Lupine00 Posted April 18, 2021 Posted April 18, 2021 4 hours ago, goremageddon said: 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. You somehow failed at using @Lupine00 but NM, I saw it anyway... Usually, there are three items that are involved in making an item, but not all items have all three uniquely... Sometimes an object can be shared... But in most cases, there are three. Making a variant object doesn't necessarily involve duplicating all three, it depends on what you're changing. But you will always need to duplicate the item with the script and properties on it, or else you can't wire your object up properly. Look closely at the various details of the screenshot here... The device name is in the top of the properties window. See how there are at least two properties that may need alteration: deviceInventory and deviceRendered... Spoiler Does that clear it up? If you already updated all your duplicated item properties, then I don't know what you did wrong, sorry.
blu3mania Posted April 18, 2021 Posted April 18, 2021 4 hours ago, iamwookie said: 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. Just want to point out that your script is using LastInflationAdjustmentAnal for vaginal plugs.
goremageddon Posted April 18, 2021 Posted April 18, 2021 @Lupine00 To be more specific, I tried to duplicate the shame mask (have me made an iron version with fear expression of the face of my char) i changed exactly the two values you mentioned. But when equipping the old mesh shows up. Dont know maybe i just keep on replacing things since that seems to work. But thanks for the help anyway I dont think how this adressing people directly thing works
Lupine00 Posted April 18, 2021 Posted April 18, 2021 21 minutes ago, goremageddon said: I dont think how this adressing people directly thing works When you type the @, a drop down menu appears, which refines results as you type, but if you keep on typing after writing the name, it will not work properly, and your editing will be strange. You need to wait for the menu and pick, which you did this time. The same thing happens with emoticon replacement; it's a little janky and can be slow sometimes because it has to fetch data from LL.
Zaflis Posted April 18, 2021 Posted April 18, 2021 There is a bug where if you import MCM settings for DD which have Device Hider set to None, it won't actually be applied (The menu state looks like "None" is correct but you have the inventory item still.). I could workaround it by setting some other value to it and then disable the hider again. There is also a case where even DCL surrender feature equips player a collar it doesn't lock on, but is removable or equippable like any vanilla clothing. That was with no DD's equipped before the surrender feature kicked in, and in a new game. But device hider was actually active at that point and i was wearing armor in chest slot so... there might be some bad interaction? We need to pay attention to if these bugged devices happen at all with device hider disabled because i don't have anything conclusive to why it's happening. But at least i have now narrowed down that it can happen with only DD and DCL, it's got nothing to do with outsider mods.
ihatemykite Posted April 18, 2021 Posted April 18, 2021 On 4/13/2021 at 4:48 AM, DragonFly23 said: 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? Little late but there is some universal way. Open CK and find the keyword you want to find users for. Then right click it and press Use info. This will show you every object that use this keyword. If you want only armors you can press type button to sort them. Then just scroll to where armors are and you will see all armors that use this keyword. If you want to open some object to see more info, just double click it. Spoiler
DragonFly23 Posted April 19, 2021 Posted April 19, 2021 11 hours ago, ihatemykite said: Little late but there is some universal way. Open CK and find the keyword you want to find users for. Then right click it and press Use info. This will show you every object that use this keyword. If you want only armors you can press type button to sort them. Then just scroll to where armors are and you will see all armors that use this keyword. If you want to open some object to see more info, just double click it. Reveal hidden contents Thanks! I managed to find what the keywords are associated with what item. However I'm still unsure of what each keyword means. Like what does the "zad_DeviousSuit" do in context of the device.
