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Posted
17 hours ago, AndrewLRG said:

I'm glad you like it. :) Exhaustion effect can be disabled in MCM in case you find it annoying.

Never! It's one of the best!

(hard to judge, the sound are all great, sound volume fine tuning work well too. I like it if it's annoying a bit, because it intensives the feeling that the DDs can't be removed anytime just because I want to.)

  • 2 weeks later...
Posted
1 hour ago, AOBVUAM said:

left = when equipping ball gag / right = when equipping ring gag... right?
 

 

 

That's correct.

  • 4 months later...
  • 3 months later...
Posted

Is there any way to have the mod sound effect work for other non DD items? (Is there something we can edit in SSEdit, etc.?) Or does it only work for DD specific items?

Posted
6 hours ago, Aycelist said:

Is there any way to have the mod sound effect work for other non DD items? (Is there something we can edit in SSEdit, etc.?) Or does it only work for DD specific items?

 

It works only on DD items. But you can turn basically any item into Devious Device.

Posted
13 hours ago, AndrewLRG said:

 

It works only on DD items. But you can turn basically any item into Devious Device.

how do you go about doing that? i've tried adding devious device keywords to an item but it didn't seem to work.

Posted
27 minutes ago, Aycelist said:

how do you go about doing that? i've tried adding devious device keywords to an item but it didn't seem to work.

 

Did you have the DD mod set as a master to the mod with the items you wanted to make DD? Otherwise you could use a patch mod... I don't know SE enough to say an ESL file would work (suspect it would).

 

You cannot just type in the name of the keyword, you have to select it as a valid option, which only happens with the keyword containing mod is as a master to the one you're editing.

Posted
28 minutes ago, karlpaws said:

 

Did you have the DD mod set as a master to the mod with the items you wanted to make DD? Otherwise you could use a patch mod... I don't know SE enough to say an ESL file would work (suspect it would).

 

You cannot just type in the name of the keyword, you have to select it as a valid option, which only happens with the keyword containing mod is as a master to the one you're editing.

i did make devious devices (assets, integ, etc) masters for the mod i was trying to get the sounds for. honestly, first time trying to move keywords around too; copied a bunch from a devious devices gag and added it to the item. the item is basically a devious devices object now but i'm still missing the sound effects. any idea what the issue might be? if not, that's fine too, just glad the mod itself works as intended even with sse!

Posted
4 hours ago, Aycelist said:

i did make devious devices (assets, integ, etc) masters for the mod i was trying to get the sounds for. honestly, first time trying to move keywords around too; copied a bunch from a devious devices gag and added it to the item. the item is basically a devious devices object now but i'm still missing the sound effects. any idea what the issue might be? if not, that's fine too, just glad the mod itself works as intended even with sse!

 

Please note that you have to copy keywords not from inventory item, but from render item of DD device. They don't have names, only editorIDs,

Posted
9 hours ago, Aycelist said:

i did make devious devices (assets, integ, etc) masters for the mod i was trying to get the sounds for. honestly, first time trying to move keywords around too; copied a bunch from a devious devices gag and added it to the item. the item is basically a devious devices object now but i'm still missing the sound effects. any idea what the issue might be? if not, that's fine too, just glad the mod itself works as intended even with sse!

 

Did you make an Inventory Device of your item?

  • 1 month later...
Posted

Howdy, I am inspired by your work to improve and further the customization of Devious Devices, thank you!

Your success has encouraged me to try my own luck at self-modifying a device and I'd like your guidance or tips in how to accomplish it.

When the DD 5.2 beta work added those big lips muzzle gags, they also added a tiny jingling bell sound effect.
I'd like to try and add/incorporate that tiny bell sound to the DD 'Bell Collar' (the one that already had the tiny bell on it).
My preferred method of tinkering is with TESEdit, but if you're willing to guide me on how to clip/copy/paste/add, I'm willing to try and learn it myself.

Posted
3 hours ago, Pyreliter said:

Howdy, I am inspired by your work to improve and further the customization of Devious Devices, thank you!

Your success has encouraged me to try my own luck at self-modifying a device and I'd like your guidance or tips in how to accomplish it.

When the DD 5.2 beta work added those big lips muzzle gags, they also added a tiny jingling bell sound effect.
I'd like to try and add/incorporate that tiny bell sound to the DD 'Bell Collar' (the one that already had the tiny bell on it).
My preferred method of tinkering is with TESEdit, but if you're willing to guide me on how to clip/copy/paste/add, I'm willing to try and learn it myself.

 

Hi! I haven't tried DD 5.2 beta yet, so I don't know what it does. Someone in Devious Devices Framework Development/Beta should be able to help you. I would assume that a Bell sound effect is controlled by an enchantment attached to Rendered Device. You will need to find this enchantment and add it to your device. TESEdit should be able to handle it. At least, that's how sound effects work in DD 5.1.

 

  • 1 month later...
Posted

Hey I really like the mod. I'd like to make this mod work with this one to 

 

But sadly I am inexperienced and don't know how. I guess I have to edit the gas masks from this mod so they get recognized, but how?

Posted
3 hours ago, Moon Puppy said:

Hey I really like the mod. I'd like to make this mod work with this one to 

 

But sadly I am inexperienced and don't know how. I guess I have to edit the gas masks from this mod so they get recognized, but how?

