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Posted
On 11/19/2020 at 3:06 AM, Kimy said:

3. If your mod currently includes code that for whatever reason equips or unequips devices using low-level internal DD API functions, this code will likely need to be rewritten, as several of these functions were deleted. Generally, the high-level functions should be used for such purposes.
 
Deprecated Functions:

These functions have been made obsolete by new code, but will probably never get removed due to their widespread use in existing mods. Please refer to the library source code for documentation about superceding functions.
-- Function EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false)
-- Function RemoveDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool destroyDevice=false, bool skipEvents=false, bool skipMutex=false)
 
These should NOT be used anymore and might eventually be removed in a future version. Please refer to the library source code for documentation about superceding functions.
-- Bool Function ForceEquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex = True)
-- bool Function ManipulateGenericDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false , bool skipMutex = false)
-- bool Function ManipulateGenericDeviceByKeyword(Actor akActor, Keyword kw, bool equipOrUnequip, bool skipEvents = false, bool skipMutex = false)
-- Function ManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false)
-- Function RegisterGenericDevice(Armor inventoryDevice, String tags)
-- Armor Function GetGenericDeviceByKeyword(Keyword kw)
-- Armor Function GetDeviceByTags(Keyword kw, String tags, bool requireAll = true, String tagsToSuppress = "", bool fallBack = true)
-- bool Function HasTag(Armor item, String tag)
-- bool Function HasTags(Armor item, String[] tags, bool requireAll = true)
-- zadxlibs.GetVersion()
-- zadxlibs.GetVersionString()

I have my mod using EquipDevice and RemoveDevice functions on about 300 user devices. As I understand it, in my case, I won't need to rewrite the codes for DD5? And since there are custom corsets in my mod, will I only need to edit the properties of these corsets? Or do you need to edit all 300+ devices?

Posted
1 hour ago, t.ara said:

Hi,

of course not the correct question in the third line, and the community will be able to forgive you:-)...or definitivly the most of them will:-)...also if it belongs into the ZAP thread.

Same way it is allowed to spread wrong info with some strange sounding replies-no problem. If you instead want the facts, this is for you:

Some assets of hertical resources are part of DD, others are not. HR is not entirely used inside of DD. It s up to you if you want to add also HR into your setup-anyway are the assets in that case not supported by the mechanics of DD or ZAP. But this assets could become parts of a different quest-mod as well.

ZAP 8 plus is a part of ZAP 9, ZAP 9 is a huge SKYRIM ANIMATION DLC, which has much more to offer than bondage-assets of all kind.

And ZAP 9 has no intersection with DD, the older versions indeed shared together with DD the assets of DDa, which has been in the past a soft dependency of ZAP 6, 7, 8, and 8 plus-anyway did DDa only care about female-assets and not support male assets, which now is different inside of ZAP 9-all DDa assets are unisex. With my latest version, both expansions (DD and ZAP) can be used together in a clean way. ZAP´s expansions, compared with DD never got off compatibility and their framework never has been changed so to keep allways a downgrade-compatibility-this means you can play with version 6 and you also can play with the latest version in compatibility to the very old quest-mods. And if it is disturbing somehow to name it a private release: I will release ZAP 9 as an official and very serious new expansion of skyrim.

And of course can you ask me for best inside of the ZAP thread if you like.

 

 

 

 

nice thanks for that detail explanation, looks like heretical resources is kinda of dead, as its not been actively supported and DD and ZAP covers more than enough of everything, i am using zap 8 plus atm, its also nice to know that i can easily move to zap 9 when its release and wait for mods to exploit all its features.

Posted
1 hour ago, t.ara said:

The DDc is also part of this new mod. You should deinstall all the older versions. And you maybe have afterwords the option to install some few different new mods so to fill up your modlist again to the limit;-) -isn´t it?

I currently try to check how i can solve it to make place free for Devious Devices - Contraptions :P .... i am sure i found a solution :D

Posted

I'm getting a CTD right after "DD5 Initializing" shows up on a new game, about 30 seconds after finishing character creation. 

What I did prior: Made a new profile in Vortex to use, uninstalled DDa, DDi, DDx, BRRF, GagSFX, DCL 8.5, Captured Dreams.  Installed DD5 and DCL 9. Ran Bodyslide and FNIS.  Since then I've been uninstalling mods left and right that I don't use much to try to get rid of this CTD.  Papyrus log is no help, last lines are about CF registering stuff, but I've tried removing CF and MNC and the CTD still happens.  Tried reinstalling DD5 (with BRRF for CCBE, without DD for Men).

