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Posted

@Kimy Is it possible to get the source from which the UUNP and CBBE elbowbinders come from?
I want to up the polys in some parts and redo the bodyslides, now that i can do it more precisely having the exact animation poses, but i noticed how misaligned some parts are.
I checked both the CBBE and UUNP data that are bunlded with DD 5.1, and this whats there:
(first one is CBBE, the second is UUNP)

elbowbinder_misplaced_grommets.jpg.6dfe9a68707f215c98fe30e115255efa.jpgelbowbinder_misplaced_grommets_UUNP.jpg.5940e51ee4c08f99e4f9c32fb8ca5832.jpg

...i'd rather work on something that isn't this malformed to start with.

Posted
25 minutes ago, Roggvir said:

i'd rather work on something that isn't this malformed to start with.

That's the finest Nord craftsmanship, I'll have you know!

... except for the ones made by Reikling slaves locked in The Dollmaster's secret basement.

... none of those shonky Cyrodil made restraints in Skyrim!

 

If you have to re-weight them, the original source won't help you much anyway, if you already have them in your modelling software (Blender/Max).

Posted
1 hour ago, Lupine00 said:

If you have to re-weight them, the original source won't help you much anyway, if you already have them in your modelling software (Blender/Max).

I will reweight them in OS, that is just one click of a button, but before i do that, i want to add some polygons to places that need it.
To make them better fit the shape of the hands depending on preset and NPC weight, and also to help avoid this problem with the misaligned grommets and laces (i bet the main reason it got in the current sorry state is due to being too lowpoly in places that morphed the most when somebody did the conversion to CBBE/UUNP from whatever the original source was).
I know i can fix it myself, but i am already doing a lot, so it would help if i could get the original source mesh/mod that i wouldn't need to fix first.

Posted

Hi all!

 

Sorry for being quite for a bit. I was super, super busy and didn't have much time for LL stuff. I will read up on all of your postings and reply to them! It might just take a bit, so bear with me! :)

Posted
On 4/15/2021 at 5:31 PM, 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.

 

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 4.26 kB · 6 downloads

 

 

Sounds overall intriguing. I wouldn't mind "hobbled sprinting" becoming a thing, and I can see it being a good use for the bunny hop animation! Feel free to cross-post this in the DD dev thread, so testers can have a look at it. If there are no major issues with it, I'd merge it to DD when it's ready to go in. :)

 

PS: Don't worry about posting patched scripts for development and suggestion purposes like this. The reason why my permissions rule them out is to make sure that there aren't 10,000 different versions of DD out there, breaking DD and its content mods left and right and causing a support nightmare for everyone. Also, to give me a tool against malicious and disrespectful people who'd butcher my work whenever they disagree with one of my design decisions. There are some of those, too....

Posted
On 4/19/2021 at 12:07 AM, stas2503 said:

Question about the function "lockdevice(akActor, DeviceInventory)"
Can a FormList be used as a DeviceInventory to equip multiple different devices?

 

You cannot pass the formlist as argument, but you can iterate through a formlist and just equip whatever is in there. Since the rendered device is no longer required that makes formlist-base device operations fairly simple!

Posted
On 4/22/2021 at 6:42 AM, Roggvir said:

@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.

 

I have no clue how to do that, and I don't have any source files for any of the animations in DD. The animators always just gave me the HKX files.

Posted
On 4/23/2021 at 2:53 AM, Roggvir said:

Well, that would be very nice too - but are you really sure about the permissions?
From what is written on the mod page:

but also this:

...but even then i still don't know who made it (Zadil, Koffii, Coopervane, Pincopallino, Feuertin, El Duderino, Heretical, and Colycon), and even then i wouldn't know what they permit or not ?

So i think it would be best to wait for @Kimy

 

EDIT: just one small thing - there is definitely no need to subdivide the area covering the rest of hands down from the wrists (palms and fingers), because there are no sliders affecting those parts anyway.
But it would be truly beneficial to subdivide the rest of the mesh (except the metal parts and laces), and especially the straps that go around the body - that is another place where it often suffers from clipping (which then needed to be solved by inflating the mesh, which in turn greatly accentuates the lowpolyness of the straps).

 

If somebody wants to improve a model in DD and give it to me for merging back, that's fine, permissions-wisely. I have unlimited permissions to use all items in DD, including editing them. If you would want to use these devices for other purposes, it depends on who made it. Zadil's items are free to use with credit.

Posted
1 hour ago, Kimy said:

 

You cannot pass the formlist as argument, but you can iterate through a formlist and just equip whatever is in there. Since the rendered device is no longer required that makes formlist-base device operations fairly simple!

M ... That is, if I add FormList to my mod (let's call it MyFormList) and add MyCollar, MyBelt, MyBra, MyArmCuffs, MyLegCuffs there. Then I use MyFormList as Armor
Then

lockDevice (akActor, MyFormList).


