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Posted

 

 

 

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

 

 

No, the MCM menu is there, I can check and uncheck everything, if I have Captured Dreams enabled, some of the textures work, whereas I can not load save games. ( Even post installation new games).

 

 

Are you using the UNP or CBBE body?

 

CBBE bodyslide, UNP Base. Could that be why the quest won't start?

Posted

 

 

 

 

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

 

 

No, the MCM menu is there, I can check and uncheck everything, if I have Captured Dreams enabled, some of the textures work, whereas I can not load save games. ( Even post installation new games).

 

 

Are you using the UNP or CBBE body?

 

CBBE bodyslide, UNP Base. Could that be why the quest won't start?

 

 

If you are using the UNP version of this try installing the meshes and textures manually, the installer has some issues with them.

 

As for the quest, if you have a belt on it will not start no matter what. Also, if you sneak and steal the book and are not caught you can either ask him about a second volume of the book or try dropping and picking up the book again. And lastly, make sure you have the Devious Deviants esp enabled and the quest is enabled in the MCM menu.

Posted

 

 

 

 

 

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

 

 

No, the MCM menu is there, I can check and uncheck everything, if I have Captured Dreams enabled, some of the textures work, whereas I can not load save games. ( Even post installation new games).

 

 

Are you using the UNP or CBBE body?

 

CBBE bodyslide, UNP Base. Could that be why the quest won't start?

 

 

If you are using the UNP version of this try installing the meshes and textures manually, the installer has some issues with them.

 

As for the quest, if you have a belt on it will not start no matter what. Also, if you sneak and steal the book and are not caught you can either ask him about a second volume of the book or try dropping and picking up the book again. And lastly, make sure you have the Devious Deviants esp enabled and the quest is enabled in the MCM menu.

 

None of that worked. :/ I don't get dialogue options for any of the involved NPCs, Don't get textures while I have belts etcetra equipped, and the quests still do not begin.

Posted

 

 

 

 

 

 

 

Ah man, wow just wow...

Those are the kinda posts that lead to bad things...

Sigh FO3 modding comes to mind.

I can remember how some modders just walked away cause of asinine posts like that.

 

About the key stuff being discussed.

 

I think we have a nice key system now, and since DDi is a framework, well there are mods that are available that provide keys and/or a means to get out of devices.  A change of key destruction chance would seem to me to have an impact on mods that have grown up around the DDi and it might not be a good change or even needed.

 

For one I'm not too too sure what you have in mind or in store for your mod Min, but at present it seems to me that it's fairly solid.

 

I like the randomness of not knowing if a key will work to get you out of every device, it is a midpoint between the 1 item per key and 1 key for all. I wouldn't mind if there was a more durable key that could be made that would function as the "remove as many as you want" key.

 

 

Anyone have suggestions as to what I can do to fix my problem I mentioned on 224? Any help would be much appreciated, thank you. 

 

Check that the Integration MCM menu is working, I am betting that it isn't.

 

 

No, the MCM menu is there, I can check and uncheck everything, if I have Captured Dreams enabled, some of the textures work, whereas I can not load save games. ( Even post installation new games).

 

 

Are you using the UNP or CBBE body?

 

CBBE bodyslide, UNP Base. Could that be why the quest won't start?

 

 

 

If you are using the UNP version of this try installing the meshes and textures manually, the installer has some issues with them.

 

As for the quest, if you have a belt on it will not start no matter what. Also, if you sneak and steal the book and are not caught you can either ask him about a second volume of the book or try dropping and picking up the book again. And lastly, make sure you have the Devious Deviants esp enabled and the quest is enabled in the MCM menu.

 

None of that worked. :/ I don't get dialogue options for any of the involved NPCs, Don't get textures while I have belts etcetra equipped, and the quests still do not begin.

 

 

It sounds like the scripts are not running correctly. Do the belts and other items lock when put on? If not then it is a script issue not a texture issue. Equip and remove some items and post a papyrus log here so we can see if the scripts are working.

Posted

Can't seem to figure out what I'm doing wrong, but I'm not getting any MCM options and most of the devices do not appear when equiped. I have Assets > 2.8 and expansion > zaz animations.

 

Gonna keep reading and maybe figure this out, but decided to post this to maybe make my search quicker.

Posted

Little idea about cuffs:

Front locked cuffs, you can use a sword, but only one. And you can't add or remove something that needs to put on through your hands, maybe something else. The main idea that in this cuffs you can make quests, fight and use your inventory, but you would be limited in your capacities.

