Jump to content

Recommended Posts

Posted

Means you have the wrong key.

There are more then 1 type of restraints or chastity keys, some of them are fake and won't work so you need to get the right ones for your gear! (You can't tell which ones are fake or real, except for the itemid in console)

 

Either keep killing bandits or looking around in random cupboards and dressers, or do the quest and read the book to learn how to craft keys at a forge, those always work.

Posted

Having an issue, Skyrim is crashing on me, ran the edit says it needs the devious devices integration.esp but when i updated devices it said there was a problem with using the .esp.

Posted

Having an issue, Skyrim is crashing on me, ran the edit says it needs the devious devices integration.esp but when i updated devices it said there was a problem with using the .esp.

 

The Integration.esp is obsolete, it's now Integration.esm (changed from a plugin file to a master file), if something still wants the .esp version, then you need to update your DD mods, one of them must be out of date.

 

Also, do note that Papyrus logs will still mention the old .esp file, this is not an error, this is because the mod is checking to see that you don't have it (if you do, it will pop up an error message telling you to delete it).

Posted

 

Having an issue, Skyrim is crashing on me, ran the edit says it needs the devious devices integration.esp but when i updated devices it said there was a problem with using the .esp.

 

The Integration.esp is obsolete, it's now Integration.esm (changed from a plugin file to a master file), if something still wants the .esp version, then you need to update your DD mods, one of them must be out of date.

 

Also, do note that Papyrus logs will still mention the old .esp file, this is not an error, this is because the mod is checking to see that you don't have it (if you do, it will pop up an error message telling you to delete it).

 

 

Hopefully I have it fixed now and thanks for the help.

Posted

Nope, updated all dependancies and devices mods still doesn't start. I'm going to play without for now until I can hopefully figure out the issue.

Posted

Does the Forbidden Tome quest work alongside the main quest for the Mage School? The quest "Hitting the Books" failed to proceed everytime I try to speak to Urag after the quest was activated.

 

Posted

Nope, updated all dependancies and devices mods still doesn't start. I'm going to play without for now until I can hopefully figure out the issue.

 

Use Wrye Bash or TES5Edit to find out what is missing.

Posted

Works mostly... I will omit known issues, but here are a couple I have found unmentioned:

(Integration 2.7.4 with Extension, Assets 2.7.0)

  • Cursed Soulgem Plugs from Zed do not display an inventory model. Also do not seem to have a world model, as dropping them results in nothing visible. (Mayhap those are not supposed to stay in the inventory once unequipped by Zed?)
  • Reading the book while still inside the container does not add the perk (probably vanilla bug).
  • Cleared dungeons respawn but stay marked as "Cleared" on the world map; do not know whether the internal flag resets - mayhap you should look for "currently not empty" instead (there should be a method for this; USKP uses, mayhap implemented it).
  • Had wrong order of plugs/belt from Zed in second out of three tries. Third try was a reload from standing right in front of him.
  • Plug event may terminate conversion with Zed and thus lead to multiple items added. Those again may cause a crash at the next time they are manipulated (say, by Urag).
  • Had issues with the plugged gag:
    • On equip on NPC via Interactions dialog: shows up normally.
    • On equip on NPC via follower trade menu: is equpped but not visible.
    • On equip on self: shows up correctly.
    • Interacting with the equipped gag in the follower trade menu does not offer the option to remove the plug.
      • In extension: For none of the items with different escape paths (lockpick, magic, key), those are presented when attempting to free an NPC.
  • Also with the ball gag equipped by Live a deviant Live (which comes from here): Equipping shows only the straps, but not the mouthpiece (shows up correctly in inventory).
A note on the Sergius quest: With standard Aroused settings, arousal may actually decrease for quite some time while exposure and time rate decay. As Sergius does not accept a proband who is already worked up sufficiently, it may take a long time until charge even starts to accumulate.

(Of course, one can take steps to ensure the appropriate arousal levels, but this feels a bit... forced.)

Ways to alleviate this problem without going on a peeping spree may include a single cursed soulgem plug for the open slot...

As plug sets are deprecated anyway, it seems only proper to remove them from the built-in quests anyway.

 

Another note on blindfolds: It seems no good to me to duplicate effects in several mods likely used aside each other. It would be nice, if you could arrange with xaz about whose mod shall deliver the blindfold system.

