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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.

Posted
35 minutes ago, Shilra284 said:

Does anyone have an alt download link? The standard one doesn't work at all for me.

Can you download anything from LL at all? ?

The small 76MB DDI package is usually not a problem at all. Or are you lost in the DD universe and are asking about the (much) bigger packages for DDx (Expansion) or DDa (Assets) ?

Posted

I came up with a suggestion, the device difficulty modifier should affect also unlocking success chance. I set difficulty to hardest and consume keys off, but the unlock for a red ball gag works on first try about 90% of the times. It would be fun to have this different kind of gameplay where even if you have the keys, it would take a bit of struggling to get free. Or maybe you'd give up, play a while and try later as it might trigger a cooldown.

 

On second thought this might need a different setting for "Unlock difficulty".

Posted

I use zzjay's warderobe and everytime i equip pants they just get invisible. It look's like i got them equipped in inventory but they are invisible. Any ideas how 2 fix it?

Posted

 

2 hours ago, kupa11 said:

I use zzjay's warderobe and everytime i equip pants they just get invisible. It look's like i got them equipped in inventory but they are invisible. Any ideas how 2 fix it?

this is due to some of the armor using the same armor slot as DD. 

 

go to your MCM -> Devious Devices -> Devices Underneath(1) -> find Body-Full(32)

 

try and find which slot the corresponding armor uses by selecting from the drop down menu "None (Disabled)"

 

 

Posted

Hi, seems like DDi is the only mod causing my game to crash during save load (not startup). I have the usual 250~ plugins and they are all working stably. Masters were checked,
DDa v3 is in fact working no problem. I have sexlab plus other animations working no problem. It's just DDi (v4.2). Animations are not maxed I'm at ~1500.
So my first question is, what are some mods that can be incompatible with DDi? And 2nd question is: Since DDi is an esm, load order does not matter correct?
I can't think of anything else :classic_unsure: Any help would be appreciated.

Posted
17 hours ago, darktej said:

 

this is due to some of the armor using the same armor slot as DD. 

 

go to your MCM -> Devious Devices -> Devices Underneath(1) -> find Body-Full(32)

 

try and find which slot the corresponding armor uses by selecting from the drop down menu "None (Disabled)"

 

 

Thank you! It helped out! If anyone has same issue then it's slot 49

Posted

Ok… so I’ve decided to make it my life’s mission to create items that allow me to filter sexlab animations.

i.e. if an actor is wearing the “pillory  ring” item, only pillory animations will be chosen when a sexlab animation is triggered.

I’m trying to reverse engineer how this is done using the DDi framework, and this is what I’ve got so far…

 

In zadSLBoundAnims I’ve added this to create the animations themselves...

 

Inside function LoadAnimations:

Spoiler

SexLab.GetSetAnimationObject("BFA_FB_PilloryDoggy", "CreateBFA_FB_PilloryDoggy", filterQuest)

SexLab.GetSetAnimationObject("BFA_FB_PilloryDoggyRedone", "CreateBFA_FB_PilloryDoggyRedone", filterQuest)

SexLab.GetSetAnimationObject("BFA_FB_PilloryHardDoggy", "CreateBFA_FB_PilloryHardDoggy", filterQuest)

SexLab.GetSetAnimationObject("BFA_FB_PilloryMissionary", "CreateBFA_FB_PilloryMissionary", filterQuest)

 

And at the end of the file:

 

Spoiler

Function CreateBFA_FB_PilloryDoggy(int id)           

            ; Define animation prefixes for each actor (must correspond to names in FNIS), add more if necessary

            String asAnim1 = "FB_PilloryDoggy"

            String asAnim2 = "FB_PilloryDoggy"

 

            libs.Log("Creating BFA_FB_PilloryDoggy")

            sslBaseAnimation Anim = SexLab.GetAnimationObject("BFA_FB_PilloryDoggy")

            if Anim != none && Anim.Name != "BFA_FB_PilloryDoggy"

                        Anim.Name = "BFA_FB_PilloryDoggy"

                        Anim.SetContent(Sexual)

                        Anim.SoundFX = Squishing

 

                        Int a1 = Anim.AddPosition(Female, addCum = Vaginal)

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S1")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S2")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S3")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S4")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S5")

 

                        Int a2 = Anim.AddPosition(Male)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S1", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S2", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S3", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S4", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S5", sos = 3, strapon = True)

 

                        Anim.SetStageSoundFX(1, None)

 

                        Anim.AddTag("FunnyBizness")

                        Anim.AddTag("Sex")

                        Anim.AddTag("Dirty")                 

 

                        Anim.AddTag("Furniture")

                        Anim.AddTag("FM")

 

                        Anim.AddTag("Pillory")

                        Anim.AddTag("AnimObject")

                        Anim.AddTag("Vaginal")

                        Anim.AddTag("Doggy")

                        Anim.AddTag("Doggystyle")

                        Anim.AddTag("DeviousDevice")

