peteretea Posted December 29, 2017 Posted December 29, 2017 OK. I tried the armbinders in the three devious devices. The Integration and Expansion sets are working normally. But the armbinder in the assets pack doesn't seem to work. There are also a few in the devious device equip part but doesn't seem to work.
TurboNerd Posted December 29, 2017 Posted December 29, 2017 I am starting a mod for the new Devious Devices, or perhaps I should say that I'm attempting to. Since the problem involves dialog not showing up I posted the question in the general Skyrim Technical Support forum: Making a mod: Quest dialog does not appear I suspect I missed some detail I don't know where to look for yet. If one of you experts could take a look at it for me I would appreciate it. There is not much to it yet. While I'm on the subject of getting started, the Wiki documentation lists some mods needed for DDi mod development. In order to have all the sources needed to compile scripts a few more are needed: ConsoleUtil FINS Sexy Move (why?) Sexlab Arroused (loose files because the .bsa does not have sources) NetImerse Override Hopefully a few aspiring modders will be spared some frustration.
TurboNerd Posted December 29, 2017 Posted December 29, 2017 4 minutes ago, peteretea said: OK. I tried the armbinders in the three devious devices. The Integration and Expansion sets are working normally. But the armbinder in the assets pack doesn't seem to work. There are also a few in the devious device equip part but doesn't seem to work. What you are seeing is expected. The armbinder in the assets pack is just a model and texture (no scripts or "spells" to make it work). The armbinders in Devious Devices Equip have not been updated with new keywords and scripts. DDE can override the armbinder processing (it's a three-way setting on one of the MCM pages dealing with effects if I recall correctly). Perhaps they will work if you tell it to process "None" of the armbinders?
SleepyJim Posted December 29, 2017 Posted December 29, 2017 8 minutes ago, peteretea said: OK. I tried the armbinders in the three devious devices. The Integration and Expansion sets are working normally. But the armbinder in the assets pack doesn't seem to work. There are also a few in the devious device equip part but doesn't seem to work. The one from assets isn't supposed to work. The player is never supposed to have that one at all. It's an asset for other mods (such as integration and expansion) to use to make a functioning device. So as far as the three frameworks go it looks like everything is working normally. The problem seems to be with DD Equip, which presumably hasn't been updated to work with the new frameworks yet. Until it does update it would probably be best not to use it with DD V4.0, or you could try asking in its own support thread. Ninja'd!
peteretea Posted December 29, 2017 Posted December 29, 2017 13 minutes ago, TurboNerd said: What you are seeing is expected. The armbinder in the assets pack is just a model and texture (no scripts or "spells" to make it work). The armbinders in Devious Devices Equip have not been updated with new keywords and scripts. DDE can override the armbinder processing (it's a three-way setting on one of the MCM pages dealing with effects if I recall correctly). Perhaps they will work if you tell it to process "None" of the armbinders? 12 minutes ago, SleepyJim said: The one from assets isn't supposed to work. The player is never supposed to have that one at all. It's an asset for other mods (such as integration and expansion) to use to make a functioning device. So as far as the three frameworks go it looks like everything is working normally. The problem seems to be with DD Equip, which presumably hasn't been updated to work with the new frameworks yet. Until it does update it would probably be best not to use it with DD V4.0, or you could try asking in its own support thread. Ninja'd! Thanks. It helps a lot. I am also wondering if there are mods that works with the current version of devious devices. Thanks
TurboNerd Posted December 29, 2017 Posted December 29, 2017 4 minutes ago, peteretea said: Thanks. It helps a lot. I am also wondering if there are mods that works with the current version of devious devices. Thanks The only one I am aware of written specifically for DDi 4.0 is Devious Followers (beta). Deviously Cursed Loot v6.2 was released just after DDi 4.0, but numbers bugs are being reported with it. Others have suggested that not all items have been properly updated.