- Skyrim is unreliable enough without introducing n-version programming.

 

A thought on belt-to-key relationships (which is probably founded on my ignorance for the internal handling of those relationships):

Skyrim treats an item and an instance of said item as different things, just as C# and Java treat a class as an object of different type than its instances.

Therefore, would it not be possible and advisable to bind instances of the diverse devices to instances of one and the same key?

I assume that the built-in handling of keys and locks does not support this - there would have been no reason to implement the current system if it did - but mayhap this could be scripted without a huge impact on performance? Mayhap via SKSE plugin, if efficiency and well-defined behaviour are issues?

 

[...]

 

 

 

Might I make a suggestion? If you (or someone else) would like to make some easy Beast Race integration, the Log Bit Gag from ZAZ already has an icon/in-game image for being worn by Khajiits, and with only slight adjustment I'm sure it would work on argonians too. It would please more people, I'm sure, to have no race left out like that. Yes I know Khajiits and Argonians are not the most attractive the way Skyrim renders them, but there's numerous beauty mods that fix that.

 

All you'd have to do to make the log bit gag work is add some scripts for the Khajiits. I could easily imagine it being pulled off or the bit removed for oral sex, as easily as a plug, hmm? Collars might need some shifting back I suppose, but the collar doesn't add any special functionality anyways. At least they're not digit grade like they were in Morrowind, eh?

 

"All I ask is a pair of BOOTS!! How hard can it BE!?" -- A famous Argonian from Morrowind

The issue with this, is that I don't, and never have played beast-races: It simply doesn't interest me. The change you're suggesting would require that a system (That I've been putting off for a while) for multiple meshes per item being implemented. If I ever get around to implementing said system, the likeliness of this being included increases dramatically. For the time being, beast-race support is unlikely to be added, as I'm not willing to spend much time developing a feature that I'll never use.

 

Automatic Variants claims to have such a system for weapon meshes. It may work with armours too, who knows.

 

--

 

Really nice work. The story of this mod is exactly why I resolved from the beginning not to modify Skyrim myself - I would never see the end of it!

 

--

 

Forum! Stop attemting to and failing to correct my BBCode! I know what I am doing, you just parse it!

Posted

I stole the book from the shelf to start the Tome quest, but that did nothing. Then I read it and went to talk to Urag but there's no new dialogue options. Did I goof somewhere?

Posted

I stole the book from the shelf to start the Tome quest, but that did nothing. Then I read it and went to talk to Urag but there's no new dialogue options. Did I goof somewhere?

 

Do you have a belt already equipped as I don't think the mission will start if you have

Posted

Works mostly... I will omit known issues, but here are a couple I have found unmentioned:

(Integration 2.7.4 with Extension, Assets 2.7.0)

  • Cursed Soulgem Plugs from Zed do not display an inventory model. Also do not seem to have a world model, as dropping them results in nothing visible. (Mayhap those are not supposed to stay in the inventory once unequipped by Zed?)
  • As of 2.7, the assets for plugs were changed. I may have forgotten to update the cursed soulgem's models, will check. Thanks for the report.
  • Reading the book while still inside the container does not add the perk (probably vanilla bug).
  • Cleared dungeons respawn but stay marked as "Cleared" on the world map; do not know whether the internal flag resets - mayhap you should look for "currently not empty" instead (there should be a method for this; USKP uses, mayhap implemented it).
  • Hmm. I'll look in to that.
  • Had wrong order of plugs/belt from Zed in second out of three tries. Third try was a reload from standing right in front of him.
  • I've never seen this occur, though you're the second user to report it. Can you post a Papyrus.0.log, in which they're equipped improperly?
  • Plug event may terminate conversion with Zed and thus lead to multiple items added. Those again may cause a crash at the next time they are manipulated (say, by Urag).
  • Easy fix.
  • Had issues with the plugged gag:
    • On equip on NPC via Interactions dialog: shows up normally.
    • On equip on NPC via follower trade menu: is equpped but not visible.
    • Hmm. It should be visible on NPC's. Will verify this later. Thanks for the report.
    • On equip on self: shows up correctly.
    • Interacting with the equipped gag in the follower trade menu does not offer the option to remove the plug.
      • In extension: For none of the items with different escape paths (lockpick, magic, key), those are presented when attempting to free an NPC.
      • Right. There's no menu for extensive interaction with NPC's devices at this time. I've been mulling over an idea for that, though.
  • Also with the ball gag equipped by Live a deviant Live (which comes from here): Equipping shows only the straps, but not the mouthpiece (shows up correctly in inventory).
  • Are you using the "Males" addon? I've heard that mod can cause that issue. If you're not, you're probably running an outdated assets.