 

Hi! You will need to turn this items into Devious Devices. Add Inventory and Rendered Devices, attach scripts, keywords, everything. Didn't anybody do that already? This mod has some good looking masks. :)

 

Posted
24 minutes ago, AndrewLRG said:

 

Hi! You will need to turn this items into Devious Devices. Add Inventory and Rendered Devices, attach scripts, keywords, everything. Didn't anybody do that already? This mod has some good looking masks. :)

 

 

Thank you, but what makes your mod recognize an item as a gas mask? How does it tell a gas mask apart from a regular hood? I had read here, that someone turned it into a DD but it didn't play the sounds. So what is the crucial part that makes your mod for any other item?

Posted
10 minutes ago, Moon Puppy said:

 

Thank you, but what makes your mod recognize an item as a gas mask? How does it tell a gas mask apart from a regular hood? I had read here, that someone turned it into a DD but it didn't play the sounds. So what is the crucial part that makes your mod for any other item?

 

Rendered Device must have a "zad_DeviousHood" keyword and Inventory Device should contain "Gas" or "Gasmask" in its name. For example, "Dark Green Ebonite Gas Mask" or "Gasmask Light Red".

  • 4 months later...
Posted

Love the mod, has been a staple of my load order for... a long time. I literally don't know why it's not a part of regular DD.

 

Small bug - I've been on a hunt for errors in my Papyrus logs, and I've noticed a lot of this:

 

Spoiler

[07/01/2023 - 02:06:59AM] Error: Property playerRef not found on slautilscr. Aborting call and returning None
stack:
    [Active effect 21 on  (00000014)]._DeviousSounds_MagEff_BallGag.GetPlayerArousal() - "_DeviousSounds_MagEff_BallGag.psc" Line 49
    [Active effect 21 on  (00000014)]._DeviousSounds_MagEff_BallGag.OnUpdate() - "_DeviousSounds_MagEff_BallGag.psc" Line 64
[07/01/2023 - 02:06:59AM] Error: Cannot call GetFactionRank() on a None object, aborting function call
stack:
    [Active effect 21 on  (00000014)]._DeviousSounds_MagEff_BallGag.GetPlayerArousal() - "_DeviousSounds_MagEff_BallGag.psc" Line 49
    [Active effect 21 on  (00000014)]._DeviousSounds_MagEff_BallGag.OnUpdate() - "_DeviousSounds_MagEff_BallGag.psc" Line 64
[07/01/2023 - 02:06:59AM] Warning: Assigning None to a non-object variable named "::temp21"
stack:
    [Active effect 21 on  (00000014)]._DeviousSounds_MagEff_BallGag.GetPlayerArousal() - "_DeviousSounds_MagEff_BallGag.psc" Line 49
    [Active effect 21 on  (00000014)]._DeviousSounds_MagEff_BallGag.OnUpdate() - "_DeviousSounds_MagEff_BallGag.psc" Line 64

 

For some reason, my OSL Aroused didn't like the way SoundStorage.Aroused.PlayerRef.GetFactionRank(SoundStorage.Aroused.slaArousal) function worked.

 

I've adjusted the GetPlayerArousal() function to be called through zadlibs:
return PlayerAlias.libs.Aroused.GetActorArousal( PlayerAlias.libs.PlayerRef )

 

Now it looks like it's working as intended:

[DDSound] - _DeviousSounds_MagEff_RingGag - OnPlayerMonitorCheckArousal: 60.

 

(I have no idea what I'm doing, make backups ?)

_DeviousSounds_MagEff_BallGag.psc _DeviousSounds_MagEff_RingGag.psc _DeviousSounds_MagEff_BallGag.pex _DeviousSounds_MagEff_RingGag.pex

Posted (edited)
1 hour ago, krzp said:

I've adjusted the GetPlayerArousal() function to be called through zadlibs:

return PlayerAlias.libs.Aroused.GetActorArousal( PlayerAlias.libs.PlayerRef )

 

Honestly speaking I've over-complicated how function GetPlayerArousal() works. We don't need to get Players reference from slautilscr. Don't know what was I thinking. :)

 

It should look like:

Int Function GetPlayerArousal()
	return PlayerRef.GetFactionRank(SoundStorage.Aroused.slaArousal)
EndFunction

 

Thank you for reporting!

Edited by AndrewLRG
Posted

If i understand it right, these sounds are used when the pc has no other sounds playing ?

Are the sounds for dd5 only or do they work with zaz items too ?   i guess it depends on keywords which are set in dd5 ?

Posted
11 hours ago, shiagwen said:

If i understand it right, these sounds are used when the pc has no other sounds playing ?

 

Kinda... Gag moans won't play during SexLab animations, combat and while player is bleeding out, has disabled movement controls or is involved in a scene of some kind. This is to prevent sounds from other mods from overlapping. However, chain sounds can happen during those events, as long as player is moving/sprinting.

 

11 hours ago, shiagwen said:

Are the sounds for dd5 only or do they work with zaz items too ?   i guess it depends on keywords which are set in dd5 ?

 

Sounds are played for Devious Devices only (DD4 and DD5). I am thinking about adding Toys support though. :)

  • 2 months later...
  • 4 weeks later...
Posted
3 hours ago, sikamikanico78 said:

any way to get the on hit sounds without having to wear any gags as an option?  thank you!

 

I'll try to add it in the next update. It will need new sounds though. 

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