LazyBoot Posted December 29, 2017 Posted December 29, 2017 21 minutes ago, TurboNerd said: While I'm on the subject of getting started, the Wiki documentation lists some mods needed for DDi mod development. In order to have all the sources needed to compile scripts a few more are needed: FINS Sexy Move (why?) It's required because DD will interface with sexy move to re-activate idles from it after removing DD items with idles. Same goes for PCEA2, but that interaction is using mod events, and so doesn't need the sources.
Veladarius Posted December 29, 2017 Posted December 29, 2017 3 minutes ago, peteretea said: Thanks. It helps a lot. I am also wondering if there are mods that works with the current version of devious devices. Thanks There are 2 issues with mods that have not been updated: 1 - Any custom armbinders won't work at all as the script is different. 2 - Any older mods won't likely equip armbinders or yokes as the keyword used in the equip / unequip functions have changed on those devices. It may equip them (have heard that armbinders sometimes equip) but they are usually broken due to being set up using the wrong keyword. Look at the main page of the mods you are using and see if they have updated, there are some mods that have been updated. Any that have not see if you can disable the use of armbinders and yokes (I suggest this for Captured Dreams at this point though there are points that it uses them anyway and it has issues with them).
TurboNerd Posted December 29, 2017 Posted December 29, 2017 Just now, LazyBoot said: It's required because DD will interface with sexy move to re-activate idles from it after removing DD items with idles. Same goes for PCEA2, but that interaction is using mod events, and so doesn't need the sources. That makes sense. Thanks.
peteretea Posted December 30, 2017 Posted December 30, 2017 Just one more question. Is Deviously Enslaved and Deviously Helpless mods that works with the current version? I have installed them but haven't encountered or used any of them so I am wondering if they works with the devices.
Verstort Posted December 30, 2017 Posted December 30, 2017 Can't speak for DH, but DEC should work for the most part. That is I think I've gotten all the bugs sorted in the latest version
renvey Posted December 30, 2017 Posted December 30, 2017 Hello. I have a problem. when I updated dd integration to v.4.0, the game started crashing after trying to make a new game or load an old one. I updated fnis and built items in bodyslide. on the old version 3.1 everything works as it should. Can you help me? I will add that I wrote it on the translator because I'm not good English.
_SpaceHamster_ Posted December 30, 2017 Posted December 30, 2017 Alright, I had this issue for a while, but never bothered to report it for some reason, so here goes. Basically, whenever my char wears a hobble dress, changing the walking direction causes my character to instantly snap into the direction she's going instead of making a smooth turn. This is the best way I could explain it, but I'm happy to provide a video of it if people don't get what I'm talking about. Any help would be appreciated!
TurboNerd Posted December 30, 2017 Posted December 30, 2017 I found a puzzle while creating a mod to work with DDi 4.0. This works as expected when player is wearing any appropriate device: libs.ManipulateGenericDeviceByKeyword(libs.Playerref, libs.zad_DeviousHeavyBondage, False) This fails and returns false when player is wearing bondage mittens: libs.ManipulateGenericDeviceByKeyword(libs.Playerref, libs.zad_DeviousBondageMittens, False) The end of the papyrus log is: [12/30/2017 - 12:52:11PM] [Zad]: OnEquipped(Mist: Black Leather Paw Bondage Mittens) [12/30/2017 - 12:52:13PM] [Zad]: Sending device event DeviceEquippedBondage Mittens(Mist:1) [12/30/2017 - 12:52:13PM] [Zad]: OnEffectStart(armbinder-noLockpicks) [12/30/2017 - 12:52:13PM] [Zad]: SyncInventory(): Equipping Bondage Mittens. [12/30/2017 - 12:52:46PM] VM is freezing... The device in question is "Black Leather Paw Bondage Mittens". There is no indication why it is failing. Any suggestions on how to diagnose or work around this would be appreciated.