A note on the Sergius quest: With standard Aroused settings, arousal may actually decrease for quite some time while exposure and time rate decay. As Sergius does not accept a proband who is already worked up sufficiently, it may take a long time until charge even starts to accumulate.

(Of course, one can take steps to ensure the appropriate arousal levels, but this feels a bit... forced.)

Ways to alleviate this problem without going on a peeping spree may include a single cursed soulgem plug for the open slot...

Yeah, the formula changed in Aroused last update. The current status quo seemed alright during secondary testing: There are many ways to raise your arousal, without the aid of a plug. Struggling with the belt is an easy way of raising arousal. Keep in mind, that while belted/plugged, your arousal will raise faster from any source, be it peeping, or interacting with the belt.

As plug sets are deprecated anyway, it seems only proper to remove them from the built-in quests anyway.

 

Another note on blindfolds: It seems no good to me to duplicate effects in several mods likely used aside each other. It would be nice, if you could arrange with xaz about whose mod shall deliver the blindfold system.

- Skyrim is unreliable enough without introducing n-version programming.

The blindfold effects added by DD do not duplicate any of Zaz's effects. In fact, the reason that I created the new effects for it, was due to my personal distaste for the existing effect. No scripts from his mod are currently used in DD either. There's no reason to merge the two blindfold systems (In fact, doing so would create issues).

 

A thought on belt-to-key relationships (which is probably founded on my ignorance for the internal handling of those relationships):

Skyrim treats an item and an instance of said item as different things, just as C# and Java treat a class as an object of different type than its instances.

Therefore, would it not be possible and advisable to bind instances of the diverse devices to instances of one and the same key?

I assume that the built-in handling of keys and locks does not support this - there would have been no reason to implement the current system if it did - but mayhap this could be scripted without a huge impact on performance? Mayhap via SKSE plugin, if efficiency and well-defined behaviour are issues?

I don't see the advantage in switching to such a system: It's already quite possible to create unique key:belt sets in the case of mods (Devious Regulations uses a custom key (Of which multiple exist) for their imperial/stormcloak belts, Angrim's Apprentice uses unique key, etc, etc).

 

[...]

Might I make a suggestion? If you (or someone else) would like to make some easy Beast Race integration, the Log Bit Gag from ZAZ already has an icon/in-game image for being worn by Khajiits, and with only slight adjustment I'm sure it would work on argonians too. It would please more people, I'm sure, to have no race left out like that. Yes I know Khajiits and Argonians are not the most attractive the way Skyrim renders them, but there's numerous beauty mods that fix that.

 

All you'd have to do to make the log bit gag work is add some scripts for the Khajiits. I could easily imagine it being pulled off or the bit removed for oral sex, as easily as a plug, hmm? Collars might need some shifting back I suppose, but the collar doesn't add any special functionality anyways. At least they're not digit grade like they were in Morrowind, eh?

 

"All I ask is a pair of BOOTS!! How hard can it BE!?" -- A famous Argonian from Morrowind

The issue with this, is that I don't, and never have played beast-races: It simply doesn't interest me. The change you're suggesting would require that a system (That I've been putting off for a while) for multiple meshes per item being implemented. If I ever get around to implementing said system, the likeliness of this being included increases dramatically. For the time being, beast-race support is unlikely to be added, as I'm not willing to spend much time developing a feature that I'll never use.

 

Automatic Variants claims to have such a system for weapon meshes. It may work with armours too, who knows.

I have a system in mind that will work for having alternate meshes per device (The Alternate Variants approach isn't applicable here), I just haven't gotten around to implementing it yet. Been busy with other things :P.

--

 

Really nice work. The story of this mod is exactly why I resolved from the beginning not to modify Skyrim myself - I would never see the end of it!

