed de-buff while locked in an extreme hobble dress or a straitjacket with a legbinder or hobble skirt. I know this was done to slow our characters down and to prevent the movement animations from looking downright ridiculous.

 

While being over-encumbered our characters can't sprint while in a hobble dress, this is a shame because there is a cute little bunny-hop animation for sprinting in hobble dress. This can be seen by simply toggling god-mode on or using the console to increase your carry weight. 

 

So I wondered if similar results could be achieved without resorting to using the over-encumbered method. I simply modified zadConfig.psc to allow the Hobble Skirt De-Buff Strength setting in the MCM to reach 90.

 

After this I ran some time trials, I set the start point at the well in front of the Bannered Mare while setting the Whiterun gate as the finish line. I tried to make it a straight shot as possible during the trials, here's the results:

 

 

Speed = 50 (Default, Over-Encumbered)

  • 2:12

Speed = 89 (Not Over-Encumbered)

  • 2:11

 

The 89 speed was the closest in performance to the default setting of 50. A speed setting of 90 was 12 seconds slower!

 

 

The next test was done with a Speed De-buff of 25, the lowest you can set in the MCM. I found a speed of 84 to be the closest to the over-encumbered speed of 25.

 

Speed = 25 (Over-Encumbered)

  • 1:29

Speed = 84 (Not Over-Encumbered)

  • 1:30

 

 

Without using the over-encumbered method we can now take advantage of the bunny-hop sprinting animation. It does reduce travel time.

 

Speed = 89

  • 1:37

Speed = 84

  • 1:07

 

34 seconds were shaved off with speed setting set to 89 while 23 seconds were saved with a speed setting of 84.

 

I should note that these initial bunny-hop tests were done while god-mode was enabled thus allowing infinite Stamina. So I did a couple more tests but without god-mode and altered carry weight with the console to not be over-encumbered. My test character only had 100 Stamina, these are the new results. 

 

 

Speed = 89

  • 1:55

Speed = 84

  • 1:19

 

 

In both cases Stamina ran out twice and my character only started hopping again after Stamina returned to 100%. Only 17 seconds were saved with a speed of 89 and 11 seconds with a speed of 84.

 

I should also note the movement animations all looked similar, there was little to no difference between the animations speeds.

 

This was really just me messing around to see if something be can done differently then just over-encumbering our characters while wearing hobble dresses. Perhaps some other ideas or input can come from this. I wonder if sprint speed to could be modified separately from walk/run speed. Perhaps make the bunny-hop sprint a little faster while also draining stamina a little more to offset the overall speed increase?

 

 

 

Posted

I dunno what happened, but I think that something is causing the Devices to be permalocked on: the system always says I lack the proper key for this device, even though I got those "body part" restraints key. I don't know which one does gags use (for reference, the Black Leather Ball Gag is giving me trouble), but I had to resort to Cursed Loot's Skeleton Key to unlock them.

 

Anyway, DD-wise, I got:

 

DD 5.1

Cursed Loot 9.0

Laura's Bondage Shop

Devious Lore

Devious Device Helpers

BWitch

Sanguine Debauchery

 

That's the mods I know I do have. Anyway, is it possible that there's some items that lack the proper flags? Just to be sure.

Posted

Hello!

 

I'm trying to understand the keywords assigned to a rendered object. Say some Black Ebonite Catsuit has DeviousHeavyBondage, DeviousSuit, etc attached. Is there a way to find a directory to find all of these terms and their definitions? 

 

 

Posted
4 hours ago, CovertDemon said:

I dunno what happened, but I think that something is causing the Devices to be permalocked on: the system always says I lack the proper key for this device, even though I got those "body part" restraints key. I don't know which one does gags use (for reference, the Black Leather Ball Gag is giving me trouble), but I had to resort to Cursed Loot's Skeleton Key to unlock them.