The main thing that it would fix in my opinion is that there only two types of cuffs: first that is not doing nothing just locking on you and no more, and second, that is making you to do only one quest: how to remove them. This idea can be used in some other mods, that would modificate few quests, like that you should make that quests partially restricted.

PS please, excuse me and note me if you can't understand something in that what I wrote. My english is not so good as I want.

Posted

I seem to be having some trouble with the armbinder, when I equip it I end up with some kind of audio bug *click click*

 

is it the script refreshing or something and is there a simple way to remove it?

Do you use SPERG? When you're unarmed, SPERG equips "fists", whereas an armbinder unequips all weapons. That sound could be SPERG repeatedly equipping fists and the armbinder repeatedly removing them. Setting the unarmed option to Manual in the SPERG MCM will fix it if that's the case.

 

If you don't use SPERG then I have no idea.

Posted

Little idea about cuffs:

Front locked cuffs, you can use a sword, but only one. And you can't add or remove something that needs to put on through your hands, maybe something else. The main idea that in this cuffs you can make quests, fight and use your inventory, but you would be limited in your capacities.

The main thing that it would fix in my opinion is that there only two types of cuffs: first that is not doing nothing just locking on you and no more, and second, that is making you to do only one quest: how to remove them. This idea can be used in some other mods, that would modificate few quests, like that you should make that quests partially restricted.

PS please, excuse me and note me if you can't understand something in that what I wrote. My english is not so good as I want.

 

It's a good idea, but unfortunately it would require some new animations to go along with it, and since we don't have an animator attached to the team, it's not something we can just do.

 

Still, if we could get our hands on some anims to use with it, then it's a feature i'd gladly see happen.

Posted

My responses will be in Light Blue. And I'll be (quietly) snipping a LOT out in order to keep things from growing out of control. :)

My responses are in orange.

Issues:

 

1 - The "Manipulate Locks" option on armbinders is global and permanent.

 

This means that I just need to get one armbinder, manipulate the locks and I have freedom instantly from any armbinder there after. Given that I cannot cheat my way out of a device using the console (Kudos for that! Whether it's deliberate or accidental doesn't matter, it's still a nice touch. :) ), this definitely feels cheaty.

 

Intentional! And, hmm. Noted. An application of PapyrusUtil would easily fix that (The library was much more infantile when I implemented the armbinder's than it is now). Added to the list.

 

I have no idea what that means (skyrim modding newb after all), but I'm glad that by bringing it up I helped you realize you could fix that now. :D

 

2 - Ebonite ball and ring gags seem to be confused as to which is what.

 

That is, the ebon ring gag thinks it should be blocking food and drink, while the ball doesn't. :P I need to do a simplified install to make sure it's not some other mod that's causing this. Just letting you know what I've noticed.

 

Odd: I can't reproduce this one.

 

Well, I'm getting the itch to do a new start soon, so I'll do some experiments first to see if I can reproduce it myself. (I'm discovering my current game is getting pretty buggy in some respects.) I'll report my findings when I do.

 

3 - Swimming with a blindfold removes the blindfold effect.

 

Engine issue. Could potentially be worked around, if there are animation events that I can register for to track player submergence / emergence. I'm not sure as to whether or not those exist, however.

 

4 - Food and drink while ball gagged.

  • Food-like items can still be consumed when they're in another container.
Known issue. Can't resolve that, short of blocking access to other containers (Which would be very detrimental to the player's gameplay experience, obviously).
  • You can "carry" unlimited food and drink while gagged without affecting your carry weight.
And again, it seems to be a limitation of the engine that's causing these issues and you're already doing your best to work around those limits. :(

 

Indeed. More trouble than it's worth to try to fix this, probably.

 

I fully expected such answers. Guess I'll just have to play with a self-imposed rule against eating food out of other containers. Probably have to use the console to spawn a mass of valueless items with just enough weight that a 100 or 1000 of them will add up to 10 weight (as an example) of food that's being blocked by my gag. (I've been playing with a mod that penalizes your speed for carrying too much. "SkyRealism - Encumbrance" to be specific.)

 

5 - Improve the escape threshold's linkage to skill level.

int Function CheckDeviceEscape(int skillThreshold, string skillName)
    int playerSkill = PlayerRef.GetAV(skillName) As Int
    int effort = playerSkill + Utility.RandomInt()
    int threshold = skillThreshold + Aroused.GetActorExposure(PlayerRef)/5
    return effort - threshold - 100
    ; Returns >= 0 on success, < 0 on failure
EndFunction
Nice, simple, and straightforward. Positive results are good things, while negative results are bad things. :)

 

Haha. The code change is a bit pedantic (Same functionality either way!). The "Low results being good things" probably comes from my AD&D 2.0 days. A low AC is good: A negative AC is better!