 

I'm at a loss.  What is DD5 doing right at initialization that could cause this?

 

Edit:  I've been unable to get to LL for some reason since I posted this. I have since done the painstaking process of disabling mods until it works again.  It wasn't DCL thankfully.  However, now that I've got the game working I can't get DCL's MCM to show up.

Posted

I hope any Pro Modder in Bodyslide make it compatible in the future with

for the CBBE version of this mod :P ... compatible Bodyslide files really needed for the CBBE version ....

Posted

can the possibility of wearing the chastity belt be added together with the harness?
Is there a guide on how to create a new quest for LAL using this framework?

Posted

I noticed a bug that I also observed on version 4.3.

In 5.0, he stayed.

If Chastity Bra and Elegant Hobble Dress are equipped with the script on the player's character,  then the hiding of slot 56 is disabled in the settings.

Posted

So i have found a little issue (nothing gamebreaking) that exists since the previous version of DD.
Basically, when using the pony boots that alters characters walking/running animations, namely the "Black Ebonite Pony Play Boots" have an issue, when used with bound combat (yoke/armbinder). The walking and running animations works fine when sheathed, but unsheathing "fists" causes the yoke/armbinder animations to break, allowing the hands to move freely as if yoke/armbinder were not present.

Also, here is another minor issue, clipping that i have noticed and reported a bit earlier on the previous version of DD a while ago. Affected are the items introduced in 4.3 (i think?), such as the "Pet Collar", etc. (issue occurs when characters head moves just a bit from its default forward-looking state)
 

Spoiler

CollyCollarIssue.png.3608179fbaafd50837fb61ccc30c8437.png

Edit: Just found another minor-ish issue, again, related to combat. The new (i think its new, dont remember that item here before) items called "Elbow Shackles" , "Elbow Shackles with Collar", "Hooked Elbow Shackles" animations are a bit broken. Sheathed: While crouching forward+other direction (left/right), the animation breaks as if no restraints were used. Unsheathed: standing still works okay, attacking while standing , attacking while moving works OKAY, but, when NOT attacking and moving, animation switches briefly as if yoke was being worn.

Hope this helps a bit.

Posted

Hi, thanks for the update, improvements are really great. I do have some questions:

 

1. Gags work fine out of sexlab scenes, but when a character have sex wearing a gag, she will try to close her mouth every few seconds (I assume it is when she moan) , resulting the gag clipping through her lips.

Disabling both "facial expression" and "lip sync animation" in sexlab MCM seems to fix this, but that would not be worth it.

Is there a way to fix this without turning off the facial expression from sexlab? I also had this problem in DDi 4.3a.

 

2. I notice that DD5 includes the gaged voices for sexlab scenes, but gaged dialogue voice for NPC seems not included, is this intended?

 

3. Is there a way to make DD animation filter recognize futa character as "male"?

When I make a futa character, I will give her a female SOS and set her gender to "male" in sexlab MCM. But I realize that DD still thinks that character to be female and would not play certain bound animations.

To be specifically, there are 3 animations for elbowbinder: missionary, cowgirl and blowjob. But when a female character wearing elbowbinder tries to have sex with a futa character, the blowjob animation would never happen (I also gave the female character a belt to test this, and they just played solo animations). I believe this is because DD still thinks the futa to be a female and therefore doing blowjob to a strap-on doesn't make much sense, hence no blowjob animation?

 

4. Is there a way to disable certain animations? I like most of the bound sex animations but some very old ones from zaz animation pack are just not as good. And I cant really choose what exact animation it will play.

 

Sorry about being wordy.

Posted
2 hours ago, Inquizit0r said:

Also, here is another minor issue, clipping that i have noticed and reported a bit earlier on the previous version of DD a while ago. Affected are the items introduced in 4.3 (i think?), such as the "Pet Collar", etc. (issue occurs when characters head moves just a bit from its default forward-looking state)
 

  Reveal hidden contents

CollyCollarIssue.png.3608179fbaafd50837fb61ccc30c8437.png

 

Do you have any mods that change the mesh on neck area? Anything like "high quality head" mod or such?

Posted
11 hours ago, Naps-On-Dirt said:

I'm getting a CTD right after "DD5 Initializing" shows up on a new game, about 30 seconds after finishing character creation. 