Princessity Posted December 30, 2017 Posted December 30, 2017 13 minutes ago, SpaceHamst3r said: Alright, I had this issue for a while, but never bothered to report it for some reason, so here goes. Basically, whenever my char wears a hobble dress, changing the walking direction causes my character to instantly snap into the direction she's going instead of making a smooth turn. This is the best way I could explain it, but I'm happy to provide a video of it if people don't get what I'm talking about. Any help would be appreciated! It's working as intended. Well it's not "intended" but we set it up this way because it was necessary. It's a workaround for a Skyrim bug that causes player to get rooted in place if her speed drops too low (which is what the hobble dress does) 13 minutes ago, TurboNerd said: I found a puzzle while creating a mod to work with DDi 4.0. This works as expected when player is wearing any appropriate device: libs.ManipulateGenericDeviceByKeyword(libs.Playerref, libs.zad_DeviousHeavyBondage, False) This fails and returns false when player is wearing bondage mittens: libs.ManipulateGenericDeviceByKeyword(libs.Playerref, libs.zad_DeviousBondageMittens, False) The end of the papyrus log is: [12/30/2017 - 12:52:11PM] [Zad]: OnEquipped(Mist: Black Leather Paw Bondage Mittens) [12/30/2017 - 12:52:13PM] [Zad]: Sending device event DeviceEquippedBondage Mittens(Mist:1) [12/30/2017 - 12:52:13PM] [Zad]: OnEffectStart(armbinder-noLockpicks) [12/30/2017 - 12:52:13PM] [Zad]: SyncInventory(): Equipping Bondage Mittens. [12/30/2017 - 12:52:46PM] VM is freezing... The device in question is "Black Leather Paw Bondage Mittens". There is no indication why it is failing. Any suggestions on how to diagnose or work around this would be appreciated. Have you tried using the Gloves keyword instead? Does it work? I think we set the primary keyword to gloves for slot-management reasons back when we first implemented mittens.
_SpaceHamster_ Posted December 30, 2017 Posted December 30, 2017 10 minutes ago, Princessity said: It's working as intended. Well it's not "intended" but we set it up this way because it was necessary. It's a workaround for a Skyrim bug that causes player to get rooted in place if her speed drops too low (which is what the hobble dress does) Have you tried using the Gloves keyword instead? Does it work? I think we set the primary keyword to gloves for slot-management reasons back when we first implemented mittens. Aw man, that's a shame, but atleast I know that it's intended and not on my side. Thanks!
Mikey-likes-it Posted December 31, 2017 Posted December 31, 2017 On 2017-12-29 at 3:41 PM, peteretea said: Thanks. It helps a lot. I am also wondering if there are mods that works with the current version of devious devices. Thanks Shout Like a Virgin got updated for current ver and uses some new DD devices. zero issues 4 me
DORODERE Posted December 31, 2017 Posted December 31, 2017 Probably a strange question for a mod like this, but is it possible to turn off specific devices? For example, I don't like armbinders. Is it possible to disable armbinders being placed on my character without disabling the entire mod?
LazyBoot Posted December 31, 2017 Posted December 31, 2017 20 minutes ago, NumberXer0 said: Probably a strange question for a mod like this, but is it possible to turn off specific devices? For example, I don't like armbinders. Is it possible to disable armbinders being placed on my character without disabling the entire mod? That would be up to whatever mod is equipping the items, I would think.
DORODERE Posted December 31, 2017 Posted December 31, 2017 3 minutes ago, LazyBoot said: That would be up to whatever mod is equipping the items, I would think. Mostly Cursed Loot, but I turned them off in there and they still happen. So I was wondering if I could disable them from the base mod, but I guess not.
