Roachboy Posted December 17, 2017 Posted December 17, 2017 To the developers of DDI: It really seems there is a conflict between your mod and FNIS PCA2 ... disabling FNIS allows me to start a new game and load an old one without CTD - thank you divinefire ... I was pulling my hair as to what I had done wrong ...
Musje Posted December 17, 2017 Posted December 17, 2017 I've been looking into the DDI API a lot but still haven't been able to figure this out: is there a way to obtain the inventory device and/or device keyword, knowing only the rendered (equipped) device? This is needed to have a script unequip and then re-equip worn items including DD devices.
sshar22 Posted December 17, 2017 Posted December 17, 2017 1 hour ago, Princessity said: It's a base framework mod designed to be expanded and built upon by third party mods. It needs to be as configurable as possible by those mods that utilise it and depend on it. We have already heard, considered and responded to feedback on this particular matter and ultimately implemented difficulty settings for generic devices as a compromise. We are at the moment satisfied with it and are eager to see it in action once third party mods update and start taking advantage of the new system based on local device properties. And we are not going to have a knee-jerk reaction to a couple of premature complaints. If, after sufficient time has passed and we have gathered relevant feedback and data, we decide that the system needs further refinement, we will reevaluate and adjust it accordingly. This is all I'm going to say on the subject. Thank you for your feedback. As you wish, I will refrain from further commenting on the matter Time will tell
Princessity Posted December 17, 2017 Posted December 17, 2017 41 minutes ago, Musje said: I've been looking into the DDI API a lot but still haven't been able to figure this out: is there a way to obtain the inventory device and/or device keyword, knowing only the rendered (equipped) device? This is needed to have a script unequip and then re-equip worn items including DD devices. Oh there are several functions that can help you pinpoint whatever device you wish to interact with: zadLibs (line 751) - Armor Function GetWornDevice(Actor akActor, Keyword kw) will return the Inventory item based on the supplied keyword, worn by the targeted actor zadLibs (line 808) - Keyword Function GetDeviceKeyword(armor device) will return the primary keyword associated with the given Inventory item zadLibs (line 824) - Armor Function GetRenderedDevice(armor device) will return the Rendered device associated with the given Inventory item By combining all of the above (and/or filling the blanks if you already have the required information) you can home in on the desired item. For example, if you wanted to remove whatever heavy restraints the target actor is wearing, you could do this: armor Inv = libs.GetWornDevice(akActor, libs.zad_DeviousHeavyBondage) ;this is akActor's currently worn Inventory device matching the given keyword armor Ren = libs.GetRenderedDevice(Inv) ;this is the above Inventory device's associated Rendered device libs.RemoveDevice(akActor, Inv, Ren, zad_DeviousHeavyBondage) ;remove whatever heavy bondage device akActor is currently wearing EDIT: OOOOOOPS! SORREH! I got your question TOTALLY backwards! XD Um.. let me see... There may not be a wrapper for that but it should be possible. Give me a minute to figure it out please n_n
Princessity Posted December 17, 2017 Posted December 17, 2017 58 minutes ago, Musje said: I've been looking into the DDI API a lot but still haven't been able to figure this out: is there a way to obtain the inventory device and/or device keyword, knowing only the rendered (equipped) device? This is needed to have a script unequip and then re-equip worn items including DD devices. Okay, so we don't have a libs wrapper for that. And I'm afraid there is no way to reverse-engineer existing functions to check for a Rendered device's associated Inventory device simply because that information is only embedded in the Inventory device's properties. What exactly does your scrip look like? Can it be modified to lookup inventory devices instead?
Musje Posted December 17, 2017 Posted December 17, 2017 1 minute ago, Princessity said: What exactly does your scrip look like? Can it be modified to lookup inventory devices instead? It could, but all it currently has to go on is equiped items. One function StoreOutfit() loops over all inventory slots, and stores whatever equiped forms it encounters in a list, for later recall Another function RecallOutfit() does an unequipall(), and then re-equips whatever is in the stored list. If it is possible to get a list of all DD inventory items currently worn by an NPC, then the StoreOutfit() function could simply use that and store the inventory items, and call the DDi equip function when restoring the outfit.
Princessity Posted December 17, 2017 Posted December 17, 2017 2 minutes ago, Musje said: It could, but all it currently has to go on is equiped items. One function StoreOutfit() loops over all inventory slots, and stores whatever equiped forms it encounters in a list, for later recall Another function RecallOutfit() does an unequipall(), and then re-equips whatever is in the stored list. If it is possible to get a list of all DD inventory items currently worn by an NPC, then the StoreOutfit() function could simply use that and store the inventory items, and call the DDi equip function when restoring the outfit. Actually... I just had an idea! I think we're thinking the same thing. You could do it the hard way: have a while loop that checks every Inventory device equipped by the actor and matches its associated Rendered device against the specific Rendered device you are trying to find. And when it finds a match, simply save the Inventory device that checks out. That should, in theory, work. Buuuuut... because it's Papyrus, it will be the slowest, most painful process ever. I wouldn't recommend it.
monsta88 Posted December 17, 2017 Posted December 17, 2017 1 hour ago, Roachboy said: To the developers of DDI: It really seems there is a conflict between your mod and FNIS PCA2 ... disabling FNIS allows me to start a new game and load an old one without CTD - thank you divinefire ... I was pulling my hair as to what I had done wrong ... I'm using PCEA2 and had no problem with the new DDi.
