WaxenFigure Posted July 27, 2016 Posted July 27, 2016 Hi! Quick question - It's about the devices underneath menus. Most of the options are by default disabled, except 3 or 4 options. However their default state is also "Disabled". Should I disable everything since that is the default apparently? Â Oh and one of those slots havng to do with hair I think? Or something like that, font's too big I can't read the whole description... When I click that it says to stay away unless I know what I'm doing. Going with the above assumption that "Disabled" = Default(And that usually means good), what should I do with that? Â Thanks. The whole purpose of the "Devices Underneath" system is to automatically hide certain types of items when they should be covered by clothing instead of leaving them visible and clipping through the clothing. Â Devices Underneath was built so that any slot could be covered though by default only a few actually require it. This way if a new "Device" is created only a small adjustment to which slots are covered need be made instead of doing the work to add the newly used slot. Also anyone using the new device can manually set it up so they will not have to wait on a fix.
Violence6884 Posted July 27, 2016 Posted July 27, 2016 Thanks for the information, I feel I understand now what this system does. But... Perhaps I'm too sleepless to see it, however in your reply I didn't find an answer as to what should be done with these options for a stable and safe game- Disable it all as per default on every slot?
Seph64 Posted July 27, 2016 Posted July 27, 2016 Thanks for the information, I feel I understand now what this system does. But... Perhaps I'm too sleepless to see it, however in your reply I didn't find an answer as to what should be done with these options for a stable and safe game- Disable it all as per default on every slot? Â Not really, items like Chastity Bra, Body Harnesses/Corsets (and Chastity Belts) should be hidden underneath clothing so they don't clip. Â Otherwise DD items like the forementioned items would clip through clothing/armor and look like a horrible mish mash of items that won't look right. Essentially the Devices underneath tab(s) is there to fix how your character looks if a DD device is clipping through armor. Default is not always the best option here.
smoe Posted July 27, 2016 Posted July 27, 2016 Hello. Â I have just started the Forbidden Tome, and I got Alftand as one of the Dwemer ruins. I want to do Alftand as part of the main quest, and as I was just about to start Diplomatic Immunity, I am wondering if the chastity belt is removed when Delphine strips my character for everyting at Solitude Stables, before entering the cart. Â
smoe Posted July 28, 2016 Posted July 28, 2016 Hello. Â I have just started the Forbidden Tome, and I got Alftand as one of the Dwemer ruins. I want to do Alftand as part of the main quest, and as I was just about to start Diplomatic Immunity, I am wondering if the chastity belt is removed when Delphine strips my character for everyting at Solitude Stables, before entering the cart. Â Devious devices stick. Not looking forward to Alftand and Blackreach, I must say.
supergodman5 Posted July 29, 2016 Posted July 29, 2016 I probably have some settings flipped about somewhere in the Zaz and DDI MCM menu, but scenes default to either armbinder or crossed rope behind back bound animations even with an armbinder equipped. Anyone know what I've messed up? Â Ok, problem has expanded itself-- now i get a message 'starting animation:' with nothing listed during scenes followed by 'there was an error with your installation, no animations found' Â Any thoughts?
JohnWittle Posted July 29, 2016 Posted July 29, 2016 Â Ah, okay, you're right. crde was the completely wrong prefix. Â zadConfig.psc does, in fact, decide between SkyRe skillnames vs Vanilla skillnames. But I am using *neither*. I am using Perkus Maximus, the successor to SkyRe, which calls the skill "Dexerity" instead. What should I do to make Devious Integration aware of this? Â No change is required. Perkus Maximus compatibility is the same as SkyRe compatibility as far as lockpicking is concerned, as both use the same overhauled skill-tree for their lockpicking. Â Ah, thanks! Â Since this post now shows up on a google for my question, I'll just go ahead and state plainly how it works for any after-comers: Â SkyRe and PerkMax both use the "pickpocket" skill for fingersmith/dexterity/"whatever the lockpicking skill is called". I had assumed that DD was looking for the skill by its name, or attribute ID, or something, but as it turns out the skill's label is still "pickpocket" even though all of the user-facing interfaces say 'dexterity'. Â Â Â I was eventually able to fix my problem, although it was *not easy* since while you have a Belt equipped you *cannot toggle the SkyRe setting*. I ended up having to install the CD store and accepting a retrieval quest from the Master. She unequipped the belt that was on me then equipped her own belt with plugs, then when I finished the quest she took it off and I could finally edit the setting. I imagine I could have done the same thing from console, but my very brief research into figuring out mod item IDs didn't pan out.