The MCM change would certainly make things easier to read, though. I'll implement that one.

 

I'm not so sure our code has the same functionality. Yours only returns the "effort" part of what I wrote above, after all. But maybe I AM being pedantic, I don't know. All I ask is that you take a close look at this bit of code and the places it's being used and make sure it's really doing what you want it to be doing. If it is, that's fine, but if not, I'll just be glad I brought another bug to your attention. :)

 

As for the MCM change, Glad I could help. :D

 

Requests:

 

Now that I've got the negativity out, let's get positive! And add new things! :D

 

1 - Change the "Destroy Key" option from a toggle into a probability slider.

 

I just don't like the whole binary, "I need 1 key [per device] to escape them all." Instead, I'd rather there be a degree of tension in, "I have 1 key and 5 devices on. I have a 20% chance to destroy my key every time I use it. How many devices can I get out of before it breaks?" Doesn't that sound more evil fun? :D

 

If you still want the one key per device setting, just set the slider to 100%. No breakage, would be 0%. Simple, effective, efficient. :)

 

Sure, this change makes sense, and would be very easy to implement. Added to the list.

 

Wheeeeee! :D

 

1a - Add a slider to allow arousal to affect the key break probability.

 

'Cause let's face it, fully worked up and about to escape to get that much needed relief, your hands would be shaking like a leaf. :s  The fine control needed to turn a fragile key and not break it? >_> Yeah, not happening. :P And like all things, my idea of balanced vs evil is not yours, so let us have another slider! :D

 

And keep the math simple. Like this:

final_break = base_break + (arousal * arousal_break_mult)
I need to go complain to the author of Cursed Loot about their arousal modifier math. *gah*  :P

 

No reason not to add this while adding the other feature. Sure.

 

*dances*

 

1b - If the key breaks, maybe you didn't manage to get the lock open after all?

 

Yup, another slider. This time for the probability of a successful escape when you broke your key in the attempt.

 

1c - If you broke your key and failed to get the lock open, maybe you jammed the lock?

 

It's critical failure time. You got your key, you try to open the lock, but the key broke and you failed to escape. Maybe the key broke off in the lock and you can't clear the obstruction to try again?

 

This is probably the biggest question mark on my list, but is designed for integration with Captured Dreams. I want a real reason to go to the shop and ask one of them to remove my devices. This would absolutely HAVE to default to zero, no question. Maybe even disable it unless a mod that implements an alternative removal option enables it.

 

But as I said, this is my biggest question mark, so if you don't implement this, I won't mind.

 

Hmm. I would have this feature (probably) only work on devices that lack the BlockGeneric keyword (Thus, no interference with quests!). I do like the idea though. Added to the list.

 

:blink: EEP! :blush:  :D My initial intent was really only for the chastity devices, but if you have grander ideas, go for 'em!  B)

 

2 - Split the blindfold options so I can independently control 1st and 3rd person behavior.

 

This is part issue, part request, because I find that the immersive 1st person option doesn't work. At least not beyond the first save after I've turned it on. And I'd just love to be able to customize my blindfold experience more than is possible at present. 

 

I love the darkness of the DD blindfold, but being able to switch to 3rd person to look around even if I can't move feels cheaty to me. So I normally play in Leeches mode, but that doesn't feel dark enough to make it feel like I'm wearing a blindfold. Instead it feels like I'm wearing goggles with grease smeared over the inside of them.

 

And if you could disable modification of those settings once you have a blindfold on... :3 Bwahahahaha! *coughs* Right, forgot I'm being evil to myself. :shy:  Eep!

 

Since you made no mention of any of the above in your response, I left it un-snipped. Is more customization of the blindfold possible? Or is it just a pipe dream?

 

To clarify my doesn't work after saving: I'll turn on the option, and it works like expected. I'll save, quit, reload, and it's like the toggle stops working leaving me with clear vision and a frozen character in immersive first person mode. And the toggle will be on. :(

 

This is more due to the mod not completely interfacing with Immersive First Person, than anything: IFP switches your view-point to third person, in order to properly render your character. A side-effect of this, is that this third-person is indistinguishable from non IFP third-person. Thus, the first mode restricts your controls.

 

Yeah, that's what I figured given my experiences.

 

Thanks for the feedback. Glad you're enjoying the mod. :)

 

 

I most definitely am. :D

 

Can't seem to figure out what I'm doing wrong, but I'm not getting any MCM options and most of the devices do not appear when equiped. I have Assets > 2.8 and expansion > zaz animations.