Or should I use an array like this?
 

lockDevice (akActor, MyCollar)
lockDevice (akActor, MyBelt)
lockDevice (akActor, MyBra)
lockDevice (akActor, MyArmCuffs)
lockDevice (akActor, MyLegCuffs)

 

Posted

I've been trying to get a simple script to strip player and equip a plug but it keeps not working...

Scriptname LTP_undress extends ObjectReference

 Event OnActivate(ObjectReference akActionRef)
	Actor a = game.getPlayer()
	libsz.strip(libsz.playerRef,false)
	Debug.MessageBox(libsz.playerRef + "  test libsz playerref")
	libsz.lockDevice(libsz.playerRef,libsz.plugTrainingVag,false)
 endEvent

zadLibs Property libsz Auto

The script is attached to an activatable object, the debug message works, but I don't get stripped nor do I get a device equipped.

I tried sending libsz.playerRef as Actor or game.getPlayer() but neither work :(

Also the playerRef from zadLibs is "none" which can't be right... Any kind of help is appreciated

Posted
On 4/25/2021 at 6:15 PM, Kimy said:

 

If somebody wants to improve a model in DD and give it to me for merging back, that's fine, permissions-wisely. I have unlimited permissions to use all items in DD, including editing them. If you would want to use these devices for other purposes, it depends on who made it. Zadil's items are free to use with credit.

Great. I have no desire to use those devices for any other purposes, so if you would include it in DD, that would be simply perfect.
Should i send you the files once its done? (and to Zaratha, for the SSE version?)

EDIT: Regarding the source mesh/mod for the Elbowbinder in DD 5.1 - is it possible to find that somewhere?
Both the CBBE and UUNP meshes in DD 5.1 are a bit messed up (described in one of my previous posts), i'd rather start from the non-deformed original, instead of having to fix it first).

 

EDIT 2: I found the meshes in DD 5.1 LE to look better than those in SE (i assumed they would be the same, but i guess something went a bit wrong when someone made the SSE bodyslides).
So, problem solved. The LE meshes still need some fixing, but it will be a bit less work than would be required for the SE meshes.

Posted
2 hours ago, lopez123456 said:

Also the playerRef from zadLibs is "none" which can't be right...

That is definitely not right, and i suggest you focus on that first, because it suggests something is broken.
There is no point testing your new scripts on DD in broken state.

I don't know how you are testing your scripts, but here is how i usually do such things:
I start a new game:
-
without your new scripts/modifications (you want a working environment for testing, so if its your stuff that breaks things, you don't want to add it just yet).

- with as little mods as possible to minimze chance of things breaking due to some conflicts (it also helps not having to go through trillions MCM menus when setting up the game).

- with ASLAL

Create your character (appearace doesn't matter for most testing purposes, but the sex could).

Then go through any MCM menus to setup whatever needs to be setup (SexLab, DD, etc., you can usually skip the SL Anims Loader unless you need the anims for your testing, but best to do it too when in doubts. In any case, make sure you setup everything correctly).
Talk to the statue and choose a start in some secluded location (i prefer the "I own property in one of the holds.", and then "Breezehome [Whiterun]").

Once in Breezehome, verify that everything looks as it should (ie. check the playerRef on zadLibs, or whatever else you deem necessary) - if anything looks wrong, find out why and fix it, otherwise make a manual save.
That concludes prepping the testing save.
Now you quit the game, install your stuff, load the testing save and do your thing.

If you are tempted to skip the above steps and just do "coc qasmoke" from main menu, don't.
That would be fine if you are testing some basic things like whether armor shows up on your body, or something that doesn't need quests or other mods running their own quest scripts, because this way you don't get a proper new game, some things aren't initialized or started properly - i don't remember the details, but maybe somebody else will fill in the blanks here.

Posted
7 hours ago, Roggvir said:

That is definitely not right, and i suggest you focus on that first...

Thanks alot for the tips and steps, I followed them and now I can test much faster :)

I managed to get it to work by getting to zadLibs by its address reference/pointer ( or formID I guess? )

 

Stripping,equipping devices works great now with this code

zadlibs libsz = Game.GetFormFromFile(0x0700F624, "Devious Devices - Integration.esm") as zadlibs

 

What I don't understand is why many mods use this as a declaration

zadLibs Property lib Auto

 

and it seems to work perfectly fine and without issue, yet in my case it doesn't want to work at all.

 

I'm genuinely not sure why above declaration doesn't work for me, is there a step i am missing?

It seems a better approach as the address might change in the first example and all will break, whereas in the second it won't

 

Posted
1 minute ago, lopez123456 said:

and it seems to work perfectly fine and without issue, yet in my case it doesn't want to work at all.

Because just making an Auto Property doesn't automatically fill the property.

 

You need to open up the quest, and assign a value into that property OR fill it via some means...

Such as the GetFormFromFile call above, which is how you fixed it.

Posted
43 minutes ago, Lupine00 said:

Because just making an Auto Property doesn't automatically fill the property...