Lupine00 Posted April 19, 2021 Posted April 19, 2021 1 hour ago, DragonFly23 said: However I'm still unsure of what each keyword means. Like what does the "zad_DeviousSuit" do in context of the device. There were once descriptions of some of these, but the current approach with DD seems to be "the code is the document". I believe that suit basically means that it contains a body model replacement. Other keywords you can try and figure out yourself; most are intuitive enough, others like "BlockGeneric" have some notes in the source about them. My personal - dissenting - opinion, is that the Quest keyword should be deprecated. It should serve only as a workaround for old mods that weren't written to do something smarter about "quest" objects. A quest object cannot be removed by any other mod, and the removing mod has to present the key value returned when the item was initially fitted. This is to stop other mods from removing or replacing essential quest items. I don't believe that any new quest should use this pattern. Quests should always be able to deal with their item being removed, and at most should use BlockGeneric. A well designed quest should have ways to cope with removal of items, because otherwise two quests that want to use them same slot are irrevocably conflicting, and there's a possibility they may force a game into a paradox state. If mods are designed without reliance on quest, there will be less potential for serious blockage. e.g. Right now, if you're wearing a DCL quest collar, and SD+ wants to enslave you, it basically can't fit a collar. The PC has to be declared "too tricky" to mess with, and left alone to do their quest. That keeps the game flowing, but might not be what the player was hoping for. A BlockGeneric shouldn't be removed for trivial reasons. If removed for temporary purposes, it should be replaced. However, a mod can remove BlockGenerics if it has a good reason to do so. Ultimately there does need to be a way to get them off. Historically, the main reason to remove a BlockGeneric was to fit a quest item instead. A point here, is that there is no code change required in DD. DD isn't doing anything wrong; it's just a matter of expectation from quest authors. The existing standards are both permissive, and absolute. If there's already a quest item on the PC and you want to use that slot, then you can't. That is all. If the other mod had used a BlockGeneric, and handled its removal smoothly, then you could potentially swap that item - but you'd need a good reason - like fitting your BlockGeneric item for your quest. That wouldn't be changing the DD rules, but it is setting a generally higher standard of expectation for modders. Simply, if you remove block generics to fit yours, you should be prepared to handle your device being removed too. Beyond suit, quest, and block generic, there isn't much that's even remotely complicated. What is complicated is discerning whether an "orifice" is open for sex. It is almost impossible to do correctly with keywords, and requires complicated conditions. There are now functions in DD to do that - I believe - but not a solution convenient for dialogs. To be fair, this probably isn't a problem that can be solved completely with keywords, but it could be easier to get closer to correct. 1
stas2503 Posted April 19, 2021 Posted April 19, 2021 Question about the function "lockdevice(akActor, DeviceInventory)" Can a FormList be used as a DeviceInventory to equip multiple different devices? Or do i`m need to register a separate "lockDevice()" for each device?
Roggvir Posted April 20, 2021 Posted April 20, 2021 Can somebody please explain the Device Hider thing? How is it supposed to be setup, so i can try to fix it? I never needed to mess with it, until now (5.1) when it started breaking things. I equip some armor (normal non-devious regular vanilla skyrim armor or clothes) and my hands disappear, or my whole body disappears (that was before, now its just hands). This is what i see in the settings, and it looks off - i don't remember it being so... busy, with some choice selected for every option, but then again, all the time i ever spent in this menu was just to togle ON the Ninode updates: ...notice the "Body - Full (32) #0" set to "Hands (33)" - i assume that this is why my hands keep disappearing when i equip some armor/clothes. I never touched anything in this menu except toggling that Nio option. I did import settings in MCM, and later i noticed a sequence of dozens of these errors in previous papyrus log: ERROR: Array index -1 is out of range (0-32) stack: [zadConfigQuest (0B01A282)].zadconfig.OnPageReset() - "zadConfig.psc" Line 473 [zadConfigQuest (0B01A282)].zadconfig.SetPage() - "SKI_ConfigBase.psc" Line 865 [SKI_ConfigManagerInstance (12000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148 ...they are clearly related to these MCM options. Anybody experienced something like this? Is this a known bug?
twsnider1138 Posted April 21, 2021 Posted April 21, 2021 On 4/17/2021 at 10:13 PM, iamwookie said: 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 9.07 kB · 4 downloads Oh good lord, that sounds... dangerous. ? thank you kindly. Can I just drop it into NMM or do I have to do anything esoteric to install it?