 

Gonna keep reading and maybe figure this out, but decided to post this to maybe make my search quicker.

 

If you're starting a new game, then the strain of trying to run too many scripts at new-game-start can KILL some mods entirely. I had a similar issue with DD and found that I needed to disable most of my mods when starting a new game. Then after saving, I then quit the game, enabled SOME of my mods, reloaded the save, waited for the mods to finish loading, re-saved, and repeated this until all my mods were enabled and loaded. I haven't had (too) many problems since. Also, Mod Organizer (if you're not already using it) helps BUNCHES.  :D Hope I helped. :)

Posted

My responses will be in Light Blue. And I'll be (quietly) snipping a LOT out in order to keep things from growing out of control. :)

 

My responses are in orange.

Issues:

 

1 - The "Manipulate Locks" option on armbinders is global and permanent.

 

This means that I just need to get one armbinder, manipulate the locks and I have freedom instantly from any armbinder there after. Given that I cannot cheat my way out of a device using the console (Kudos for that! Whether it's deliberate or accidental doesn't matter, it's still a nice touch. :) ), this definitely feels cheaty.

 

Intentional! And, hmm. Noted. An application of PapyrusUtil would easily fix that (The library was much more infantile when I implemented the armbinder's than it is now). Added to the list.

 

I have no idea what that means (skyrim modding newb after all), but I'm glad that by bringing it up I helped you realize you could fix that now. :D

 

2 - Ebonite ball and ring gags seem to be confused as to which is what.

 

That is, the ebon ring gag thinks it should be blocking food and drink, while the ball doesn't. :P I need to do a simplified install to make sure it's not some other mod that's causing this. Just letting you know what I've noticed.

 

Odd: I can't reproduce this one.

 

Well, I'm getting the itch to do a new start soon, so I'll do some experiments first to see if I can reproduce it myself. (I'm discovering my current game is getting pretty buggy in some respects.) I'll report my findings when I do.

 

3 - Swimming with a blindfold removes the blindfold effect.

 

Engine issue. Could potentially be worked around, if there are animation events that I can register for to track player submergence / emergence. I'm not sure as to whether or not those exist, however.

 

4 - Food and drink while ball gagged.

  • Food-like items can still be consumed when they're in another container.
Known issue. Can't resolve that, short of blocking access to other containers (Which would be very detrimental to the player's gameplay experience, obviously).
  • You can "carry" unlimited food and drink while gagged without affecting your carry weight.
And again, it seems to be a limitation of the engine that's causing these issues and you're already doing your best to work around those limits. :(

 

Indeed. More trouble than it's worth to try to fix this, probably.

 

I fully expected such answers. Guess I'll just have to play with a self-imposed rule against eating food out of other containers. Probably have to use the console to spawn a mass of valueless items with just enough weight that a 100 or 1000 of them will add up to 10 weight (as an example) of food that's being blocked by my gag. (I've been playing with a mod that penalizes your speed for carrying too much. "SkyRealism - Encumbrance" to be specific.)

 

5 - Improve the escape threshold's linkage to skill level.

int Function CheckDeviceEscape(int skillThreshold, string skillName)    int playerSkill = PlayerRef.GetAV(skillName) As Int    int effort = playerSkill + Utility.RandomInt()    int threshold = skillThreshold + Aroused.GetActorExposure(PlayerRef)/5    return effort - threshold - 100    ; Returns >= 0 on success, < 0 on failureEndFunction
Nice, simple, and straightforward. Positive results are good things, while negative results are bad things. :)

 

Haha. The code change is a bit pedantic (Same functionality either way!). The "Low results being good things" probably comes from my AD&D 2.0 days. A low AC is good: A negative AC is better!

The MCM change would certainly make things easier to read, though. I'll implement that one.

 

I'm not so sure our code has the same functionality. Yours only returns the "effort" part of what I wrote above, after all. But maybe I AM being pedantic, I don't know. All I ask is that you take a close look at this bit of code and the places it's being used and make sure it's really doing what you want it to be doing. If it is, that's fine, but if not, I'll just be glad I brought another bug to your attention. :)

 

As for the MCM change, Glad I could help. :D

 

Requests:

 

Now that I've got the negativity out, let's get positive! And add new things! :D

 

1 - Change the "Destroy Key" option from a toggle into a probability slider.

 

I just don't like the whole binary, "I need 1 key [per device] to escape them all." Instead, I'd rather there be a degree of tension in, "I have 1 key and 5 devices on. I have a 20% chance to destroy my key every time I use it. How many devices can I get out of before it breaks?" Doesn't that sound more evil fun? :D

 

If you still want the one key per device setting, just set the slider to 100%. No breakage, would be 0%. Simple, effective, efficient. :)

 

Sure, this change makes sense, and would be very easy to implement. Added to the list.