What I did prior: Made a new profile in Vortex to use, uninstalled DDa, DDi, DDx, BRRF, GagSFX, DCL 8.5, Captured Dreams.  Installed DD5 and DCL 9. Ran Bodyslide and FNIS.  Since then I've been uninstalling mods left and right that I don't use much to try to get rid of this CTD.  Papyrus log is no help, last lines are about CF registering stuff, but I've tried removing CF and MNC and the CTD still happens.  Tried reinstalling DD5 (with BRRF for CCBE, without DD for Men).

 

I'm at a loss.  What is DD5 doing right at initialization that could cause this?

Did you create a new game, or continuing an old save?

Did you resave your game, switch out DDa/i/x for DD5, and fresh save, then resave after cleaning? https://www.nexusmods.com/skyrim/mods/76776

Have you run the save cleaner and removed all obsolete scripts left over from CD, MNC, CF? https://www.nexusmods.com/skyrim/mods/52363/

 

Were you having CTD issues before the update?

Have you run LOOT since switching everything out?

 

Try these and see how you go

Posted
4 hours ago, jr902441 said:

4. Is there a way to disable certain animations? I like most of the bound sex animations but some very old ones from zaz animation pack are just not as good. And I cant really choose what exact animation it will play.

 

Sorry about being wordy.

If you are not attached to the base SL anims, this should remove the ones you don't like, and also free up anim slots for you. 

 

 

If you only wish to remove a few of the base animations, use this and toggle the ones you don't like in the MCM. 

 

 

Posted
4 hours ago, jr902441 said:

4. Is there a way to disable certain animations? I like most of the bound sex animations but some very old ones from zaz animation pack are just not as good. And I cant really choose what exact animation it will play.

 

Sorry about being wordy.

IIRC it is not necessary to "register" the ZAZ animations in Zap Animation Pack. Just skip that part and you should not see any of them.
With Sexlab Utility Plus (I think) you can also toggle DD animations that you dont want to see (they appear in SLAL MCM) and also the ZAP Animations. 

Its a bit of work but worth it. Animations are the key to all our fun. 

Posted
On 11/18/2020 at 11:54 PM, kaldwin said:

couple bugs for ya:

 

1)  animation for the new elbow shackles is a bit janky if you move diagonally.  walking (not running) forward-right plays the pet suit animation.  crouching while moving diagonally at any speed just plays default animation, with no bound arms.

Yes, I have that problem too, maybe use another animation like 02 Feuertin Alt or 02 MaikCG?

 

Posted
On 11/18/2020 at 3:12 PM, Kimy said:

- Changed: The DD animation filter can no longer be disabled, as it is essential for ensuring the game using correct animations for bound characters. Players who do not want to watch DD's limited choice of bound animations can still uncheck "Use Bound Animations" in MCM, which will make DD temporarily hide restraints that would normally require bound animations. In this case, the full selection of registered SLAL animations will be used. Restraints preventing certain kinds of intercourse (belts, gags, bras etc.) will still be respected.

Is this broken for anyone else? When using an armbinder if I turn "use bound animations" and "preserve aggressiveness" off It is still filtering my animations, but rather than the armbinder animations it gives me a different type of animation. For example vaginal animations are being switched to masturbation animations.

Posted
10 hours ago, Nymra said:

IIRC it is not necessary to "register" the ZAZ animations in Zap Animation Pack. Just skip that part and you should not see any of them.
With Sexlab Utility Plus (I think) you can also toggle DD animations that you dont want to see (they appear in SLAL MCM) and also the ZAP Animations. 

Its a bit of work but worth it. Animations are the key to all our fun. 

Yes, ZAZ sexlab animations in its own pack are not necessary to register, and I never register them for the same reason. But I was talking about the sexlab animation included in the DD, which will be played if you use DD bound animation filter. Some of the ZAZ animations are included in it and they would be registered automatically with other DD animations.

 

I will try using Sexlab Utility Plus, thanks!

 

Edit: By the way, I like your alternative pillories mod, really good idea.

Posted
50 minutes ago, jr902441 said:

Yes, ZAZ sexlab animations in its own pack are not necessary to register, and I never register them for the same reason. But I was talking about the sexlab animation included in the DD, which will be played if you use DD bound animation filter. Some of the ZAZ animations are included in it and they would be registered automatically with other DD animations.

 

I will try using Sexlab Utility Plus, thanks!

Feel free to report back if it works that way around. I admit I havent tested yet if disabling the DD animations registerted from Sexlab Utility Plus in SLAL (or in Sexlab Toggle Animations) really prevents them from beeing called from DD. 

There SHOULD be a different solution by just deleting the HKX files in the DD folder and modifying scripts and FNIS.txt files but its been years since I did that for the last time. Would have to check if it works for DD5. 