TurboNerd Posted December 31, 2017 Posted December 31, 2017 7 hours ago, Princessity said: Have you tried using the Gloves keyword instead? Does it work? I think we set the primary keyword to gloves for slot-management reasons back when we first implemented mittens. Yes that fixed it and another entry has been added to my growing list of undocumented tricks and gotchas . I am making two guesses: Devices which have more than one "type" keyword will exhibit this behavior because [zadEquipScript].zad_DeviousDevice can only return one of them GetWornDevice will need to see zad_DeviousGloves to find bondage mittens too Am I right? It appears that ManipulateGenericDeviceByKeyword and GetWornDevice loop through the player's entire inventory to find the device in question. If all the script knows is that the player is wearing bondage mittens (dialog condition WordHasKeyword zad_DeviousBondageMittens == 1) is there a faster way to get the specific device? Perhaps starting with libs.Playerref.GetWornForm (0x00000008) or similar? - [0x00000008 is slot 33 - gloves] Thanks for your help.
LazyBoot Posted December 31, 2017 Posted December 31, 2017 1 hour ago, TurboNerd said: Yes that fixed it and another entry has been added to my growing list of undocumented tricks and gotchas . I am making two guesses: Devices which have more than one "type" keyword will exhibit this behavior because [zadEquipScript].zad_DeviousDevice can only return one of them GetWornDevice will need to see zad_DeviousGloves to find bondage mittens too Am I right? It appears that ManipulateGenericDeviceByKeyword and GetWornDevice loop through the player's entire inventory to find the device in question. If all the script knows is that the player is wearing bondage mittens (dialog condition WordHasKeyword zad_DeviousBondageMittens == 1) is there a faster way to get the specific device? Perhaps starting with libs.Playerref.GetWornForm (0x00000008) or similar? - [0x00000008 is slot 33 - gloves] Thanks for your help. There's a function called GetWornDeviceFuzzyMatch (or something similar) that will look at all the keywords on a worn device, and not just the main one the device identifies as. So you can feed that the mittens keyword, and it should return the mittens.
Wibbiz Posted December 31, 2017 Posted December 31, 2017 Something is still keeping gags from appearing. Plugs, for example, work fine. But somehow, most items are now invisible in inventory menus (the objects on the right side of the screen). Mouth opens and stays open until I take the gag out. With bubble hood, my character's head completely disappears. I'm too tired to keep troubleshooting this one tonight, but if someone can help I would appreciate.
Princessity Posted December 31, 2017 Posted December 31, 2017 8 hours ago, TurboNerd said: Yes that fixed it and another entry has been added to my growing list of undocumented tricks and gotchas . I am making two guesses: Devices which have more than one "type" keyword will exhibit this behavior because [zadEquipScript].zad_DeviousDevice can only return one of them GetWornDevice will need to see zad_DeviousGloves to find bondage mittens too Am I right? It appears that ManipulateGenericDeviceByKeyword and GetWornDevice loop through the player's entire inventory to find the device in question. If all the script knows is that the player is wearing bondage mittens (dialog condition WordHasKeyword zad_DeviousBondageMittens == 1) is there a faster way to get the specific device? Perhaps starting with libs.Playerref.GetWornForm (0x00000008) or similar? - [0x00000008 is slot 33 - gloves] Thanks for your help. Any given device only has ONE main keyword which the API uses to determine it's primary function for the purpose of device manipulation and it's usually associated with the slot occupied by the device. You can see exactly which keyword it is by looking up the inventory device's zad_DeviousDevice property. There's nothing obtuse about it, it's the only device keyword specified n the properties. Device detection (GetWornKeyword) can refer to any keyword equipped on the actor, but when it comes to manipulating a specific device, the API needs a specific point of reference As LazyBoot said, if you want to acquire a device by the keywords of the Rendered item itself (and not the Inventory device API keyword), you can use GetWornDeviceFuzzyMatch. Buuuuut it's only going to acquire the rendered device so its utility is limited.
Princessity Posted December 31, 2017 Posted December 31, 2017 4 hours ago, Wibbiz said: Something is still keeping gags from appearing. Plugs, for example, work fine. But somehow, most items are now invisible in inventory menus (the objects on the right side of the screen). Mouth opens and stays open until I take the gag out. With bubble hood, my character's head completely disappears. I'm too tired to keep troubleshooting this one tonight, but if someone can help I would appreciate. We have a "bubble hood"? Are you sure you're not using third party custom devices?
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