 

Anyway, DD-wise, I got:

 

DD 5.1

Cursed Loot 9.0

Laura's Bondage Shop

Devious Lore

Devious Device Helpers

BWitch

Sanguine Debauchery

 

That's the mods I know I do have. Anyway, is it possible that there's some items that lack the proper flags? Just to be sure.

the "body parts" keys are from Cursed Loot, and only serve to unlock some very specific, special high-difficulty restraints. They're unique to that mod's content, and only used in that mod's content.

 

All standard restraints use standard "restraints key" or "chastity key" or " piercing tool" from the DD framework. Please, read the functions of the mods you're using.

Posted

Not sure if this is related to the bug Roggvir reported but there seems to be a mistake in the filter. Doing my prison sentence the quartermaster screwed me when fetching whine while i was in a yoke, gag and corset, nothing else and somehow the filter chose Billy Yoke facefuck as the appropiate animation. Essentially the only one that doesn't work cause of gag.^^

Posted

So I messed around with the hobble dress speeds again and instead of changing the MCM script I directly edited zadx_HobbleSkirtEffectScript.psc. With the default Hobble Skirt De-Buff Strength MCM setting set to 50 and god-mode enabled (to ignore the over-cumbered effect) you now have similar speed to the over-encumbered method of slowing your character down. A MCM setting of 45 when using god-mode is now roughly equal to a MCM setting of 25 when using the over-encumbered method.

 

Hopefully this is okay with Kimy but here's the scripts, it's mostly a proof-of-concept/test script. Not meant to be used normally, there's more that would have to be changed especially in the DDX .esm file and I didn't want to do that just yet (mainly to remove the carry weight penalty).

 

 

zadx_HobbleSkirtEffectScript.pex  zadx_HobbleSkirtEffectScript.psc

 

You need to toggle god-mode or use the console to change your character's carry weight so you're not over-encumbered anymore when wearing an extreme hobble dress. You can now sprint bunny-hop around. I should note that these changes also work with a straitjacket/hobble dress combo or a legbinder, you can also bunny-hop/sprint with these devices.

 

Once again this is just a simple proof-of-concept showing there could be a different method to slowing our characters down while wearing hobble dresses instead of the over-encumbered method. 

 

EDIT: Whoops, uploaded only the source script and not the compiled script.

Posted
On 3/7/2021 at 7:05 PM, zarantha said:

 

If you're using BHUNP, are you on SE?
You need mfg fix for the mouth to open in SE for the gags. It's not related to the body or head.

I am sorry that i answer so  late...

 

I am on LE and i allready tryed the mfg fix for LE but it didn't fix my problem.

Posted

Hello, I'm trying to get some furniture from the zaz animation pack 8.0+ to work with the furniture script from DD - contraptions.
I get the script to run so far ok, but my problem is: I can get the right idle to run but then the furniture is missing ...
I tried to look in the creation kit to see how it works in devious cursed loot and how it works in rubber facility
(the only 2 mods that use the script as far as I know) but I'm doing something wrong

 

do I have to merge the nif file and the havoc idle file somehow?

what do i have to do with the ANIO in creation kit ?

 

furniture i use to test "zbfstrugglerobewithpolesfarmwoodgrey"

- i have create a PACK with the idle from the zaz animation pack (zazStruggleRope.hkx)

- i have create a ACTI with the nif (StruggleRopeStand.nif) model and the zadcfurniturescript (filled message,libs,zaddclibs and boundpose with my PACK)

- i have create a ANIO with the nif file and picked the actors/.../0_master.hkx (where i did add the idle animation from the furniture)

 

Result: i can activate the furniture chose a option from script (lock in), i get locked in the idle start and the furniture despawn. on exit furniture the idle stop and the furniture spawn again

 

 

if this is the wrong forum to ask i'm sorry

 

 

Posted
On 4/13/2021 at 3:13 AM, Clockwinding said:

the "body parts" keys are from Cursed Loot, and only serve to unlock some very specific, special high-difficulty restraints. They're unique to that mod's content, and only used in that mod's content.

 

All standard restraints use standard "restraints key" or "chastity key" or " piercing tool" from the DD framework. Please, read the functions of the mods you're using.