 

A 100% sure working solution should be this:

 

- if you dont like for example Scene "Yoke Animation X", go into DD folder, select the hkx files belonging to the Scene and delete them.

- take the HKX files from your FAVOURITE Yoke Scene "Yoke Animation Y" and copy them (so they are now double). Rename them to match the deleted HKX files from "Yoke Animation X"


This should work without rerunning FNIS, changing scripts or anything with the added benefit that you see your favourite animation more often (with a wrong SLAL name tho). Missalignments might happen tho and require manual edits via Sexlab Hotkeys (long story why this can happen, have the same issue with my Nymra Foreplay mod atm). 

Quote

 

Edit: By the way, I like your alternative pillories mod, really good idea.

thx alot ?
More might be coming in that direction of mods too. 
 

Posted
14 hours ago, Canaduh said:

Did you create a new game, or continuing an old save?

Did you resave your game, switch out DDa/i/x for DD5, and fresh save, then resave after cleaning? https://www.nexusmods.com/skyrim/mods/76776

Have you run the save cleaner and removed all obsolete scripts left over from CD, MNC, CF? https://www.nexusmods.com/skyrim/mods/52363/

 

Were you having CTD issues before the update?

Have you run LOOT since switching everything out?

 

Try these and see how you go

Like I said, it was a brand new game, that never had the old DD or DCL on it.  Turns out the CTD wasn't DCL, but now that I've gotten rid of the CTD I can't get DCL's MCM to show up.

Posted

Just want to confirm some things because I'm worried the new version will break a lot of my current setup.

 

1. Cursed loot will need an update to work?

2. Will bodyslide files for existing armor pieces still work? I have some mods that are not part of the original devious sets but make use of them. Some of those mods required additional bodyslide files to convert them to CBBE. I'm worried about breaking some of my favorite armors. 

3. Is it one plugin now or still 3? (Asking for a girl with a ton of bat files to instantly get my favorites. Took forever to make them and it sounds like I'll have to remake them from scratch).

4. I have to delete the old files. Do I also need to go into each save, save the game, and then install the new one? or would it be safe to just delete and install the new version and pray the file accepts the new version? (I'm assuming the former, but if I can get out of it that'd be cool.)

 

I think that's all my questions. Otherwise I am super excited for the update. hands down my favorite adult mod series.

Posted
26 minutes ago, Aki K said:

1. Cursed loot will need an update to work?

I have my personal mod that uses a function from Cursed Loot 8.5, And it still works fine for me with DD5.0

29 minutes ago, Aki K said:

2. Will bodyslide files for existing armor pieces still work? I have some mods that are not part of the original devious sets but make use of them. Some of those mods required additional bodyslide files to convert them to CBBE. I'm worried about breaking some of my favorite armors. 

In my game, I use a separate profile in MO2, where I separately connect each mod, adjust it to the body and disconnect it. If you are also using MO2 this might be the solution for you.

31 minutes ago, Aki K said:

3. Is it one plugin now or still 3? (Asking for a girl with a ton of bat files to instantly get my favorites. Took forever to make them and it sounds like I'll have to remake them from scratch).

4 (or 5, or 6) - Depending on your needs.

32 minutes ago, Aki K said:

4. I have to delete the old files. Do I also need to go into each save, save the game, and then install the new one? or would it be safe to just delete and install the new version and pray the file accepts the new version? (I'm assuming the former, but if I can get out of it that'd be cool.)

I have disabled the old versions of Devious Devices and enabled the new version. My mod was automatically updated without errors. The only thing you will most likely need to do is make sure that there are no restraints on your character and on the NPCs around the character.

Posted
9 minutes ago, stas2503 said:

I have my personal mod that uses a function from Cursed Loot 8.5, And it still works fine for me with DD5.0

In my game, I use a separate profile in MO2, where I separately connect each mod, adjust it to the body and disconnect it. If you are also using MO2 this might be the solution for you.

4 (or 5, or 6) - Depending on your needs.

I have disabled the old versions of Devious Devices and enabled the new version. My mod was automatically updated without errors. The only thing you will most likely need to do is make sure that there are no restraints on your character and on the NPCs around the character.

Thank you very much.

 

I don't fully understand your first answer but I am on the latest cursed loot version that I am aware of.

 

I do use MO2 but I have no idea what you said or how to do it lol. Maybe surprising, but I am not super good with computer stuff. That I got as far as I did is something I am super proud of.

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