 

Wheeeeee! :D

 

1a - Add a slider to allow arousal to affect the key break probability.

 

'Cause let's face it, fully worked up and about to escape to get that much needed relief, your hands would be shaking like a leaf. :s The fine control needed to turn a fragile key and not break it? >_> Yeah, not happening. :P And like all things, my idea of balanced vs evil is not yours, so let us have another slider! :D

 

And keep the math simple. Like this:

final_break = base_break + (arousal * arousal_break_mult)
I need to go complain to the author of Cursed Loot about their arousal modifier math. *gah* :P

 

No reason not to add this while adding the other feature. Sure.

 

*dances*

 

1b - If the key breaks, maybe you didn't manage to get the lock open after all?

 

Yup, another slider. This time for the probability of a successful escape when you broke your key in the attempt.

 

1c - If you broke your key and failed to get the lock open, maybe you jammed the lock?

 

It's critical failure time. You got your key, you try to open the lock, but the key broke and you failed to escape. Maybe the key broke off in the lock and you can't clear the obstruction to try again?

 

This is probably the biggest question mark on my list, but is designed for integration with Captured Dreams. I want a real reason to go to the shop and ask one of them to remove my devices. This would absolutely HAVE to default to zero, no question. Maybe even disable it unless a mod that implements an alternative removal option enables it.

 

But as I said, this is my biggest question mark, so if you don't implement this, I won't mind.

 

Hmm. I would have this feature (probably) only work on devices that lack the BlockGeneric keyword (Thus, no interference with quests!). I do like the idea though. Added to the list.

 

:blink: EEP! :blush::D My initial intent was really only for the chastity devices, but if you have grander ideas, go for 'em! B)

 

2 - Split the blindfold options so I can independently control 1st and 3rd person behavior.

 

This is part issue, part request, because I find that the immersive 1st person option doesn't work. At least not beyond the first save after I've turned it on. And I'd just love to be able to customize my blindfold experience more than is possible at present.

 

I love the darkness of the DD blindfold, but being able to switch to 3rd person to look around even if I can't move feels cheaty to me. So I normally play in Leeches mode, but that doesn't feel dark enough to make it feel like I'm wearing a blindfold. Instead it feels like I'm wearing goggles with grease smeared over the inside of them.

 

And if you could disable modification of those settings once you have a blindfold on... :3 Bwahahahaha! *coughs* Right, forgot I'm being evil to myself. :shy: Eep!

 

Since you made no mention of any of the above in your response, I left it un-snipped. Is more customization of the blindfold possible? Or is it just a pipe dream?

 

To clarify my doesn't work after saving: I'll turn on the option, and it works like expected. I'll save, quit, reload, and it's like the toggle stops working leaving me with clear vision and a frozen character in immersive first person mode. And the toggle will be on. :(

 

This is more due to the mod not completely interfacing with Immersive First Person, than anything: IFP switches your view-point to third person, in order to properly render your character. A side-effect of this, is that this third-person is indistinguishable from non IFP third-person. Thus, the first mode restricts your controls.

 

Yeah, that's what I figured given my experiences.

Thanks for the feedback. Glad you're enjoying the mod. :)

I most definitely am. :D

 

Can't seem to figure out what I'm doing wrong, but I'm not getting any MCM options and most of the devices do not appear when equiped. I have Assets > 2.8 and expansion > zaz animations.

 

Gonna keep reading and maybe figure this out, but decided to post this to maybe make my search quicker.

If you're starting a new game, then the strain of trying to run too many scripts at new-game-start can KILL some mods entirely. I had a similar issue with DD and found that I needed to disable most of my mods when starting a new game. Then after saving, I then quit the game, enabled SOME of my mods, reloaded the save, waited for the mods to finish loading, re-saved, and repeated this until all my mods were enabled and loaded. I haven't had (too) many problems since. Also, Mod Organizer (if you're not already using it) helps BUNCHES. :D Hope I helped. :)

I will be starting a new game to create a male character, but I test mods on my main save which has a couple of hundred hours logged. I think the issue is the bodyslide conversion I found and used. I use the hdt body and wanted to convert these items to fit my character for testing. Gonna try just using a CBBE tbbp conversion slide and test on an NPC. Maybe Lydia.

Posted

 

Little idea about cuffs:

Front locked cuffs, you can use a sword, but only one. And you can't add or remove something that needs to put on through your hands, maybe something else. The main idea that in this cuffs you can make quests, fight and use your inventory, but you would be limited in your capacities.