That's the thing: DD5 doesn't have standard restraints key or a chastity key (or at least, not anymore). However, I did admit to screwing up: turned out the skeleton keys I thought were from Cursed Loot were actually from DD5 itself. Beyond that, guess I just worried over nothing.

Posted
2 hours ago, CovertDemon said:

DD5 doesn't have standard restraints key or a chastity key (or at least, not anymore).

But it does.  They weren't removed.

Posted
3 hours ago, CovertDemon said:

That's the thing: DD5 doesn't have standard restraints key or a chastity key (or at least, not anymore). However, I did admit to screwing up: turned out the skeleton keys I thought were from Cursed Loot were actually from DD5 itself. Beyond that, guess I just worried over nothing.

DD5 has multiple plugins. Assets, Integration, Extension, Contraptions; add to that the male and beast refits, and that's 6 parts to DD5. Keys are in the Integration part of the mod.

Posted
1 hour ago, HexBolt8 said:

But it does.  They weren't removed.

I have the screenshots to prove otherwise (or at least a slip-up). I used AddItemMenu and typed "restraints key" and "chastity key" and these are the results.

ScreenShot20.png

ScreenShot21.png

Posted
3 minutes ago, CovertDemon said:

I have the screenshots to prove otherwise (or at least a slip-up). I used AddItemMenu and typed "restraints key" and "chastity key" and these are the results.

If you disable Devious Lore - Lore Patch, you will get old restraints keys back. That patch will rename them to skeleton keys etc to be "lore-like".

 

The Lore Patch does not have any content in it, you can still have Devious Lore installed without it.

Posted
5 hours ago, CovertDemon said:

That's the thing: DD5 doesn't have standard restraints key or a chastity key (or at least, not anymore). However, I did admit to screwing up: turned out the skeleton keys I thought were from Cursed Loot were actually from DD5 itself. Beyond that, guess I just worried over nothing.

 

The world and his or her concubine has already put you right on the basics

 

But, FYI, there's also a small quest in DD to go to Winterhold College, and steal a set of books from the Library that are hidden there in the 'Forbidden Bookshelf' (Key for that and relevant story Info are on Urag's desk)   Once you have done this, you then have the skill to craft the standard DD keys at a forge.  One Iron Ingot per key

 

Then install a mod like Devious Device Helpers to help you pit your wits against the game, the baddies ( and @Kimy  LOL ). as you decide how to use, and if necessary ration out, key use as you work your way through any number of game scenarios where the bad guys try to beat you by restraining your player and followers and even maybe nicking the keys they have

 

(More realistically, it means you have a way of getting through dungeons without having the drudgery of trudging all the way back out to visit Alvor etc for release, (or just cheating, or doing a silkly imitation of Taylor Swift as you try to get rid of a restraint by the 'shake it off' method)  And if you screw up, you can find that you may just have to give up and do the walk of shame to the blacksmith anyway - I trust no one is as crass as actually do the other two things, right?  ?  :P  )

Posted

Alright hopefully this is okay with Kimy (if not I'll remove) but now I have a better working alternative to the slow down effect when wearing hobble dresses. This new method still relies on removing the over-encumbered effect that allows you character to sprint while wearing extreme hobble dresses. Your character will now bunny-hop as a substitute for sprinting, it's not terribly fast but it is still a little quicker than shuffling around slowly. My previous post shows the difference it makes in travel time.

 

This time around it's actually usable instead of requiring messing with your character's carry weight or toggling god-mode. I created a patch file that simply removes the carry weight de-buff effect from hobble dresses. This does allow for fast travel again while wearing hobble dresses. To compensate I scripted a function that'll save your current "fFastTravelSpeedMult" game setting, set a new value then return the saved value after removing the dress. With the default "fFastTravelSpeedMult" setting it takes about 3 hours in-game to fast travel from Whiterun to Riverwood. Wearing a hobble dress when returning to Whiterun took a little over 10 hours. I think it works, I don't really know what I'm doing when it comes to scripting.