Thanks!

I get my mistake now, I was basically assigning a nullptr as the value and wondering why nothing worked..

I auto-filled the value in CK and it works

 

Sorry for asking such dumb questions

Posted

I've just played the game and my character was attacked by bandits in the wilderness while equipped with an armbinder. At the end of the fight, the Skyrim's "kill camera" triggered and the arms popped out of the devious device. i just thought: "WTF?"

Is there any animation replacement for the kill cameras while wearing some kinds of devices? Or is better disabling the killcam system if using DD?

 

Posted
2 hours ago, Vaccinated Alligator said:

Is there any animation replacement for the kill cameras while wearing some kinds of devices? Or is better disabling the killcam system if using DD?

There is no replacement animations. I disable killcams with Violens wether i'd use DD or not. They are only a hindrance to gameplay.

Posted

Hey there.

Just a question and to make sure i'm not just stupid:

Anyone else having Problems with the Corset's?
For me they are no longer DD items, as i can equip them, they show, but they don't have the locked-mechanism any more (You have to use a key/struggle out of them)
Is this a known bug?

Posted
On 4/27/2021 at 7:42 PM, Horologia said:

...they are no longer DD items, as i can equip them, they show, but they don't have the locked-mechanism any more (You have to use a key/struggle out of them)
Is this a known bug?

That in general is a known bug, not just limited to corsets. My guess is it relates to device hider, so if you have the hider enabled when you encountered bug that is 1 clue. Disabling hider now is not likely fix the issue for your current corset but it might help with other devices later. Let know how it goes.

 

Second potential problem area is optional DD mods Devices For Him or Beast Race Refits. Did you have those too or were play playing as argonian or other uncommon race?

Posted

I am still working on the Elbowbinder BodySlide, still need to fix some distortion i noticed in the metal parts, but while at it i also thought the lacing string is a bit weird how it goes under/out in the middle.

So i made another version, using way of lacing that makes more sense to me.
783882460_elbowbinderlacingv1(original).png.deeb1b21a1dd968dbdee01d795f7553e.png1043333058_elbowbinderlacingv2.png.a9fca26afc06d6cf98b8e694b17a9a67.png

First image is how the original lacing was/is, second image is the way that makes more sense to me.
Which version should i use?
Or i could include both variants of the string, and ppl could just zap one or the other when building it from BS.

Posted
5 hours ago, Roggvir said:

Or i could include both variants of the string, and ppl could just zap one or the other when building it from BS.

Don't ask if you don't want people to say yes :) 

 

Realistically, if that's even applicable here, you could lace either way, and more besides. There are a lot of ways to do laces. The one used in the existing item design is probably chosen because it looks neat, and was likely copied from a photo.

 

In practice, lacing armbinders are a massive pain, and in practice if it's lacing fully closed like that, you aren't getting any benefit from the laces. You may as well have a zip! But that would be even less lore than "ebonite", right? Both zips and laces are all about the atmosphere, and laces particularly about ... taking time. Buckles are easiest.

Posted
On 4/29/2021 at 3:10 PM, Zaflis said:

That in general is a known bug, not just limited to corsets. My guess is it relates to device hider, so if you have the hider enabled when you encountered bug that is 1 clue. Disabling hider now is not likely fix the issue for your current corset but it might help with other devices later. Let know how it goes.

 

Second potential problem area is optional DD mods Devices For Him or Beast Race Refits. Did you have those too or were play playing as argonian or other uncommon race?

 

1) Indeed i have the Device Handler active (Allthough only for piercings if that makes a difference, but i think not)

2) It's a Breton Maid at the moment. I have the build-in DD for him activated and don't know anything about Beast-refit. But i have a swing of older DD-Mods, allthough i don't think any of those add DD's or alter them in any way (Things like Devious Body alteration or Deviously helpless, at least in my head they only "react" to DD's, don't change them)

Thanks for your response though, i will try to make a new game and just see what happens if i equip a corset here

Posted

Hi just wanted to ask for some advice on a two bugs that I am encountering after upgrading to 5.1

 

- When use bound animations is checked, my character is always using a solo animation or the animation sequence skips completely

- All types of the ebonite harness only show up as a collar with nothing around the body, I have run bodyslide but with no success.

 

Any advice would be appreciated as I am not an expert with these mods.

 

Thanks,

Posted
15 hours ago, ri4ndjeif said:

Hi just wanted to ask for some advice on a two bugs that I am encountering after upgrading to 5.1

 

- When use bound animations is checked, my character is always using a solo animation or the animation sequence skips completely

- All types of the ebonite harness only show up as a collar with nothing around the body, I have run bodyslide but with no success.

 

Any advice would be appreciated as I am not an expert with these mods.

 

Thanks,

I don't know about the animation issues, but the invisible harness thing is possibly something to do with device hider.  I don't understand the device hider and only guessed one time, adjusted a value or two and it helped.

 

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