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Posted

As I wrote in the DDH topic:

"That means that libs.GetWornDeviceFuzzyMatch when called with the PC and libs.zad_DeviousHeavyBondage returned "None" rather than the worn device.

 

"That can be caused by the device having multiple rendered forms or an oversight in the DDi code.  Corsets are an example of a device which has multiple rendered forms (because it joins with a chastity belt, if worn).  I had to write a special version of GetWornDeviceFuzzyMatch to reliably remove corsets."

 

Note:  "libs" is "zadLib".  It is DDi code that failed to find the correct device.

Posted

@Kimy

What's the best way to override the player controls currently? I'm trying to do a scene with armbinder, where I'd like to remove all player controls briefly (and hide the UI, which comes as a side effect). However looks like updateControls() gets called periodically(? more than once at least), enabling menu and other things again.

 

Maybe a custom item with custom keywords, looks like it would skip the updateControls() function, but I assume that would break animations as well?

 

Would be so nice to have the FO4 InputEnableLayer system here as well... :P

 

Posted
On 4/8/2019 at 9:24 AM, Srende said:

@Kimy

What's the best way to override the player controls currently? I'm trying to do a scene with armbinder, where I'd like to remove all player controls briefly (and hide the UI, which comes as a side effect). However looks like updateControls() gets called periodically(? more than once at least), enabling menu and other things again.

 

Maybe a custom item with custom keywords, looks like it would skip the updateControls() function, but I assume that would break animations as well?

 

Would be so nice to have the FO4 InputEnableLayer system here as well... :P

 

Due to the way the system works, there is no good way to achieve this, unfortunately. When devices are worn, DD takes more or less full control over player controls.

 

Yes, having FO4 style Input Layers would be awesome. Meh.

Posted
3 hours ago, Srende said:

Yeah, figured as much, I'll see if I can work around that somehow. Thanks though.

This is what I use:


 

Spoiler

 

Function StartCoolScene()

 

    Game.DisablePlayerControls(True, True, False, False, True, True, True, True)
    Game.SetPlayerAIDriven(true)

 

    CoolScene.Start()

 

EndFunction

 

Function StopScene()

 

    Game.SetPlayerAIDriven(false)
    Game.EnablePlayerControls()

 

EndFunction

 

 

updateControls() seems to get called when a device was equipped/unequipped and after a DD anim/event. 

Game.SetPlayerAIDriven(true) will keep the controls locked even when DD wants to give it back.

When DD retakes it, the HUD will reappear, but the player won't be able to move because the player's character is still AI driven.

Since the player doesn't have a default sandbox package, they will stay where they are.

 

I initially used Game.SetPlayerAIDriven(true) to control the player in a scene, but it's also really useful to keep DD's hands away from the controls.

 

Remember to use something like my StopScene() function to give back the controls after the scene.

 

Also, since DD tends to give back the controls during a scene. I suggest that you check the Actor Flag: No Player Activation for the actors in the scene.

Game.SetPlayerAIDriven(true) will keep the player in place, but the player can initiate dialogue again after DD uses updateControls().

 

I hope that this helps.

Posted

@Kimy 

Just a small idea regarding blindfolds:

I haven't settled on a single restriction style for blindfolds. Sometimes an extremely visually restrictive is exciting, other times it's just too onerous. Often I just change the settings so that it doesn't really affect anything other than hiding the compass if I'm trying to get through a quest or something and I can't realistically shift my focus for hours to removing an extremely secure blindfold (like the veil) before proceeding. Very cool that i have an abundance of options for this.

 

What do you think about blindfolds hiding the targeting reticle? Is this even possible? That seems to me like something that would be very immersive! It's not such a big deal for swinging a sword (maybe it's a big deal for a melee companion though, lol), but try shooting a bow without that point of reference!

