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Posted

As far as I have read on this thread, the CBBE requirement is simply for the meshes to fit properly. I switched from UNP to CBBE in response to this, but then again there were some other CBBE mods I had my eye on, so this was more of the straw that broke the camel's back.

 

That said, people are working on unofficial UNP variants of the meshes. Look back a page or two and you should find a post with replacement meshes for UNP type bodies. They seem to be working for people.

Posted

I didn't use these mods in quite a while.  I didn't revisit these threads until I encountered a problem with this mod not starting, as I see has happened with at least one other person.

 

When I used it, before, there didn't appear to be any issue with the fact that I used the UNPB body; but, when I came to check out the latest file versions, of course, this appears to require CBBE, now.  One can supposedly install the mod, anyway... but, with the warning that it might be like putting unleaded gas into a '66 Charger, or plugging an American PC into a Japanese electrical outlet.  I'd like to use this mod, again-- especially with the ability to try the new add-ons; but, I'm not sure that I'd enjoy it all enough to ditch the body and texture that I like. 

 

Can anyone with actual experience with this, or the technical ability to give me a correct answer, anyway, please tell me if I would be able to install the updated version of the mod and have it work, again (at least as well as it did, previously)?  I downloaded the mods, but, I'm afraid of what might happen if I try installing and activating them.

 

As of this version 2.7 of assets, UNP support was officially discontinued. Several members have released unofficial UNP ports, however, that you may use.

 

Worst case, using a UNP body  with version 2.7 will result in the items visually clipping. Your game won't crash, your computer won't fry, and your puppy will not die.

Posted

Thanks a lot for the quick reply.

 

I just like the way that my UNPB 'toon looks; and, from what I read when I initially made a decision between the two bodies in the beginning, the CBBE doesn't have as much detail.  And, this may just be totally "out there," but, based on his work in the Fallout games, I got the impression that Dimon seemed to have an affinity for slimmer forms; while the creator of the CBBE body seems to have more of a Morgana the Kissing Bandit fetish.  So, although the UNPB body was seemingly taken out of Dimon's hands and "Morganified," too, I still just prefer UNP bodies partly because I've been a fan of Dimon's work for a long time, and will choose them over anything else whenever I get a chance.

 

I paged back, but couldn't find any d/l's of replacement meshes.  Then again, I have an incredible migraine atm, so I'm just kind of "stabbing" at the screen text when I look at it-- I'm very sensitive to light right now, which is partly why I'm not playing the game.

 

If proper UNPB meshes will be available, I'll just hold off on everything and install those, when I can.

 

Thanks, again!

 

* if you know where those meshes are, I'd appreciate a link to them, because I really can't find them.

Posted

Thanks a lot for the quick reply.

 

I just like the way that my UNPB 'toon looks; and, from what I read when I initially made a decision between the two bodies in the beginning, the CBBE doesn't have as much detail.  And, this may just be totally "out there," but, based on his work in the Fallout games, I got the impression that Dimon seemed to have an affinity for slimmer forms; while the creator of the CBBE body seems to have more of a Morgana the Kissing Bandit fetish.  So, although the UNPB body was seemingly taken out of Dimon's hands and "Morganified," too, I still just prefer UNP bodies partly because I've been a fan of Dimon's work for a long time, and will choose them over anything else whenever I get a chance.

 

I paged back, but couldn't find any d/l's of replacement meshes.  Then again, I have an incredible migraine atm, so I'm just kind of "stabbing" at the screen text when I look at it-- I'm very sensitive to light right now, which is partly why I'm not playing the game.

 

If proper UNPB meshes will be available, I'll just hold off on everything and install those, when I can.

 

Thanks, again!

 

* if you know where those meshes are, I'd appreciate a link to them, because I really can't find them.

 

This post in Assets has info on what you are looking for: http://www.loverslab.com/topic/19865-devious-devices-assets/?p=718057

Posted

Thanks for the great work.

 

Could anyone help me modify the soul gem plugs so that they don't require a chastity belt to function?

 

Thanks again.

[joke] just wear the belt for a while, once you remove it, the plugs stay in place :DDD [/joke]

Posted

Hello, great mod.

 

I found 2 potential problems

First one (not exacly sure if this is real error because it is more compatibility issue). I use this mod with prison overhaul and live deviant life(and some other mods). When my stuff is being removed in prison my locked blindfold is unequiped. While I cannot remove it from inventory I click on it reequip. After this my blindfold stops working correctly. The visuals is still there but I can move in 3rd person view[i'm talking about dd mode of blindfold]. I just lose control for like 1sec and regain control.

 

Second thing is when I press "c" to enable autorun in first person and move to third person I can move and see everything.

 

I like this mod.

Posted

 

Thanks for the great work.

 

Could anyone help me modify the soul gem plugs so that they don't require a chastity belt to function?

 

Thanks again.

[joke] just wear the belt for a while, once you remove it, the plugs stay in place :DDD [/joke]

 

:P. In 2.7.2, the zad_EffectPossessed keyword will enable plugs to function stand-alone. 

 

Hello, great mod.