Thanks. :)

 

--

 

Forum! Stop attemting to and failing to correct my BBCode! I know what I am doing, you just parse it!

 

 

 

Nope, no DD are equipped, hell, I don't even have any in my inventory.

Post a copy of both your Load Order and a copy of your Papyrus.0.log, in which you attempt to start the quest.

Posted

 

Had wrong order of plugs/belt from Zed in second out of three tries. Third try was a reload from standing right in front of him.

I've never seen this occur, though you're the second user to report it. Can you post a Papyrus.0.log, in which they're equipped improperly?

 

I happen to have a save right in front of him and tried five more times with logging active, but failed to reproduce.

- Either this does not happen immediately after a reload or it happens arbitrarily in the first place.

 

In extension: For none of the items with different escape paths (lockpick, magic, key), those are presented when attempting to free an NPC.

Right. There's no menu for extensive interaction with NPC's devices at this time. I've been mulling over an idea for that, though.

 

Use the same one as for the PC and just rehook the responses?

There is no compelling reason to offer different choices (though some have to go, I guess, namely to urinate and to attempt masturbation), is there?

 

Also with the ball gag equipped by Live a deviant Live (which comes from here): Equipping shows only the straps, but not the mouthpiece (shows up correctly in inventory).

Are you using the "Males" addon? I've heard that mod can cause that issue. If you're not, you're probably running an outdated assets.

 

Mmh, I do. Most curious, it does not seem to contain a related mesh.

Alas, if it is so, disregard.

 

A note on the Sergius quest: With standard Aroused settings, arousal may actually decrease for quite some time while exposure and time rate decay. As Sergius does not accept a proband who is already worked up sufficiently, it may take a long time until charge even starts to accumulate.

(Of course, one can take steps to ensure the appropriate arousal levels, but this feels a bit... forced.)

Ways to alleviate this problem without going on a peeping spree may include a single cursed soulgem plug for the open slot...

Yeah, the formula changed in Aroused last update. The current status quo seemed alright during secondary testing: There are many ways to raise your arousal, without the aid of a plug. Struggling with the belt is an easy way of raising arousal. Keep in mind, that while belted/plugged, your arousal will raise faster from any source, be it peeping, or interacting with the belt.

 

It is true, that there is no technical hindrance. Still, it might be nice to offer a dialogue option (say, after two days or so) to "install a bit of a help".

Sneaking into other people's houses just to hopefully find them in a stimulating pose, asking around everyone and the bandits to receive more immediate stimulation and playing with the belt "just because" all seem to be somewhat... lacking options.

- A means to handle the situation with discretion on the other hand, would be welcome.

 

 

Another note on blindfolds: It seems no good to me to duplicate effects in several mods likely used aside each other. It would be nice, if you could arrange with xaz about whose mod shall deliver the blindfold system.

- Skyrim is unreliable enough without introducing n-version programming.

The blindfold effects added by DD do not duplicate any of Zaz's effects. In fact, the reason that I created the new effects for it, was due to my personal distaste for the existing effect. No scripts from his mod are currently used in DD either. There's no reason to merge the two blindfold systems (In fact, doing so would create issues).

 

Ah, so these two effects you implemented do no such thing as restricting the player's vision? Actually, they do. In fact, the standard variant even looks a lot like xaz' effect. That it is created in a totally different manner is exactly what I criticise: Surely one of these manners suffices?

- Now, I do not suggest that you scrap your implementation, just that you coordinate with xaz so that one system (with several effects, why not, customisation is good) for one purpose be present in one file; not several systems in several files for which is fundamentally the same issue.

The sensiblest appearing outcome would probably be that either the effect from the Animation Pack joined the two in your system as a third choice - or were even scrapped altogether, given its similarity to one of the choices; while the system itself came to lie in an arbitrary one of the two files.

... If eventually your modification outright replaced xaz', as SexLab has replaced Sexis, that would be alright as well, I just neither think that the animation pack is as dead as Sexis was when SexLab took over, nor that you wish to implement all the functionalities of it here.

 

 

A thought on belt-to-key relationships (which is probably founded on my ignorance for the internal handling of those relationships):

Skyrim treats an item and an instance of said item as different things, just as C# and Java treat a class as an object of different type than its instances.