 

It might also make picking up items a bit complicated. It could be a bit entertaining if you could see that you were hovering over an active object but not see the name of the object, so looting a tabletop with various items you often wind up picking up the wrong item by accident, or pulling the wrong lever, etc. This might be impossible to code though, I wouldn't really know. Then again maybe it would just be excessively annoying constantly having to drop embalming tools and bowls you didn't mean to pick up. I get too many of them even with the targeting reticle visible.

 

Anyway if this has already been suggested sorry for repeating it here. Just had the idea and figured I'd share it.

Posted

Hello all, I was wondering if someone could please help me with activating the DDI file as whenever i Try to activate it it keeps having a problem whilst installing, Is this a known Issue and is there any remedy or is this an issue only I'm having?

Thank you in advance. 

 

image.png.5610c23cd2d5aa4bc1b092d6dc6df9a9.png

Posted
8 minutes ago, friendlybrumby said:

Hello all, I was wondering if someone could please help me with activating the DDI file as whenever i Try to activate it it keeps having a problem whilst installing, Is this a known Issue and is there any remedy or is this an issue only I'm having?

Thank you in advance. 

 

image.png.5610c23cd2d5aa4bc1b092d6dc6df9a9.png

just adding onto this, the percentage that is usually shown during install is also not present when installing. It could be an Issue with the installer? 

Posted
8 minutes ago, friendlybrumby said:

Hello all, I was wondering if someone could please help me with activating the DDI file as whenever i Try to activate it it keeps having a problem whilst installing, Is this a known Issue and is there any remedy or is this an issue only I'm having?

Thank you in advance. 

 

 

Spoiler

image.png.5610c23cd2d5aa4bc1b092d6dc6df9a9.png

 

That error doesn't give much information...

Posted

When it fails at around 50%, it's because of missing dependencies. Make sure you have them ALL installed and activated.

Posted
2 minutes ago, LazyBoot said:

That error doesn't give much information...

 

1 minute ago, Kimy said:

When it fails at around 50%, it's because of missing dependencies. Make sure you have them ALL installed and activated.

Unfortunately It was an issue on my end with what i suspect was an anti virus as when i ran it as admin and unchecked this box
image.png.b5adbe39c3333005402ea7d79e3ce626.png
and then restarted and it installed without issue.

Posted
Just now, friendlybrumby said:

 

Unfortunately It was an issue on my end with what i suspect was an anti virus as when i ran it as admin and unchecked this box
image.png.b5adbe39c3333005402ea7d79e3ce626.png
and then restarted and it installed without issue.

Though Thank you so much for your help!

Posted

Excuse me but can we get more Collars and leather cuffs like the ones in the following pictures, please?

 

Spoiler

Collars:

 

Bell Collar that makes a small dinging noise when you walk

https___img1.etsystatic.com_001_0_6014378_il_fullxfull.399957073_tpr8.jpg.13ee9a158917e9e70839e1ed1f2a323d.jpg

 

thick leather belt collar

https___sep_yimg.com_ay_spicylingeriestore_leather-bondage-bdsm-leather-collar-8.png.f2e8aa9bc948961d2498173d9454d981.png

 

pink leather collar with heart shaped padlock

https___img1.etsystatic.com_034_0_6014378_il_570xN.534303483_imoc.jpg.87b31095a1425b254907dcaed0819d6f.jpg

 

Brown leather dog collar I know thre is one in zaz but that isn't that tight around the player's neck and I don't like the textures

http___www.fordogtrainers.com_images_dog-collars_Budget-Leather-Dog-Collar-C3-big.jpg.40a3c4a4710a4357853284ba606485ff.jpg

 

Thicker Leather Dog Collar

https___ae01.alicdn.com_kf_HTB1RwoNNVXXXXXmXFXXq6xXFXXXZ_Cool-Rivets-Studded-Best-Genuine-Leather-Pet-.jpg.ae8a75f83d020406910c65963e9ade5f.jpg

 

 

Leather Shock Collar with modern Shocking device and have it periodically shock the player

https___www.zapals.com_media_catalog_product_w_a_waterproof_and_rechargeable_anti-bark_collar__zp30601.jpg.40b516e9364f2d6cb23dcf94fd2b95db.jpg

 

Nylon Dog Collar

https___www.jjdog.com_pub_media_catalog_category_n101-nylon-collar-black-cat.jpg.04efcd40b1c7f7f24a74931ce0a3c9c2.jpg

 

Leather Belt Cuffs for wrists, upper arms, thighs, and ankles.