The main thing that it would fix in my opinion is that there only two types of cuffs: first that is not doing nothing just locking on you and no more, and second, that is making you to do only one quest: how to remove them. This idea can be used in some other mods, that would modificate few quests, like that you should make that quests partially restricted.

PS please, excuse me and note me if you can't understand something in that what I wrote. My english is not so good as I want.

 

It's a good idea, but unfortunately it would require some new animations to go along with it, and since we don't have an animator attached to the team, it's not something we can just do.

 

Still, if we could get our hands on some anims to use with it, then it's a feature i'd gladly see happen.

 

 

Personally I'd like to be able to kick people while wearing armbinder! ^^

 

But yah most of us are scripty people and a few modellers, I don't think we have any animators other than xaz on the team.

Posted

Hey :) Loving the new updates to this mod and all other DD based ones since I took my usual break from Skyrim, and having absolutely no issues. Wonderful work :D

 

I do have a question, just out of curiosity really and see if I can make use of it: How does the "Devices Underneath" system work exactly?

What I mean by that is how should I use it? I was just about ready to start pushing buttons, as any person who is as prone to breaking stuff as I am would, but then read the little message in the MCM window when hovering my cursor over the slot area or something, and well... now I'm scared to touch anything because indeed, I've no idea what I would be doing and I don't want things to break xD

 

I have an armor piece set up on the slot 45 from an armor mod, and I bought and wore the simple Harness device, and that device is taking up the same slot as the armor's piece. Would "Devices Underneath" help to show the armor piece -and- the harness or... what? I really don't understand, yet it -sounds- like a pretty neat feature somehow lol.

 

Thanks in advance to anyone who can elaborate a little bit about that feature! Tried looking for some instructions or something but have found none yet :(

Posted

It seems to me that you can assign a Devious Device to a slot that is normally used by a piece of armor, but doing so means that the device is hidden as long as a piece that is worn on character.

 

Example

By Default the Chastity Bra is worn on the body, the same slot as a normal chest piece.  Normally this would cause a blocking action against a chest item but since in the menu its assigned to slot 32, it actually just disappears to make space for chest piece.

 

Sorry Im having a hard time describing this.

 

Alright lets say I assign cuffs to the glove slot, by going to the glove and finding an empty entry underneath I fill the entry with cuffs.

Now when gloves are worn you wont see cuffs, but I also probably opened up the slot that cuffs normally sits in.

 

 

Posted

Hey :) Loving the new updates to this mod and all other DD based ones since I took my usual break from Skyrim, and having absolutely no issues. Wonderful work :D

 

I do have a question, just out of curiosity really and see if I can make use of it: How does the "Devices Underneath" system work exactly?

What I mean by that is how should I use it? I was just about ready to start pushing buttons, as any person who is as prone to breaking stuff as I am would, but then read the little message in the MCM window when hovering my cursor over the slot area or something, and well... now I'm scared to touch anything because indeed, I've no idea what I would be doing and I don't want things to break xD

 

I have an armor piece set up on the slot 45 from an armor mod, and I bought and wore the simple Harness device, and that device is taking up the same slot as the armor's piece. Would "Devices Underneath" help to show the armor piece -and- the harness or... what? I really don't understand, yet it -sounds- like a pretty neat feature somehow lol.

 

Thanks in advance to anyone who can elaborate a little bit about that feature! Tried looking for some instructions or something but have found none yet :(

 

 

It seems to me that you can assign a Devious Device to a slot that is normally used by a piece of armor, but doing so means that the device is hidden as long as a piece that is worn on character.

 

Example

By Default the Chastity Bra is worn on the body, the same slot as a normal chest piece.  Normally this would cause a blocking action against a chest item but since in the menu its assigned to slot 32, it actually just disappears to make space for chest piece.

 

Sorry Im having a hard time describing this.

 

Alright lets say I assign cuffs to the glove slot, by going to the glove and finding an empty entry underneath I fill the entry with cuffs.

Now when gloves are worn you wont see cuffs, but I also probably opened up the slot that cuffs normally sits in.

 

It allows an item to cover another item and hide it. The bra is a good example: you can set slot 32 to hide the bra. You can also have the items hide other things as well: if you use the SOS UNP you can have the belt hide slot 52 so the schlong is hidden. Basically you can have any slot hide another not just items from DD.

Posted

Hey :) Loving the new updates to this mod and all other DD based ones since I took my usual break from Skyrim, and having absolutely no issues. Wonderful work :D

 

I do have a question, just out of curiosity really and see if I can make use of it: How does the "Devices Underneath" system work exactly?