Therefore, would it not be possible and advisable to bind instances of the diverse devices to instances of one and the same key?

I assume that the built-in handling of keys and locks does not support this - there would have been no reason to implement the current system if it did - but mayhap this could be scripted without a huge impact on performance? Mayhap via SKSE plugin, if efficiency and well-defined behaviour are issues?

I don't see the advantage in switching to such a system: It's already quite possible to create unique key:belt sets in the case of mods (Devious Regulations uses a custom key (Of which multiple exist) for their imperial/stormcloak belts, Angrim's Apprentice uses unique key, etc, etc).

 

But not dynamically, is it? Get a belt on via Submit+DD Progression and have the key to it spawn somewhere... far away, mayhap. The current way of breaking a key after one use is a mere crutch: Why should one and the same device not be locked and unlocked with its one key for as often as one desired? And the other way around, why should an arbitrary key fit an arbitrary belt, surely that defeated the purpose!

- I may misunderstand, but every belt with a unique key must be its own class, every key for a unique belt must be its. And those cannot be created on runtime, can they?

 

--

 

Hopefully my "discussion tone" was not too jarring, I lack the proper feeling for that.

... Oh god, what will the forum do with this once I hit "Add Reply"? - Oh, actually it looks exactly as it should. Hè, there went my lucky shot for the day.

Posted

Getting a CTD whenever the armbinder is equipped.

 

Looking into it more.

 

caused by Zaz Animation Pack 5.50.

 

Most likely, the change in the bound idle.

Posted

A few ideas:

 

1) Have the Forbidden Tome quest link into the Sergius Experiment quest if you refuse Urag at the end, "Well then, might as well have you help with an experiment while you're stuck like that/Sergius hasn't had much luck getting any volunteers".

 

2) Have the Sergius Experiment quest be "repeatable" - he'll give you another plug to charge, which you can then trade back to him for another empty plug and some gold.  After completing this X number of times, he'll give you an anal plug as well so you can charge two at once.

2.1) Have varying sizes for the plugs for the different sizes of soul gems, which would have pre-requisites for use such as: you can't use a Common Anal plug without first having charged X Lesser Anal plugs or having anal sex Y times.

2.2) Have a movespeed penalty if you equip two Grand sized plugs at the same time.

2.2.1) Also, if they both go off at the same time, you faint from the orgasm which then has a chance of triggering the Surreptitious Streets quest after it's released.

2.3) Add some random comments to NPCs at the college as you charge more plugs/start using larger sizes.

 

3) Have the charge held by the chargeable plugs be impacted by other plug events.  For example, a bump-pump or a vibration event from a second plug would automatically add a small amount of charge.

Posted

...H-how do I get a papyrus log?

 

 

Mod Load order.

Part 1; http://puu.sh/7Ve6o.png

Part 2; http://puu.sh/7Ve74.png

Part 3; http://puu.sh/7Ve7M.png

Part 4; http://puu.sh/7Ve8f.png

 

You go into the skyrim.ini file in your documents (my documents/my games/skyrim, at least for me) and you activate debug logging, you'll get a papyrus file in a folder inside your docs that contains a lot of info from the start of the game until you close it.

 

Papyrus.0 means it is the most recent (your last load)

Posted

 

...H-how do I get a papyrus log?

 

 

Mod Load order.

Part 1; http://puu.sh/7Ve6o.png

Part 2; http://puu.sh/7Ve74.png

Part 3; http://puu.sh/7Ve7M.png

Part 4; http://puu.sh/7Ve8f.png

 

You go into the skyrim.ini file in your documents (my documents/my games/skyrim, at least for me) and you activate debug logging, you'll get a papyrus file in a folder inside your docs that contains a lot of info from the start of the game until you close it.

 

Papyrus.0 means it is the most recent (your last load)

 

Ah, thank you! I'll go get one now then.

 

...I can't add it as an attachment, what should I do?

Posted

 

 

...H-how do I get a papyrus log?

 

 

Mod Load order.