 

http___picture-cdn.wheretoget.it_95dzlu-i.jpg.d8f5e1ccc476a74c0581c4915600a827.jpghttp___i.ebayimg.com_images_i_111243059584-0-1_s-l1000.jpg.01596086c8f7029209b0b189070a725e.jpghttps___img0.etsystatic.com_054_0_9627162_il_fullxfull.714678066_1e6r.jpg.1683882452ffad38d2f6c5f3c9a9ad02.jpghttps___img0.etsystatic.com_154_1_14350055_il_570xN.1130267866_dtsv.jpg.30f2b9b8a1fd8442752012971503feb4.jpg

 

Misc Requests:

a More futuristic looking collar with rainbow edges like this one

http___images.gizmag.com_gallery_lrg_buddy-smart-collar-1.jpg.db3abecd0681a7c134c720a60fead0b5.jpg

 

and finally not really a restraint but more like a bdsm themed accessory its a black leather anklet with a padlock, if you can make two apparel items one for each ankle rather than make one apparel item that puts both on at once would be awesome!

https___img1.etsystatic.com_173_0_6014378_il_340x270.1152476305_iui4.jpg.71c7b429e011c1ccd5e3f7f203952746.jpg

 

3
2

 

Posted

Need help with some scripting, please...

 

When a certain type of item gets equipped or unequipped, i need to know which item and do something - but i need the rendered item, resp. its base form.

I hoped i could use DDI_DeviceEquipped/Removed mod events, but they give me only the device keyword (which is great, need that), actor (yep, brilliant), and inventory device as an armor (which is useless to me).

Is there some way to get the base form of the rendered device in such situation?

 

I know i could spawn the inventory device i get from the event, then cast it as zadEquipScript, get the value stored in its deviceRenderd property, and cast that as form.

BUT THAT IS JUST CRAZY ?

Please, surely there must be a better way.

 

Posted
44 minutes ago, Roggvir said:

Need help with some scripting, please...

 

When a certain type of item gets equipped or unequipped, i need to know which item and do something - but i need the rendered item, resp. its base form.

I hoped i could use DDI_DeviceEquipped/Removed mod events, but they give me only the device keyword (which is great, need that), actor (yep, brilliant), and inventory device as an armor (which is useless to me).

Is there some way to get the base form of the rendered device in such situation?

 

I know i could spawn the inventory device i get from the event, then cast it as zadEquipScript, get the value stored in its deviceRenderd property, and cast that as form.

BUT THAT IS JUST CRAZY ?

Please, surely there must be a better way.

 

The zadLibs script has a function: "Armor Function GetRenderedDevice(armor device)"

Posted
34 minutes ago, LazyBoot said:

The zadLibs script has a function: "Armor Function GetRenderedDevice(armor device)"

Yeah, but its doing that crazy PlaceAtMe() dance... i was hoping i could avoid that crazyness (yes, it works, maybe its the only way, but omg what an abomination).

Posted

Hi :D i just want to know what's the armor/harness, blindfold and "cum texture" in mouth from the last picture ? I didn't saw it in bodyslide.

I dont know either what type of "tatts" or texture she has with the ring gag

 

Thanks for your work ;) 

Posted
48 minutes ago, Miloujpp said:

Hi :D i just want to know what's the armor/harness, blindfold and "cum texture" in mouth from the last picture ? I didn't saw it in bodyslide.

I dont know either what type of "tatts" or texture she has with the ring gag

 

Thanks for your work ;) 

I think the only thing in that picture that's actually from devious devices is the gag. It's fooled many, many people over the years into asking where the rest of that stuff is. The answer has unfortunately always been the same: the outfit is most likely private and no one knows where or if it's available. The same probably goes for the cum texture.