 

I found 2 potential problems

First one (not exacly sure if this is real error because it is more compatibility issue). I use this mod with prison overhaul and live deviant life(and some other mods). When my stuff is being removed in prison my locked blindfold is unequiped. While I cannot remove it from inventory I click on it reequip. After this my blindfold stops working correctly. The visuals is still there but I can move in 3rd person view[i'm talking about dd mode of blindfold]. I just lose control for like 1sec and regain control.

 

Second thing is when I press "c" to enable autorun in first person and move to third person I can move and see everything.

 

I like this mod.

Tested it myself: Prison overhaul (Or perhaps the zbf bindings) are causing the player controls to be rapidly re-enabled while the guard is escorting you. After being dumped back in your cell (And switching view-modes again), the feature resumes normal functionality. 

 

Thanks for pointing out the autorun issue: Will fix that.

Posted

I'm having a bit of a problem with the panel gag in first person mode:

 

04P84u7.jpg

 

 

Yeah, Known issue: The Panel gag renders in first-person mode in 2.7.1a. Fixed in the current beta.

Posted

 

Love the new armbinder struggle animations <3

 

Seconded!

 

 

 

 
Thirded!!
 
 
Although I think it's a shame that you can always mass spam struggle to get rid of it anytime anywhere, skipping all the great and sexy dialogs begging for release.

 

Posted

Just updated this mod with a new save file, and I now receive "Fatal Error" messages in boxes along with a line at the top of the screent along the lines of 'You failed to pay for your restraints, a bounty has been put on your head.". As far as I can tell, all the DD mods are working, and no bounties are actually there. Really strange.

Posted

 

 

Love the new armbinder struggle animations <3

 

Seconded!

 

 

 

 
Thirded!!
 
 
Although I think it's a shame that you can always mass spam struggle to get rid of it anytime anywhere, skipping all the great and sexy dialogs begging for release.

 

bwIHr2S.jpg

;)

 

I think it's a handle for mods, as far I can see it is in the code but not activated in the current quest-/itemline.

Posted

 

 

 

Love the new armbinder struggle animations <3

 

Seconded!

 

 

 

 
Thirded!!
 
 
Although I think it's a shame that you can always mass spam struggle to get rid of it anytime anywhere, skipping all the great and sexy dialogs begging for release.

 

bwIHr2S.jpg

;)

 

I think it's a handle for mods, as far I can see it is in the code but not activated in the current quest-/itemline.

 

 

I know. I even modified my version of DD integration with struggle disabled and it works perfectly.

 

The main problem is the unfinished gag dialogues, if there is no alternative way of get rid of it, you will have to console command your way out.

 

So, until there, we will never have mods with this feature. Hopefully, it is in the Min do to list, so I will wait patiently.

 

Posted

 

 

 

 

Love the new armbinder struggle animations <3

 

Seconded!

 

 

 

 
Thirded!!
 
 
Although I think it's a shame that you can always mass spam struggle to get rid of it anytime anywhere, skipping all the great and sexy dialogs begging for release.

 

bwIHr2S.jpg

;)

 

I think it's a handle for mods, as far I can see it is in the code but not activated in the current quest-/itemline.

 

 

I know. I even modified my version of DD integration with struggle disabled and it works perfectly.

 

The main problem is the unfinished gag dialogues, if there is no alternative way of get rid of it, you will have to console command your way out.

 

So, until there, we will never have mods with this feature. Hopefully, it is in the Min do to list, so I will wait patiently.

 

Yeah, I'm not aware of any mods that use that functionality at the moment. Adding a dialogue to remove the gags isn't really a design decision I want to make: If you can't get the gag off, why would an NPC have any more luck? I'm debating alternative ways of removing / interacting with it, though.

 

I'm not going to often post these (Features change etc), though figured it might be fun to do so this time. My current todo list from the beta thread:

 

[+] Fix panel gag mesh issue. The panel-gag is visible for a moment in First-person before the condition on the spell effect kills it. Hmm. Is this acceptable?
[+] Add missing plugs / open belt to zadLibs.
[+] Cleanup belts in FT.
[+] Permit plugs to work standlone if the zad_EffectPossessed keyword is present. You'll still need to extend zadPlugScript if you wish to use a non-standard plug menu.
 
[?] Fix armbinder effects / gag effects / vibration effects, which are sometimes not applying to NPC's.
* This is a mess.
* I don't understand why the armbinder magic effect is unapplied upon equipping another item, despite the device that the enchantment is attached to still being equipped.
* NPC's sometimes unequip rendered devices upon changing cell.
* HasMagicEffectWithKeyword will not recognize magic effects on NPC's after cell-changes, due to the magic effect being unapplied (Sometimes with the rendered device that the enchantment is on being unequipped, sometimes not).
 
[ ] New cuffs mechanic.
[/] Create ribbed effect.
[/] Finish Jbezorg's custom plug.
 
Finish after 2.7.2:
[?] Add basic gag text / reactions.
[ ] Expand inflatable plugs with a few more options / effects.
[ ] Werewolf transformation rendered device unequip fix. 
[ ] Readd Zadil's feeding dialogue to the armbinder.
[ ] Rework FT's starting trigger.
Posted

 

Yeah, I'm not aware of any mods that use that functionality at the moment. Adding a dialogue to remove the gags isn't really a design decision I want to make: If you can't get the gag off, why would an NPC have any more luck? I'm debating alternative ways of removing it, though.