What I mean by that is how should I use it? I was just about ready to start pushing buttons, as any person who is as prone to breaking stuff as I am would, but then read the little message in the MCM window when hovering my cursor over the slot area or something, and well... now I'm scared to touch anything because indeed, I've no idea what I would be doing and I don't want things to break xD

 

I have an armor piece set up on the slot 45 from an armor mod, and I bought and wore the simple Harness device, and that device is taking up the same slot as the armor's piece. Would "Devices Underneath" help to show the armor piece -and- the harness or... what? I really don't understand, yet it -sounds- like a pretty neat feature somehow lol.

 

Thanks in advance to anyone who can elaborate a little bit about that feature! Tried looking for some instructions or something but have found none yet :(

 

Essentially, the system allows you to hide devices when other devices are worn.

 

By default, the system hides Chastity Bra's while wearing anything on slot 32. The chastity bra consumes slot 56, and clips with just about every armor out there. With the new system, the mesh is hidden (Though, the bra itself isn't unequipped! Important for enchantments and the like, on non-DD items) while you're wearing said armor on slot 32.

 

You could set slot 32 (Again, the body slot) to hide other devices as well: Such as chastity belts, underwear, etc.

 

The system was designed in order to deal with super-awful clipping issues for an upcoming device (To be included with 2.8.1), and expanded to be customizable enough to be useful for pretty much any use-case involving the hiding of a given worn item.

 

EDIT: By Armok, ninja'ed!

Posted

 

 

It seems to me that you can assign a Devious Device to a slot that is normally used by a piece of armor, but doing so means that the device is hidden as long as a piece that is worn on character.

 

Example

By Default the Chastity Bra is worn on the body, the same slot as a normal chest piece.  Normally this would cause a blocking action against a chest item but since in the menu its assigned to slot 32, it actually just disappears to make space for chest piece.

 

Sorry Im having a hard time describing this.

 

Alright lets say I assign cuffs to the glove slot, by going to the glove and finding an empty entry underneath I fill the entry with cuffs.

Now when gloves are worn you wont see cuffs, but I also probably opened up the slot that cuffs normally sits in.

 

 

 

It allows an item to cover another item and hide it. The bra is a good example: you can set slot 32 to hide the bra. You can also have the items hide other things as well: if you use the SOS UNP you can have the belt hide slot 52 so the schlong is hidden. Basically you can have any slot hide another not just items from DD.

 

 

 

 

Essentially, the system allows you to hide devices when other devices are worn.

 

By default, the system hides Chastity Bra's while wearing anything on slot 32. The chastity bra consumes slot 56, and clips with just about every armor out there. With the new system, the mesh is hidden (Though, the bra itself isn't unequipped! Important for enchantments and the like, on non-DD items) while you're wearing said armor on slot 32.

 

You could set slot 32 (Again, the body slot) to hide other devices as well: Such as chastity belts, underwear, etc.

 

The system was designed in order to deal with super-awful clipping issues for an upcoming device (To be included with 2.8.1), and expanded to be customizable enough to be useful for pretty much any use-case involving the hiding of a given worn item.

 

EDIT: By Armok, ninja'ed!

 

 

 

 

Thanks for the replies!

 

Oh, okay! So it IS as useful as it sounds it could be lol. My only issue is that warning on the MCM, saying if I don't know what I doing I should let stuff alone lol.

What exactly should I avoid doing to -not- break things when toying around with hiding slots?

Posted

I'm currently testing some player houses some of which have a script that strips the player of all their worn and wielded items and leaves them in the inventory - for when they're about to bathe. Has anyone had any issues with this and DDi running? I haven't yet; it makes the mesh invisible but keeps the item worn - but I thought Hypothermia, which admittedly does equipment handling differently, was fine at first so just checking.

Posted

 

 

It seems to me that you can assign a Devious Device to a slot that is normally used by a piece of armor, but doing so means that the device is hidden as long as a piece that is worn on character.

 

Example

By Default the Chastity Bra is worn on the body, the same slot as a normal chest piece.  Normally this would cause a blocking action against a chest item but since in the menu its assigned to slot 32, it actually just disappears to make space for chest piece.

 

Sorry Im having a hard time describing this.

 

Alright lets say I assign cuffs to the glove slot, by going to the glove and finding an empty entry underneath I fill the entry with cuffs.

Now when gloves are worn you wont see cuffs, but I also probably opened up the slot that cuffs normally sits in.

 

 

 

It allows an item to cover another item and hide it. The bra is a good example: you can set slot 32 to hide the bra. You can also have the items hide other things as well: if you use the SOS UNP you can have the belt hide slot 52 so the schlong is hidden. Basically you can have any slot hide another not just items from DD.