 

Once again this is just a proof-of-concept, hopefully Kimy will see this and take the proposed changes under consideration. I'm sure there's more refinement to be made, though. 

 

Try not to set the Hobble Skirt De-Buff Strength MCM setting any higher then 50 (default and you'll be even slower) or lower than 45 (faster and the animation will look silly). 45 is about equivalent to the setting of 25 under the current slow-down method.

 

Hobble Dress Bunny-Hop Test.7z

 

Posted
34 minutes ago, UnEvenSteven said:

Alright hopefully this is okay with Kimy (if not I'll remove) but now I have a better working alternative to the slow down effect when wearing hobble dresses. This new method still relies on removing the over-encumbered effect that allows you character to sprint while wearing extreme hobble dresses. Your character will now bunny-hop as a substitute for sprinting, it's not terribly fast but it is still a little quicker than shuffling around slowly. My previous post shows the difference it makes in travel time.

Removing the over-encumber would go a long way to solving the conflicts that arise when multiple mods try to modify the player's speed, and other issues that arise with encumbrance mods. It would be just so much simpler overall.

 

Also, fast travel restriction tied to specific devices seems hard to manage. A mod can always teleport you if it wants, but disallowing players to choose for themselves how they want to interact with fast travel seems overly prescriptive, especially when it's on a per-device basis. It seems silly that players who want that choice back have to install a teleporting mod just to enable a vanilla feature that already exists and is built into the map. It's just a feature that DD doesn't really need to trouble itself with, one way or the other. Having it as an option is fine, but if there was no fast-travel limitation in DD, I'd still have half a dozen mods that could add it for me anyway. Personally, I haven't played with fast-travel on in years, so any feature adding it per device is redundant - but that's just me - the issues are player choice and simplicity. Getting rid of the encumbrance helps with both.

Posted

I have two questions if I may. First can I duplicate Items to have the effect? Cause I tried once had duplicated inventory and script device and gave it a new name. It was lockable and the effects worked as they should, but the device was using the standard mesh even if i had directed the ArmorAddon to the new mesh. So is it possible? I do not want to replace the existing ones. Just get some new looking ones. Second Question... How are the alternate Animations (Cuffs, Yokes etc) attached to the Devices? Is there a section in CK or is this done by scripts? Thanks

 

Posted
5 hours ago, goremageddon said:

Cause I tried once had duplicated inventory and script device and gave it a new name. It was lockable and the effects worked as they should, but the device was using the standard mesh even if i had directed the ArmorAddon to the new mesh.

In your new items, you likely didn't update the properties that the script and inventory items use to refer to each other, so when you equipped the device, it equipped the original script device.

Posted

Is there any way to force the inflatable plugs to deflate? I’ve got one right now that the Godzilla-Born simply refuses to stop monkeying with and won’t deflate at all. I’ve tried both the unequip item and remove item console commands but neither will just remove the thing.

Posted
Spoiler
On 4/12/2021 at 9:08 PM, UnEvenSteven said:

After reading some recent posts in the Cursed Loot thread regarding slow speeds while wearing certain devices I wondered if there was anything that could be done differently. Right now our characters are simply slapped with -1000 carry weight plus a speed de-buff while locked in an extreme hobble dress or a straitjacket with a legbinder or hobble skirt. I know this was done to slow our characters down and to prevent the movement animations from looking downright ridiculous.

 

While being over-encumbered our characters can't sprint while in a hobble dress, this is a shame because there is a cute little bunny-hop animation for sprinting in hobble dress. This can be seen by simply toggling god-mode on or using the console to increase your carry weight. 

 

So I wondered if similar results could be achieved without resorting to using the over-encumbered method. I simply modified zadConfig.psc to allow the Hobble Skirt De-Buff Strength setting in the MCM to reach 90.