Seph64 Posted July 29, 2016 Posted July 29, 2016 Is there a problem between the DD Blindfold effect and ENB Presets? When I equip the Blindfold, the effect just blurs the vision, does not actually darken the screen. Dark Fog is better, but it seems to interfere with environmental sounds (like rain storms for instance). Â Still waiting to see if someone has a solution for this. Do I have to disable ENB when playing with DDi blindfolds?
Min Posted July 29, 2016 Author Posted July 29, 2016 Â Is there a problem between the DD Blindfold effect and ENB Presets? When I equip the Blindfold, the effect just blurs the vision, does not actually darken the screen. Dark Fog is better, but it seems to interfere with environmental sounds (like rain storms for instance). Â Still waiting to see if someone has a solution for this. Do I have to disable ENB when playing with DDi blindfolds? Â Â Most ENB's interfere with imagespace modifiers. Disable your ENB if it bothers you, or use a mode that isn't dependent on darkening the screen (like Leeches).
Guest Posted July 30, 2016 Posted July 30, 2016 Is it me or Armbinder breaks NPC packages?  I gave Ysolda the FollowPlayer package using quest alias, changed her normal outfit to empty outfit and removed all items. Equipped armbinder: Slave_Armbinder = DD.GetGenericDeviceByKeyword(zad_DeviousArmbinder) DD.EquipDevice(Slave, Slave_Armbinder, DD.GetRenderedDevice(Slave_Armbinder), zad_DeviousArmbinder) She follows me for a while then stops and never moves again, until I unequip armbinder. Everything is fine with blindfolds and gags, haven't tested anything else yet. I think it has something to do with bound combat. Even though it's off in MCM I keep seeing these lines in the logs: [Zad]: Apply_NPC_ABC( Ysolda, UnarmedDamage: 4.000000 ) [Zad]: Removing NPC Bound Combat Package [Zad]: Remove_ABC() Using 3.0 beta btw.   UPDATE: Works fine on 2.9.2.
zouzou Posted July 31, 2016 Posted July 31, 2016 HI all, Â I have a weird animation issue with the last version of DDi combined with HDT high heels. Whenever my PC is equiped with an armbinder and a pair of boot with high hell effect (like the pony boot) the jogging animation is weird (PC tend to bend to the left). Â Any idea of how to solve this issue ? I've try with last version of skeleton but nothing work
Guest Posted July 31, 2016 Posted July 31, 2016 HI all,  I have a weird animation issue with the last version of DDi combined with HDT high heels. Whenever my PC is equiped with an armbinder and a pair of boot with high hell effect (like the pony boot) the jogging animation is weird (PC tend to bend to the left).  Any idea of how to solve this issue ? I've try with last version of skeleton but nothing work  I believe that is the alternate anims for the armbinder its only a real issue with the animations being used for now that what we got.
atasly Posted July 31, 2016 Posted July 31, 2016 HI all,  I have a weird animation issue with the last version of DDi combined with HDT high heels. Whenever my PC is equiped with an armbinder and a pair of boot with high hell effect (like the pony boot) the jogging animation is weird (PC tend to bend to the left).  Any idea of how to solve this issue ? I've try with last version of skeleton but nothing work  Hi, This is an known issue and someone have been working on it (not sure if completed) in the previous pages of the thread. It should be fixed for 3.1 of DDi (according on github).
Clippit Posted August 1, 2016 Posted August 1, 2016 Loving DD so far, just a couple minor gripes I thought I should get off my chest. Â 1) When used with IFPV, the new bound animations (which make me face the direction I'm going, even when I'm walking backwards) cause my hat and torso to glitch through the camera. This isn't too big an issue, since I like third person better in all situations except sex and fighting, but it makes it kinda hard to aim with spells. Â 2) The soulgem plugs which detect magic usage don't notice if you use magic while tied up (through bwitch). This is actually better for me, since I love the random vibe events but find magic unplayable with soulgem plugs in, but other people might not feel the same way. Maybe in the future, would it be possible to add a plug that lets me use magic without collapsing, but also can randomly vibrate? Or else let me choose from all the different hardcore effects so I can keep the ones that work with my current build? Â Thanks a bunch!