El_Duderino Posted April 21, 2021 Posted April 21, 2021 19 hours ago, Roggvir said: Can somebody please explain the Device Hider thing? How is it supposed to be setup, so i can try to fix it? Oh my, that MCM page on your screenshot looks all messed up indeed -- no wonder you're experiencing these issues. It should be possible to revert it to a working state though. The hider settings work like this: - the category on that page (like "Body - Full (32)") determines when to fire, in other words to what worn gear to react -- in this case, anything in slot 32 - in the four settings below each category, you can then set which other equipped slots (and in turn armors & devices) will get hidden when anything is equipped in the above category. So as an example for Body 32: you could choose the bra, belt, corset slots in the below pulldowns to hide these whenever any slot 32 armor is worn. In the bra slot, you can select nipple piercings. And so on. The important bit is to set any non needed hider slots to Disabled and to not include the slot of the category itself as seems to be the case everywhere on your screenshot (like 32 in Body category).
Roggvir Posted April 21, 2021 Posted April 21, 2021 3 hours ago, El_Duderino said: Oh my, that MCM page on your screenshot looks all messed up indeed -- no wonder you're experiencing these issues. It should be possible to revert it to a working state though. The hider settings work like this: - the category on that page (like "Body - Full (32)") determines when to fire, in other words to what worn gear to react -- in this case, anything in slot 32 - in the four settings below each category, you can then set which other equipped slots (and in turn armors & devices) will get hidden when anything is equipped in the above category. So as an example for Body 32: you could choose the bra, belt, corset slots in the below pulldowns to hide these whenever any slot 32 armor is worn. In the bra slot, you can select nipple piercings. And so on. The important bit is to set any non needed hider slots to Disabled and to not include the slot of the category itself as seems to be the case everywhere on your screenshot (like 32 in Body category). Thank you. I was a bit tired, so the brain wasn't working as it should I fixed it by starting a new game and exporting the settings as they were, and then importing them into the old game. Still don't know what that bug is about, because i am busy with other things, but i will investigate later.
iamwookie Posted April 21, 2021 Posted April 21, 2021 On 4/18/2021 at 2:26 AM, blu3mania said: Just want to point out that your script is using LastInflationAdjustmentAnal for vaginal plugs. Whoops I guess I missed that the last time I played with the script likely from copying and pasting from one to the other. zadPlugPumpsScript.psc
iamwookie Posted April 21, 2021 Posted April 21, 2021 4 hours ago, twsnider1138 said: Oh good lord, that sounds... dangerous. ? thank you kindly. Can I just drop it into NMM or do I have to do anything esoteric to install it? You would need to setup yourself for script compiling to be able to use it I purposefully didn't attach the compiled script as it's an unofficial script change.
Rafuc Posted April 21, 2021 Posted April 21, 2021 Hello,i have a question regarding npcs,is there a way to fix them being stuck in animations of wearing a tightdress/being leg restrained? Cos one of my companions is doing bunnyhoping (even tho i havent selected bunnyhoping) and its now stuck with said animations,i took everything from said companion and its still in said animation,any way to fix it?
Roggvir Posted April 22, 2021 Posted April 22, 2021 @Kimy Can somebody provide static poses of wearing arm/elbowbinders in form of a NIF file (containing bones, not just a static mesh in given pose) ? Or any other way of getting the bones position/rotation data for any one animation frame for these arm/elbowbinder animations. It would be a huge help for when making BodySlide project for these items. Instead of editing the sliders blind, using trial and error, having to check in game for clipping, then close game, make adjustments in OS, build the project, start the game again... instead of this awfully tedious process, we could just set the bones in OS to mimic the pose when in that animation, and adjust the sliders like for any other outfit.
hungvipbcsok Posted April 22, 2021 Posted April 22, 2021 21 hours ago, Rafuc said: Hello,i have a question regarding npcs,is there a way to fix them being stuck in animations of wearing a tightdress/being leg restrained? Cos one of my companions is doing bunnyhoping (even tho i havent selected bunnyhoping) and its now stuck with said animations,i took everything from said companion and its still in said animation,any way to fix it? You can tried to overwrite the animation with a new one like pet suit.