 

After this I ran some time trials, I set the start point at the well in front of the Bannered Mare while setting the Whiterun gate as the finish line. I tried to make it a straight shot as possible during the trials, here's the results:

 

 

Speed = 50 (Default, Over-Encumbered)

  • 2:12

Speed = 89 (Not Over-Encumbered)

  • 2:11

 

The 89 speed was the closest in performance to the default setting of 50. A speed setting of 90 was 12 seconds slower!

 

 

The next test was done with a Speed De-buff of 25, the lowest you can set in the MCM. I found a speed of 84 to be the closest to the over-encumbered speed of 25.

 

Speed = 25 (Over-Encumbered)

  • 1:29

Speed = 84 (Not Over-Encumbered)

  • 1:30

 

 

Without using the over-encumbered method we can now take advantage of the bunny-hop sprinting animation. It does reduce travel time.

 

Speed = 89

  • 1:37

Speed = 84

  • 1:07

 

34 seconds were shaved off with speed setting set to 89 while 23 seconds were saved with a speed setting of 84.

 

I should note that these initial bunny-hop tests were done while god-mode was enabled thus allowing infinite Stamina. So I did a couple more tests but without god-mode and altered carry weight with the console to not be over-encumbered. My test character only had 100 Stamina, these are the new results. 

 

 

Speed = 89

  • 1:55

Speed = 84

  • 1:19

 

 

In both cases Stamina ran out twice and my character only started hopping again after Stamina returned to 100%. Only 17 seconds were saved with a speed of 89 and 11 seconds with a speed of 84.

 

I should also note the movement animations all looked similar, there was little to no difference between the animations speeds.

 

This was really just me messing around to see if something be can done differently then just over-encumbering our characters while wearing hobble dresses. Perhaps some other ideas or input can come from this. I wonder if sprint speed to could be modified separately from walk/run speed. Perhaps make the bunny-hop sprint a little faster while also draining stamina a little more to offset the overall speed increase?

 

 

 

I disliked many speed changing mods myself. In my gamesetup, the speed is changed by modifying the speedvalue. To prevent a speed damage below zero I built a safeguard in the code (same goes for above 100). Second thing I did: I built a MCM slider for min and max speed. The speed is managed by Skyrim in a value from 0-100 (under normal circumstances). I think we could say speed does go from zero to one hundred percent.

Result: I am able to control the speed of many mods, if they use the (in my opinion) correct way, otherwise I simply change the code or the esp (DCL does blend in pretty well, but could do better, with a small change).

The Devious (DDi, DDx, DDa, DCL) setup does bring all the needed things to manage speed using the device keywords. Use devious boots: modify speed, use hobble skirt, modify speed, use extreme hobble skirt, modify even worse, use ankle chains with ballet boots, the speedloss will add up, but will not add up below the minimum setting.

It is working really reliable and using only the modify speed scripts, the PC speed will always raise back to 100%, whenever you want.

I will never go back to the old method.

The method used in the current DBA version (my mod) does respect the original Devious Device settings and does grant some additional functions. Maybe it is worth a look? The code is not very complicated, because I´m by far not a pro, not even rookie level. But the scripts do their job.

Posted

@Lupine00 How is updating done? Under Properties I have found device Inventory and Device Rendered picked the duplicated Mesh. The Original Devices says Users "Zad_Quest".

How do I add the duplicated ones to Zad_quest? and thanks for your reply.

Posted
16 hours ago, twsnider1138 said:

Is there any way to force the inflatable plugs to deflate? I’ve got one right now that the Godzilla-Born simply refuses to stop monkeying with and won’t deflate at all. I’ve tried both the unequip item and remove item console commands but neither will just remove the thing.

Not in DD by default.  You only got the standard event where they lose pressure over time.

 

I have a personal mod I made to the scripts to add in the chance for this to happen I think I posted them in the SE thread about a year ago.  I'll attached the script file but not the compiled one. 

 

Likely if Kimy was going to add this to the mod she would modify it a bit

Basically you got a 1 in 3 chance of deflating at anytime

If you try too often though you could end up with it inflated even worse and as I uncapped the max inflation value this can get very high.

 

 

zadPlugPumpsScript.psc

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