Part 1; http://puu.sh/7Ve6o.png

Part 2; http://puu.sh/7Ve74.png

Part 3; http://puu.sh/7Ve7M.png

Part 4; http://puu.sh/7Ve8f.png

 

You go into the skyrim.ini file in your documents (my documents/my games/skyrim, at least for me) and you activate debug logging, you'll get a papyrus file in a folder inside your docs that contains a lot of info from the start of the game until you close it.

 

Papyrus.0 means it is the most recent (your last load)

 

Ah, thank you! I'll go get one now then.

 

...I can't add it as an attachment, what should I do?

 

Compress it via Zip or Rar, for future reference. The reason it's not working for you here, is because you have the quests esp (Devious Deviants) disabled.

Posted

Getting a CTD whenever the armbinder is equipped.

 

Looking into it more.

 

caused by Zaz Animation Pack 5.50.

 

Most likely, the change in the bound idle.

I haven't played with the new animation pack yet, will look in to it, thanks.

Posted

 

 

Had wrong order of plugs/belt from Zed in second out of three tries. Third try was a reload from standing right in front of him.

I've never seen this occur, though you're the second user to report it. Can you post a Papyrus.0.log, in which they're equipped improperly?

 

I happen to have a save right in front of him and tried five more times with logging active, but failed to reproduce.

- Either this does not happen immediately after a reload or it happens arbitrarily in the first place.

So it would seem. Let me know if it happens again.

 

 

In extension: For none of the items with different escape paths (lockpick, magic, key), those are presented when attempting to free an NPC.

Right. There's no menu for extensive interaction with NPC's devices at this time. I've been mulling over an idea for that, though.

Use the same one as for the PC and just rehook the responses?

There is no compelling reason to offer different choices (though some have to go, I guess, namely to urinate and to attempt masturbation), is there?

Most of the menus would require some degree of alteration. I would want to make the NPC's react a bit more as well, were I to implement that system. Other things I'd rather work on, for the time being.

 

 

Also with the ball gag equipped by Live a deviant Live (which comes from here): Equipping shows only the straps, but not the mouthpiece (shows up correctly in inventory).

Are you using the "Males" addon? I've heard that mod can cause that issue. If you're not, you're probably running an outdated assets.

 

Mmh, I do. Most curious, it does not seem to contain a related mesh.

Alas, if it is so, disregard.

 

 

A note on the Sergius quest: With standard Aroused settings, arousal may actually decrease for quite some time while exposure and time rate decay. As Sergius does not accept a proband who is already worked up sufficiently, it may take a long time until charge even starts to accumulate.

(Of course, one can take steps to ensure the appropriate arousal levels, but this feels a bit... forced.)

Ways to alleviate this problem without going on a peeping spree may include a single cursed soulgem plug for the open slot...

Yeah, the formula changed in Aroused last update. The current status quo seemed alright during secondary testing: There are many ways to raise your arousal, without the aid of a plug. Struggling with the belt is an easy way of raising arousal. Keep in mind, that while belted/plugged, your arousal will raise faster from any source, be it peeping, or interacting with the belt.

 

It is true, that there is no technical hindrance. Still, it might be nice to offer a dialogue option (say, after two days or so) to "install a bit of a help".

Sneaking into other people's houses just to hopefully find them in a stimulating pose, asking around everyone and the bandits to receive more immediate stimulation and playing with the belt "just because" all seem to be somewhat... lacking options.

- A means to handle the situation with discretion on the other hand, would be welcome.

 

 

Another note on blindfolds: It seems no good to me to duplicate effects in several mods likely used aside each other. It would be nice, if you could arrange with xaz about whose mod shall deliver the blindfold system.

- Skyrim is unreliable enough without introducing n-version programming.

The blindfold effects added by DD do not duplicate any of Zaz's effects. In fact, the reason that I created the new effects for it, was due to my personal distaste for the existing effect. No scripts from his mod are currently used in DD either. There's no reason to merge the two blindfold systems (In fact, doing so would create issues).

 

Ah, so these two effects you implemented do no such thing as restricting the player's vision? Actually, they do. In fact, the standard variant even looks a lot like xaz' effect. That it is created in a totally different manner is exactly what I criticise: Surely one of these manners suffices?

 For that matter, why bother creating Devious Devices at all? Bondage scripts / restraints already exist elsewhere.