Posted
28 minutes ago, SleepyJim said:

I think the only thing in that picture that's actually from devious devices is the gag. It's fooled many, many people over the years into asking where the rest of that stuff is. The answer has unfortunately always been the same: the outfit is most likely private and no one knows where or if it's available. The same probably goes for the cum texture.

Okay, I'm gonna try to search if slave tats or something like this looks like this cum texture.

Thanks ;) 

Posted

Hello,

I would like to ask about an issue;

I recently tried version 4.2 and I'm having a minor problem. Whenever I equip a gag to an NPC, the usual 'gagged dialogue' (the one where the gagged goes "mmphs" and the ungagged subject has some teasing dialogue) somehow doesn't work and they just talk normally as if they weren't gagged. When the player wears the gag however they are able to go into 'gagged dialogue'. This only applies to DD items, ZAZ items can still do 'gagged dialogue' when equipped on NPC and the player.

 

Any suggestion on how to fix this? Every help is much appreciated and thank you in advance!

Posted
1 hour ago, Seismonov said:

Any suggestion on how to fix this?

Npcs don't have gag talk like player, what you see is working as should so far. But if both player and npc are gagged you can't talk at all, it won't advance to gestured communications even with cursed loot dialog.

Posted
52 minutes ago, Zaflis said:

Npcs don't have gag talk like player, what you see is working as should so far. But if both player and npc are gagged you can't talk at all, it won't advance to gestured communications even with cursed loot dialog.

I've used the old version and they have those (NPC gag talk), hence why I post this problem here, if the old version has them why shouldn't this one? The latter is working as it should, that is how it was back in the old version as well, keep spamming E and they will eventually respond with a split-second "Mmph" subtitle. I tested a clean install of DDi 4.2 just now (without ZAP, just to test) and found out the gag talk doesn't even work this time.

Posted

Ooooh wait, seems like the gag talk isn't native from DDi is it? I tried using Devious Devices Interactions and now the gag talk works. Still doesn't work properly with NPC though, they still talk through DD gags as if it was nothing, but they cannot talk through ZAP gags.

Posted
5 hours ago, Seismonov said:

Hello,

I would like to ask about an issue;

I recently tried version 4.2 and I'm having a minor problem. Whenever I equip a gag to an NPC, the usual 'gagged dialogue' (the one where the gagged goes "mmphs" and the ungagged subject has some teasing dialogue) somehow doesn't work and they just talk normally as if they weren't gagged. When the player wears the gag however they are able to go into 'gagged dialogue'. This only applies to DD items, ZAZ items can still do 'gagged dialogue' when equipped on NPC and the player.

 

Any suggestion on how to fix this? Every help is much appreciated and thank you in advance!

The teasing dialogue was only ever in Zaz as far as I know, and applied to items with the relevant Zaz gag keyword. As DD removed all Zaz dependency in recent versions it won't ever happen with devious gags. There is GagSFX though, which can add in a lot of extra gag noises for devious gags. (It still requires Zaz, unlike DD.) It's predominantly aimed at adding voice packs for characters to play during SexLab animations when gagged, but it looks like it does also affect npc and follower dialogue as well.

Posted
34 minutes ago, SleepyJim said:

The teasing dialogue was only ever in Zaz as far as I know, and applied to items with the relevant Zaz gag keyword. As DD removed all Zaz dependency in recent versions it won't ever happen with devious gags. There is GagSFX though, which can add in a lot of extra gag noises for devious gags. (It still requires Zaz, unlike DD.) It's predominantly aimed at adding voice packs for characters to play during SexLab animations when gagged, but it looks like it does also affect npc and follower dialogue as well.

I see, that explains why there's no more gag talk on it, well there goes my immersion. I've tested GagSFX just now, as well as running the game only with ZAP 7.0 or ZAP 8.0+, the gag talk is not even working despite it's enabled in ZAP options. Well thanks for the info though, I'll just tinker around until I somehow get what I want.

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