 

                        Anim.Save(-1)

            EndIf

endFunction

 

Function CreateBFA_FB_PilloryDoggyRedone(int id)        

            ; Define animation prefixes for each actor (must correspond to names in FNIS), add more if necessary

            String asAnim1 = "FB_PilloryDoggyRedone"

            String asAnim2 = "FB_PilloryDoggyRedone"

 

            libs.Log("Creating BFA_FB_PilloryDoggyRedone")

            sslBaseAnimation Anim = SexLab.GetAnimationObject("BFA_FB_PilloryDoggyRedone")

            if Anim != none && Anim.Name != "BFA_FB_PilloryDoggyRedone"

                        Anim.Name = "BFA_FB_PilloryDoggyRedone"

                        Anim.SetContent(Sexual)

                        Anim.SoundFX = Squishing

 

                        Int a1 = Anim.AddPosition(Female, addCum = Vaginal)

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S1")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S2")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S3")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S4")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S5")

 

                        Int a2 = Anim.AddPosition(Male)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S1", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S2", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S3", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S4", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S5", sos = 2, strapon = True)

 

                        Anim.SetStageSoundFX(1, None)

 

                        Anim.AddTag("FunnyBizness")

                        Anim.AddTag("Sex")

                        Anim.AddTag("Dirty")                 

 

                        Anim.AddTag("Furniture")

                        Anim.AddTag("FM")

 

                        Anim.AddTag("Pillory")

                        Anim.AddTag("AnimObject")

                        Anim.AddTag("Vaginal")

                        Anim.AddTag("Doggy")

                        Anim.AddTag("Doggystyle")

                        Anim.AddTag("DeviousDevice")

 

                        Anim.Save(-1)

            EndIf

endFunction

 

Function CreateBFA_FB_PilloryHardDoggy(int id) 

            ; Define animation prefixes for each actor (must correspond to names in FNIS), add more if necessary

            String asAnim1 = "FB_PilloryHardDoggy"

            String asAnim2 = "FB_PilloryHardDoggy"

 

            libs.Log("Creating BFA_FB_PilloryHardDoggy")

            sslBaseAnimation Anim = SexLab.GetAnimationObject("BFA_FB_PilloryHardDoggy")

            if Anim != none && Anim.Name != "BFA_FB_PilloryHardDoggy"

                        Anim.Name = "BFA_FB_PilloryHardDoggy"

                        Anim.SetContent(Sexual)

                        Anim.SoundFX = Squishing

 

                        Int a1 = Anim.AddPosition(Female, addCum = Vaginal)

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S1")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S2")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S3")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S4")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S5")

 

                        Int a2 = Anim.AddPosition(Male)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S1", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S2", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S3", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S4", sos = 2, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S5", sos = 2, strapon = True)

 

                        Anim.SetStageSoundFX(1, None)

 

                        Anim.AddTag("FunnyBizness")

                        Anim.AddTag("Sex")

                        Anim.AddTag("Dirty")                 

 

                        Anim.AddTag("Furniture")

                        Anim.AddTag("FM")

 

                        Anim.AddTag("Pillory")

                        Anim.AddTag("AnimObject")

                        Anim.AddTag("Vaginal")

                        Anim.AddTag("Doggy")

                        Anim.AddTag("Doggystyle")

                        Anim.AddTag("DeviousDevice")

 

                        Anim.Save(-1)

            EndIf

endFunction

 

Function CreateBFA_FB_PilloryMissionary(int id)  

            ; Define animation prefixes for each actor (must correspond to names in FNIS), add more if necessary

            String asAnim1 = "FB_PilloryMissionary"

            String asAnim2 = "FB_PilloryMissionary"

 

            libs.Log("Creating BFA_FB_PilloryMissionary")

            sslBaseAnimation Anim = SexLab.GetAnimationObject("BFA_FB_PilloryMissionary")

            if Anim != none && Anim.Name != "BFA_FB_PilloryMissionary"

                        Anim.Name = "BFA_FB_PilloryMissionary"

                        Anim.SetContent(Sexual)

                        Anim.SoundFX = Squishing

 

                        Int a1 = Anim.AddPosition(Female, addCum = Vaginal)

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S1")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S2")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S3")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S4")

                        Anim.AddPositionStage(a1, asAnim1 + "_A1_S5")

 

                        Int a2 = Anim.AddPosition(Male)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S1", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S2", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S3", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S4", sos = 3, strapon = True)

                        Anim.AddPositionStage(a2, asAnim2 + "_A2_S5", sos = 3, strapon = True)

 

                        Anim.SetStageSoundFX(1, None)

 

                        Anim.AddTag("FunnyBizness")

                        Anim.AddTag("Sex")

                        Anim.AddTag("Dirty")                 

 

                        Anim.AddTag("Furniture")

                        Anim.AddTag("FM")

 

                        Anim.AddTag("Pillory")

                        Anim.AddTag("AnimObject")

                        Anim.AddTag("Vaginal")

                        Anim.AddTag("DeviousDevice")

 

 

                        Anim.Save(-1)

            EndIf

endFunction

 

To zadBQ00 I added this code to call on the animations created...