 

 

 

 

Essentially, the system allows you to hide devices when other devices are worn.

 

By default, the system hides Chastity Bra's while wearing anything on slot 32. The chastity bra consumes slot 56, and clips with just about every armor out there. With the new system, the mesh is hidden (Though, the bra itself isn't unequipped! Important for enchantments and the like, on non-DD items) while you're wearing said armor on slot 32.

 

You could set slot 32 (Again, the body slot) to hide other devices as well: Such as chastity belts, underwear, etc.

 

The system was designed in order to deal with super-awful clipping issues for an upcoming device (To be included with 2.8.1), and expanded to be customizable enough to be useful for pretty much any use-case involving the hiding of a given worn item.

 

EDIT: By Armok, ninja'ed!

 

 

 

 

Thanks for the replies!

 

Oh, okay! So it IS as useful as it sounds it could be lol. My only issue is that warning on the MCM, saying if I don't know what I doing I should let stuff alone lol.

What exactly should I avoid doing to -not- break things when toying around with hiding slots?

 

You shouldn't break anything while playing with it, if you hide something you didn't want to just undo the change. This mod: http://www.loverslab.com/topic/34026-skyui-show-armor-slots/ will show what slots items use (except DD items) in your inventory so you can quickly see what you want to hide or have hide something.

Posted

Thanks Veladarius :) And outstanding job on the Captured Dreams shop. So many new things since I last played Skyrim. Having a blast with it :D

Posted

@Veladarius

 

I was just thinking how cool it would be to have armors have a bracket showing worn slot [32]

Then I come to browse the thread and while still thinking what it would take, here it is already done by belesario.

Wow, thanks for posting the link.

 

Posted

For anyone using Defeat another quick way to see what's in each slot is to use the "check equipped" option down the bottom of the "player as victim" menu (in the strip options). It will also show DD items (including the empty slot 60)

Posted

Hi guys, I think I need your help XD With more than 200 pages, search an answer is a bit hard.

I've installed SexLab, Aroused, ZaZ AP, Asset, Integration and Expansion .esm, Devious Deviant and Captured Dreams .esp and of course FNIS applied. Always choosing my body type.

But things not works, for example on Captured Dream shop I can see the slaves chained, so ZaZ AP works, but when I buy something and equip it nothing happends, no menu appear and for example I can't see nothing equiped and I can unequip it with no problems,in theory you need keys, so I'm not sure what I've done bad. And yes, I save and load.

 

On page 148 i found:
 

 

Can someone help me find out why devious devices won't work for me? The MCM menu doesn't show up, I can't see items when I put them on, and generally various aspects of the mod (eg the quest) don't work. Thanks!

 

The scripts aren't running at all in this: Looks like you uninstalled  / reinstalled mid-playthrough? It's toast in this save, though you might be able to recover it via the save-cleaner utility.

 

 

Sound the same problem but I've a fresh install, when I get on home I want try the save-cleaner but what I need? I see some of then over the net and I remember use one of then year ago, so any links and instruction is appreciated.

PD: If the tool reset scripts how affect to the game? I mean technically a script don't store information, only are a sequential instruction so MCM configurations and things like Forgotten Magic leveld spell not be affected right?

 

Posted

But things not works, for example on Captured Dream shop I can see the slaves chained, so ZaZ AP works, but when I buy something and equip it nothing happends, no menu appear and for example I can't see nothing equiped and I can unequip it with no problems,in theory you need keys, so I'm not sure what I've done bad. And yes, I save and load.

 

 

Sound the same problem but I've a fresh install, when I get on home I want try the save-cleaner but what I need? I see some of then over the net and I remember use one of then year ago, so any links and instruction is appreciated.

 

PD: If the tool reset scripts how affect to the game? I mean technically a script don't store information, only are a sequential instruction so MCM configurations and things like Forgotten Magic leveld spell not be affected right?

 

The mod probably failed to initialize, especially possible if you have many other script-heavy mods doing that the same time. That has been happening with couple of logs posted here. The game just refuses to run more than n amount of scripts at once and intializing multiple script mods is something that can take it over that limit. So way around that is to enable only part of those mods when creating a new character, wait for those mods to start and restart the game with more mods enabled.

 

And yes, scripts do save information about their (the mods) state, which is exactly why they won't work if they fail to initialize properly for example. You can try with some of the save cleaners around to remove any scripts from your save with names starting with 'zad', that should clear any DD scripts from it, and reinstall the mod afterwards.

 

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