Princessity Posted August 1, 2016 Posted August 1, 2016 Just popping in to say that animation problems have been fixed. Currently they're still under internal testing but once the logistics have been sorted out the next build should be release ready. Â And here's a little peeksie at what you can expect from the next version. I'm still working on it so please ignore the UNP preview picture, it's just a placeholder for now n_n Â
Violence6884 Posted August 1, 2016 Posted August 1, 2016 Currently they're still under internal testing but once the logistics have been sorted out the next build should be release ready. Hi If you don't mind, could you tell us whether this new version will require a complete uninstall(And of what in particular) of the previous? I hope it doesn't and we can just slap it on and FNIS... :$
Princessity Posted August 1, 2016 Posted August 1, 2016 I don't think so, nuh. A few new features have been added to the framework but nothing big enough to require a clean save. It should be totally safe to upgrade from the current beta build.
Violence6884 Posted August 1, 2016 Posted August 1, 2016 Â It should be totally safe to upgrade from the current beta build. Kk, thanks.
Slagblah Posted August 2, 2016 Posted August 2, 2016 Loving DD so far, just a couple minor gripes I thought I should get off my chest. Â 2) The soulgem plugs which detect magic usage don't notice if you use magic while tied up (through bwitch). This is actually better for me, since I love the random vibe events but find magic unplayable with soulgem plugs in, but other people might not feel the same way. Maybe in the future, would it be possible to add a plug that lets me use magic without collapsing, but also can randomly vibrate? Or else let me choose from all the different hardcore effects so I can keep the ones that work with my current build? Â Thanks a bunch! Â The "random vibrating" and "vibe on cast spell" flags for plugs are independent of each other, so it is certainly possible to make one that will only do one of these. Â For instance, I created the attached patch for the Captured Dreams Mage's Helper plug that removes the Magically Sensitive flag so that it no longer goes wild when you use magic, something that always seemed illogical to me. Keep in mind that the soon-to-be-released update to CD may well break (or be broken by) this fix. Â Mage's Helper Fix.esp.7z
Anurabis Posted August 3, 2016 Posted August 3, 2016 Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it." But I have version 2.9.2 and I'm at a loss I tried for a few hours but couldn't find my error I'm using MO if that is of any help. Thanks in advance for anyone trying to help me
Min Posted August 3, 2016 Author Posted August 3, 2016 New version is up: v3.1. This main focus of this release is the animation system, which has been fixed. A special thanks to Cedec0, MaikCG, and Fuertin for all of the new animations! Â Changelog: Added: Two new sets of bound animations, contributed by MaikCG and Feuertin. Added: New FOMOD installer by Princessity to allow users to pick their preferred set of bound animations. Added: New device escape system. Success depends on several factors and on a device-dependent difficulty setting configurable by DD modders. Players can attempt an escape once in a given time interval. Yes, it's configurable in MCM. The old system will still work for older items, so the system is fully backwards compatible. Added: New MCM options to configure Armbinder escape difficulty and cost per level to remove a yoke. Added: New zad_QuestItem keyword to clearly mark important quest items as such that should be left alone by other mods. Added: Lock Shield timer, contributed by WykesLL. This new feature will fit DD devices with a timed lock shield, preventing unlocking the device for a certain time (configurable in MCM) even when the character is in posession of a key. Changed: Removed UnequippedFilter checks for piercings and plugs that could prevent them from getting properly removed via a script. Changed: The "Horny" event no longer triggers in combat. Fixed: FNIS Sexy Move and PCEA animations are now properly reset when wrist restraints are removed. Fixed: The animation filter is now compatible with SexLab 1.6.2. Fixed: The animation filter is now compatible with Estrus Chaurus+. Fixed: Armbinders and Yokes will no longer break NPC packages.
Anurabis Posted August 3, 2016 Posted August 3, 2016 Hmmm I keep getting an error message stating: "Assets is undefined: You're probably running an out of date version of it." But I have version 2.9.2 and I'm at a loss I tried for a few hours but couldn't find my error I'm using MO if that is of any help. Thanks in advance for anyone trying to help me Still at a loss I even reinstalled every mod + starting a clean save and it still says I would use an out of date version
lucieanderson Posted August 3, 2016 Posted August 3, 2016 Thanks for this great mod and keep taking care of it!
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