 

In the end of sslBaseAnimation function GetBoundAnim(actor a, actor b):

 

Spoiler

If HasPillory(a)

                        if !b.WornHasKeyword(libs.zad_DeviousHeavyBondage)

                                    ;check if partner is a male

                                    If b.GetLeveledActorBase().GetSex() == 0

                                                i = Utility.RandomInt(0,3)

                                                If i == 0

                                                            return SexLab.GetAnimationObject("BFA_FB_PilloryDoggy")                                                           

                                                ElseIf i == 1

                                                            return SexLab.GetAnimationObject("BFA_FB_PilloryDoggyRedone")

                                                ElseIf i == 2

                                                            return SexLab.GetAnimationObject("BFA_FB_PilloryHardDoggy")

                                                ElseIf i == 3

                                                            return SexLab.GetAnimationObject("BFA_FB_PilloryMissionary")                    

                                                EndIf                         

                                    EndIf                         

                        EndIf

            EndIf

 

 

On line 1100:

 

Spoiler

Bool Function HasPillory(Actor akActor)

            Return (akActor != None) && (akActor.WornHasKeyword(libs.bfa_pillory))

EndFunction

 

In zadlibs I added this (which I don’t know if it’s even necessary… than again, I don’t really know if anything I'm doing here is even in the right direction, so that’s no surprise :)

 

Spoiler

Armor Property pillory Auto

Armor Property pilloryRendered Auto

 

And I made this change:

Spoiler

bool Function IsBound(actor akActor)

            return akActor.WornHasKeyword(zad_DeviousHeavyBondage) || (akActor.WornHasKeyword(zad_DeviousArmbinder) || akActor.WornHasKeyword(zad_DeviousArmBinderElbow) || akActor.WornHasKeyword(zad_DeviousYoke) || akActor.WornHasKeyword(bfa_pillory) || akActor.WornHasKeyword(zad_DeviousYokeBB) || akActor.WornHasKeyword(zad_DeviousStraitJacket))

EndFunction

 

And added this (which again... do I know what I'm doing?):

 

Spoiler

RegisterGenericDevice(pillory, "DDi,ring,metal")

 

And that’s where I get stuck pretty much. I try creating the item in CK, but that’s not working.

 

After playing around with the CK for quite a while and trying to duplicate the yoke, and change the keywords in the Editor ID to bfa_pillory (among other things) I get that’s not how it’s done.

 

When I duplicate zad_yoke_scriptInstance, it appears in my inventory in game etc.

 

I now get that adding the item itself is done using papyrus, and the equipdevice function.

But I don’t really know how to do that, and also, I don’t even know if I’m in the right direction.

 

I would really appreciate any help that at least directs me in the right way.

 

Examples would be awesome. I don’t know how to code much… (can you tell?) but I do know how to reverse engineer :) referring me to any existing mod that does this (i.e. adding a new custom devious device) would also be greatly appreciated.

And any info on how I connect a keyword to the device would be great.

 

I really want to get this done and I've sunk hours into this. I know I’m going to need to stumble my way to success. But I’d at least like to know I’m stumbling in the right direction.

Posted

Hi,

 

I wanted to leave some suggestions:

- the inflatable plugs don't seem to have physics on the pumps (whereas chains and such do nowadays, would be awesome if you could include those to!)

- For the "tail" plugs, it would be nice to see some different colors, maybe make one additional one that copies the characters hair color?

- Not sure if possible, but it would be cool if the standard devices have a minigame when you try to use "pick lock" (standard lockpick game / or maybe a custom one)? With the vanilla minigame it would make sense to make it more difficult depending on the characters arousal and ofc only 1 try per / time interval.

- It would be nice if devices could have some more color options (pink / blue), I noticed there are dyes, but they are rather limited right now. Would it be possible to allow players to create a custom dye with their own color (kinda like how racemenu allows you to make your own colors)?

 

And one sorta oddity I encountered:

It seems the rubber catsuit stuff (from mxm or something) don't seem to have everything bodyslide-able (if that's even a word), I tripple checked to make sure everything was working fine, but those are the only items which don't get fitted properly (on CBBE, I don't know if the same problems are there with UUNP). Most noticable are the rubber gloves, they are completely off and it's collar is a bit to much forward.

 

And one question, I noticed that the items from the zaz animation pack don't have "devious" properties, but it does have some nice stuff in there. How could I make some items "devious"? (I have never modded before).

 

Anyways, great stuff!

Posted
6 minutes ago, jujoco said:

- For the "tail" plugs, it would be nice to see some different colors, maybe make one additional one that copies the characters hair color?

I believe most of the tail plugs should copy the player characters hair color when worn.

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