- Now, I do not suggest that you scrap your implementation, just that you coordinate with xaz so that one system (with several effects, why not, customisation is good) for one purpose be present in one file; not several systems in several files for which is fundamentally the same issue.

 I honestly don't see your point here at all. There's no harm in two different systems, that apply to two different items existing. This isn't a foreign concept in programming. I didn't like the existing implementation, so I rolled my own.

The sensiblest appearing outcome would probably be that either the effect from the Animation Pack joined the two in your system as a third choice - or were even scrapped altogether, given its similarity to one of the choices; while the system itself came to lie in an arbitrary one of the two files.

I can't help but feel that you're intentionally being difficult. There's no gain to be had from adapting DD's code in to xaz's system, or vice/versa. This is a complete non-issue.

... If eventually your modification outright replaced xaz', as SexLab has replaced Sexis, that would be alright as well, I just neither think that the animation pack is as dead as Sexis was when SexLab took over, nor that you wish to implement all the functionalities of it here.

The animation pack is useful to DD as just that: An animation pack. All DD devices use a single common function for updating user controls (To avoid intremod conflicts). For Xaz to move the DD blindfold effects in to his scripts, he would have to reproduce a number of functions of that sort. For the blindfold effects to solely exist within my mod, all mods that use the animation pack as a dependency would require mine in addition. It's not going to happen.

 

 

A thought on belt-to-key relationships (which is probably founded on my ignorance for the internal handling of those relationships):

Skyrim treats an item and an instance of said item as different things, just as C# and Java treat a class as an object of different type than its instances.

Therefore, would it not be possible and advisable to bind instances of the diverse devices to instances of one and the same key?

I assume that the built-in handling of keys and locks does not support this - there would have been no reason to implement the current system if it did - but mayhap this could be scripted without a huge impact on performance? Mayhap via SKSE plugin, if efficiency and well-defined behaviour are issues?

I don't see the advantage in switching to such a system: It's already quite possible to create unique key:belt sets in the case of mods (Devious Regulations uses a custom key (Of which multiple exist) for their imperial/stormcloak belts, Angrim's Apprentice uses unique key, etc, etc).

 

But not dynamically, is it? Get a belt on via Submit+DD Progression and have the key to it spawn somewhere... far away, mayhap. The current way of breaking a key after one use is a mere crutch: Why should one and the same device not be locked and unlocked with its one key for as often as one desired? And the other way around, why should an arbitrary key fit an arbitrary belt, surely that defeated the purpose!

- I may misunderstand, but every belt with a unique key must be its own class, every key for a unique belt must be its. And those cannot be created on runtime, can they?

It would be trivial for a modder to extend the belt script to replicate this functionality, if they desired (The devices are scripted in an object-oriented manner). It is up to the author of each individual mod if they wish to deviate from the standard key system.

--

 

Hopefully my "discussion tone" was not too jarring, I lack the proper feeling for that.

... Oh god, what will the forum do with this once I hit "Add Reply"? - Oh, actually it looks exactly as it should. Hè, there went my lucky shot for the day.

 

 

Posted

Noticed one minor issue with the panel gag not re-applying the plug after a sex scene although removing from the NPC inventory and re-applying it puts it back.

Posted

...There's no harm in two different systems, that apply to two different items existing. This isn't a foreign concept in programming. I didn't like the existing implementation, so I rolled my own....

 

 

 

And what a system you rolled. There are things I like about Zax, and things I like about Devious. I just wish there were more interact-able furniture built in to some mod to help tie the two together even better.  I believe there used to be a file that introduced furniture like that not dissimilar to Assets, but was removed before I found Lovers Lab all together. Oh well, here is hoping for amazing things in Fallout 4, love you all.

Posted

 

Are you using the "Males" addon? I've heard that mod can cause that issue. If you're not, you're probably running an outdated assets.

Also with the ball gag equipped by Live a deviant Live (which comes from here): Equipping shows only the straps, but not the mouthpiece (shows up correctly in inventory).

 

Mmh, I do. Most curious, it does not seem to contain a related mesh.

Alas, if it is so, disregard

 

 

The Males Addon should now be fully updated for 2.7.4. Veladarius was kind enough to start it, and I went through last night and updated the model paths for males for the new gag/plug organization system. If there are any further issues with it please let me know in the Males thread or through PM.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...