Clockwinding Posted December 17, 2017 Posted December 17, 2017 Hi, nice big update you got out there. For now i'm liking it very much, but i still have one thing bugging me as a player (i don't consider tweaking values in CK as i do sometimes as modding). It's about the difficulty setting : it's very nice to know that i can augment or diminish my base chance of getting out of things, but...there's no way to know that base value! i absolutely don't know how to set it to get it how i want without experimenting for hours, and it's very frustrating. in essence it's pretty useless without that info. i don't even know if the text indications on the "examine device" msgbox are about my current chances, or the base chance of the item. Empirism is an ok method for some things, but here it's not imo. Would it be possible to get an estimate on the standard chance of escape? Thanks, and go on doing wonderful things
Roachboy Posted December 17, 2017 Posted December 17, 2017 32 minutes ago, monsta88 said: I'm using PCEA2 and had no problem with the new DDi. Interesting. Just like devinefire above, I had to delete some animations from PCEA2 before I could load or start a game. Probably there is a third mod involved and only in combination PCEA + DDI + the third mod the problem shows ...?
darkfender666 Posted December 17, 2017 Posted December 17, 2017 I have 3 questions: Old Yokes had a dialogue option to ask for removal... i can t seem to find any yoke removal dialogue in this version.... So its either i have yokes from other mods that are not compatible or something is broken or again i didn t understand how ot remove them. In first case could anyone tell me a name of a yoke that should trigger the dialogue so i can test it? For now i can say the one from alternate starts ladl doesn't seem to work. Second thing.... i have this "uh" dialogue on all NPCs... is it intended? dunno if its from this or dcur i updated 3 at once. last things what does the MCM DDi difficulty option affects? could i know some % numbers also. Given i use refined numbers but when i close and reopen mcm it gets back at original setting (evrything esle seems working). ------------- Finally a little opinion: New animations seems a bit too fast. The mod is awesome as Always btw.
Princessity Posted December 17, 2017 Posted December 17, 2017 49 minutes ago, darkfender666 said: I have 3 questions: Old Yokes had a dialogue option to ask for removal... i can t seem to find any yoke removal dialogue in this version.... So its either i have yokes from other mods that are not compatible or something is broken or again i didn t understand how ot remove them. In first case could anyone tell me a name of a yoke that should trigger the dialogue so i can test it? For now i can say the one from alternate starts ladl doesn't seem to work. Second thing.... i have this "uh" dialogue on all NPCs... is it intended? dunno if its from this or dcur i updated 3 at once. last things what does the MCM DDi difficulty option affects? could i know some % numbers also. Given i use refined numbers but when i close and reopen mcm it gets back at original setting (evrything esle seems working). ------------- Finally a little opinion: New animations seems a bit too fast. The mod is awesome as Always btw. The dialogues have been removed. Third party mods already supply their own escape dialogues that are better so you can use those instead. But yokes and armbinders can still be escaped conventionally (by struggling/unlocking them). The "uh" dialogue is not caused by DD. It's a known Cursed Loot issue and Kimy is going to fix it soon. Animation. Thank you for... the information but... could you be more specific? Like a lot more? n_n Exactly which of the 1049 animations utilised by DDi are you referring to?
schtrik Posted December 17, 2017 Posted December 17, 2017 Many thanks for the great mod. One question. I cant find the strict version of the armbinder. Typing 'help armbinder' in the console results in many versions of the armbinder, but none are strict or anything similar. Am I missing something?
SleepyJim Posted December 17, 2017 Posted December 17, 2017 1 minute ago, schtrik said: Many thanks for the great mod. One question. I cant find the strict version of the armbinder. Typing 'help armbinder' in the console results in many versions of the armbinder, but none are strict or anything similar. Am I missing something? They're called elbowbinders. Using a 'help elbow' command should show them all.
schtrik Posted December 17, 2017 Posted December 17, 2017 1 minute ago, SleepyJim said: They're called elbowbinders. Using a 'help elbow' command should show them all. Many thanks.
rjn Posted December 17, 2017 Posted December 17, 2017 4 hours ago, El_Duderino said: There's your most likely answer right there. The difficulty might simply be ignored the DCL armbinder, depending on how Kimy set it up (there are many custom armbinders in DCL). Usually you should be able to wiggle out of a (standard DDi / DDx) armbinder after just a few tries on easy difficulty setting. You can even change that during gameplay, go from Hardest to Easiest and it will affect the next escape attempt on all you worn (generic) devices. Of course, there's still a random element in it depending on what number the script rolls to decide the struggle succces yes/no abd so you may get unlucky and roll one unsuccessful attempt after the other, but the easier your difficulty settings are, the less likely this gets. On the contrary, I believe the problem lies with what you choose in the escape dialog pop-up. If you choose "Struggle" (I agree it's logical) you may never escape regardless of your difficulty setting, BUT if you choose "Unlock" (Even without a key --Yeah, I know.) you will be release on the first try probably on Vanilla difficulty.