Lupine00 Posted April 22, 2021 Posted April 22, 2021 1 hour ago, Roggvir said: It would be a huge help for when making BodySlide project for these items. With some struggle you can import an animation into Blender, allowing you to export positions from it.
darkfender666 Posted April 22, 2021 Posted April 22, 2021 Hi i have an issue of misalignement with furniture and it started since i installed DD. Could you give me a suggestion on how to fix it? maybe suggesting wich skeleton version you are using? I am using CBBE 3.4f HDT and X32 skeleton 4.31 ty
Roggvir Posted April 22, 2021 Posted April 22, 2021 38 minutes ago, Lupine00 said: With some struggle you can import an animation into Blender, allowing you to export positions from it. Yeah, or into the old Max, but i don't have any of that setup, and that can take a day (last time i did that it took more than that) and i don't have the time.
Roggvir Posted April 22, 2021 Posted April 22, 2021 5 hours ago, Lupine00 said: With some struggle you can import an animation into Blender, allowing you to export positions from it. Would you happen to know how to convert the HKX back to KF so i can import it? Maybe i need some better hkcmd, i don't know... the one i have keeps complaining about "Error processing skeleton 'NPC Root [Root]' number of tracks exceed bones." ...or maybe its the skeleton i am trying to use, but i already tried every type of skeleton rig i could find and its fucking same for all of them, i am gettig fed up with this after 4 fucking hours, just so i can make some fucking bodyslides that apparently nobody fucking gives a fuck about, FUCK! ...yeah, sorry, i am loosing it ? EDIT: so, i did manage to convert some other animations, so the tool is just not working with every animation. But then even those that i did manage to convert, i cannot import into Max which claims they have "Improper file format". So, i guess unless somebody has the source projects for these animations, we are stuck with the usual crappy bodyslide files with tons of clipping (no offense to whoever makes those, i know its a bitch doing it by trial and error).
Zaflis Posted April 22, 2021 Posted April 22, 2021 5 hours ago, darkfender666 said: Hi i have an issue of misalignement with furniture and it started since i installed DD. Could you give me a suggestion on how to fix it? maybe suggesting wich skeleton version you are using? I am using CBBE 3.4f HDT and X32 skeleton 4.31 Current XPMSE skeleton version is 4.8.. which is surprising as it's newer than mine too. https://www.nexusmods.com/skyrim/mods/68000?tab=files XP32 skeleton does not work with HDT. XP32-Extended is required.
Lupine00 Posted April 23, 2021 Posted April 23, 2021 12 hours ago, Roggvir said: Would you happen to know how to convert the HKX back to KF so i can import it? Ah, there's a clunky command-line tool for doing those conversions. Also lets you get at the tag stream. I have three tools. I think maybe they came from LL. hkdump-develop.zip hkxcmd_1_4-1797.rar hkxPoser-develop.zip And a UI called ConverterUi.exe that is definitely from Nexus. The UI tool is sufficient for most things. https://www.nexusmods.com/skyrim/mods/17109?tab=description You obviously found some tool, but there are several. Maybe one works better than another? Or, maybe they are all built off the same library?
audhol Posted April 23, 2021 Posted April 23, 2021 18 hours ago, Roggvir said: Can somebody provide static poses of wearing arm/elbowbinders in form of a NIF file (containing bones, not just a static mesh in given pose) ? Or any other way of getting the bones position/rotation data for any one animation frame for these arm/elbowbinder animations. It would be a huge help for when making BodySlide project for these items. Instead of editing the sliders blind, using trial and error, having to check in game for clipping, then close game, make adjustments in OS, build the project, start the game again... instead of this awfully tedious process, we could just set the bones in OS to mimic the pose when in that animation, and adjust the sliders like for any other outfit. theres a clunky way of doing it which I used to make alternate armbinder anims. You can export both the armbinder and reference body as an .obj from os then load these into blender. Here the body obj can be aligned to the armbinder re-exported then used as a template in os to realign the reference body. The reference could be used to realign both the cbbe and unp bodys. you do have to be reasonably proficient with both blender and os to get the alignment right without distorting the body. edit, upon reflection it would make more sensce to reweigh the modified body that you exported from blender by manual weight painting the bones back into the body using the reference. Then saving that as a new reference for the bs project.
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