 

 

Using a knife/sword?

 

The offset would be the chance to get a facial scar and a bit of health loss. 

 

Lore friendly and can be fixed with the face sculptor if you have dawnguard. Or, toggleable via MCM.

 

And if it takes away from the difficulty of removing the items, we could ask Zadil to invent a metal head harness/cage-thingy that can't be cut as "easily" as leather.

Posted

I would just accept the PC moaning into the gag when they attempt to speak to an NPC. Nothing really complicated in that. Hell, it doesn't need to open up a dialogue, just play one of those gagged noises. It's better than nothing, IMO.

Posted

May i debate a little?

 

Please keep in mind that its only suggestions. Most of all I would like to thanks Min for this great mod :D

 

As non-native english speaker, please let me borrow your words guys.

 

About the inescapable armbinder: "I'm not aware of any mods that use that functionality at the moment" - and will never exist! Because this game break combo: armbinder + gag = not be able to call for help. So I wish there were alternatives that would allow other situations that were not only mass-spam-struggle-on-the-spot

 

About gag dialogues: "Adding a dialogue to remove the gags isn't really a design decision I want to make" - and you dont need to! I just think that not be able to interact with absolutely nobody (like a wandering spirit) is too much punitive. What about some gag talk restricted to friends/allys?

 

KomradePavlov: "I would just accept the PC moaning into the gag when they attempt to speak to an NPC. Nothing really complicated in that. Hell, it doesn't need to open up a dialogue, just play one of those gagged noises." There are mods that already do that, but they do not solve the problem mentioned earlier and i think they need some Min's magic :shy:

 

 

Posted

 

Yeah, I'm not aware of any mods that use that functionality at the moment. Adding a dialogue to remove the gags isn't really a design decision I want to make: If you can't get the gag off, why would an NPC have any more luck? I'm debating alternative ways of removing / interacting with it, though.

 

I'm not going to often post these (Features change etc), though figured it might be fun to do so this time. My current todo list from the beta thread:

 

[+] Fix panel gag mesh issue. The panel-gag is visible for a moment in First-person before the condition on the spell effect kills it. Hmm. Is this acceptable?
[+] Add missing plugs / open belt to zadLibs.
[+] Cleanup belts in FT.
[+] Permit plugs to work standlone if the zad_EffectPossessed keyword is present. You'll still need to extend zadPlugScript if you wish to use a non-standard plug menu.
 
[?] Fix armbinder effects / gag effects / vibration effects, which are sometimes not applying to NPC's.
* This is a mess.
* I don't understand why the armbinder magic effect is unapplied upon equipping another item, despite the device that the enchantment is attached to still being equipped.
* NPC's sometimes unequip rendered devices upon changing cell.
* HasMagicEffectWithKeyword will not recognize magic effects on NPC's after cell-changes, due to the magic effect being unapplied (Sometimes with the rendered device that the enchantment is on being unequipped, sometimes not).
 
[ ] New cuffs mechanic.
[/] Create ribbed effect.
[/] Finish Jbezorg's custom plug.
 
Finish after 2.7.2:
[?] Add basic gag text / reactions.
[ ] Expand inflatable plugs with a few more options / effects.
[ ] Werewolf transformation rendered device unequip fix. 
[ ] Readd Zadil's feeding dialogue to the armbinder.
[ ] Rework FT's starting trigger.

 

 

Is the beta thread hidden away on the forum? Always happy to help in beta testing.

 

Maybe an idea to add a second, retextured armbinder with a strap around the waist and the no-escape mode activated for the real hardcore fan.

The idea of NPC's removing your locked (head)gear with swords/knives is kinda neat, in the meantime that would destroy the item and possibly hurt the player. Adds a little bit more realism to the scene. For the inflatables perhaps some magic/dwemer balloons that inflate randomly  :) 

 

As a gag effect something like:

"As you walk up to $npc, the drool is all over your face. You decide to"

[Moan] (submissive)

[Grunt] (aggressive)

[Walk away] (possible rape trigger)

 

The stance towards the NPC would decide what happens, if the NPC agrees after a submissive tone there could be a lockpick thing on the locks.

"$npc tries to unlock the gag that holds the #item firmly wedged in your mouth"

(Success) no damage to item and gag unequipped

(Fail) failed lockpick and no cutting tools

(Fail2) can destroy item, respond with [yes] [no]

 

Just writing my imagination, but no electrics on your To-Do list?  :( 

Posted

Tiny little suggestion ^_^ sometimes simpler is better,

 

Considered just adding a debuff to the full mouth gags? Extremely redeced speech skill instead of disabling talk? (slightly less for ring/ open panel)

The restrictions on shouting and such are nice, but the talk function -_- very needed, but gag on my char :P hard to give up.

 

(and if one wants to be realistic/lory about it; words are only part of the way we communicate and you can still make "noise" to a certain degree even with your mouth closed)

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