darkfender666 Posted December 17, 2017 Posted December 17, 2017 45 minutes ago, Princessity said: The dialogues have been removed. Third party mods already supply their own escape dialogues that are better so you can use those instead. But yokes and armbinders can still be escaped conventionally (by struggling/unlocking them). The "uh" dialogue is not caused by DD. It's a known Cursed Loot issue and Kimy is going to fix it soon. Animation. Thank you for... the information but... could you be more specific? Like a lot more? n_n Exactly which of the 1049 animations utilised by DDi are you referring to? 1 wich mod do you suggest for yokes i can t see to remove them. everything else is ok but not yokes 3 quite faster like when you see speeded up vids on youtube no idea on how to be more accurate... same Worth for walking with straighjacket No big deal though
LazyBoot Posted December 17, 2017 Posted December 17, 2017 1 minute ago, rjn said: On the contrary, I believe the problem lies with what you choose in the escape dialog pop-up. If you choose "Struggle" (I agree it's logical) you may never escape regardless of your difficulty setting, BUT if you choose "Unlock" (Even without a key --Yeah, I know.) you will be release on the first try probably on Vanilla difficulty. I have a feeling that a lot of people haven't realised that the timers are counting independently for each option as well. While in some cases the "unlock" cooldown is a bit longer than the others, you can try all the options before having to wait. And, if I recall, the difficulty setting also makes the wait time shorter/longer, as well as altering the success chances. 1 hour ago, Clockwinding said: i don't even know if the text indications on the "examine device" msgbox are about my current chances, or the base chance of the item. It's showing the base chance.
monsta88 Posted December 17, 2017 Posted December 17, 2017 1 hour ago, Roachboy said: Interesting. Just like devinefire above, I had to delete some animations from PCEA2 before I could load or start a game. Probably there is a third mod involved and only in combination PCEA + DDI + the third mod the problem shows ...? I use a mod called Cat movement in PCEA2 other than the ones in it already. Basically a new sneak animation. There is definitely some mod which causes crash with the new DDi, DDe or DCL, but I couldn't figure out which one yet. I started 3 new games and the 1st 2 had crashes after the LAL cell, but I didn't see anything in the log. Also, I couldn't tie the crashes to specific events, they seemed to happen at random times. After that I started a somewhat barebone game (well, it is still 80+ mods, but whatever) with just those DD user mods which already have updates and this seem to be stable now, after 2 hours of gaming, no crashes at all. I will add back more mods and see if I can find the culprit.
divinefire Posted December 17, 2017 Posted December 17, 2017 Well I got rid of pcea2 but installed my idle,jump and spellcasting animation from that mod seperately and it loaded and works fine. Some of those specific animations would crash me even loading in qasmoke on my setup if I ran Fnis with those files in pcea2. So its not really the animations themselves. As long as I cam load and play all the DD mods I don't really care but its good I got rid of the problem because other mods I use were going to be a must upgrade DD in the future.
XarisZ Posted December 17, 2017 Posted December 17, 2017 Im getting this error for some reason Should i reinstall DDx and DDi? Papyrus.0.log
Jappa123 Posted December 17, 2017 Posted December 17, 2017 Not sure if its DD4 or DCL problem but after cursed loot event follower keep his mouth open but ball/panel/ring gag is invisible same goes to armbinder basically sometimes there is armbinder but no bound animation then sometimes there is bound animation but invisible armbinder...etc only on npc/followers, its fine on player @also looks like bound animation stop working after leaving cell, DCL equiped shackles on follower everything was fine until i left cell - no animation anymore
Reesewow Posted December 17, 2017 Posted December 17, 2017 1 minute ago, Jappa123 said: Not sure if its DD4 or DCL problem but after cursed loot event follower keep his mouth open but ball/panel/ring gag is invisible same goes to armbinder basically sometimes there is armbinder but no bound animation then sometimes there is bound animation but invisible armbinder...etc only on npc/followers, its fine on player Haven't seen this with DD4 yet, but I used to see it sometimes with DD3. I found equipping them with a gag or armbinder and taking it off again usually fixed this in that version (forced them to recheck what idles/expressions to use).
LazyBoot Posted December 17, 2017 Posted December 17, 2017 12 minutes ago, XarisZ said: Im getting this error for some reason Should i reinstall DDx and DDi? Papyrus.0.log Make sure no mods are overwriting the DDi and DDx scripts.
XarisZ Posted December 17, 2017 Posted December 17, 2017 7 minutes ago, LazyBoot said: Make sure no mods are overwriting the DDi and DDx scripts. Yep.You were right! SL inflation framework was overwriting zadLibs.pex
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